I noticed you made some corrections since v 1.0, Is there a chance that these corrections could be in any way connected to my CTDs?
I was trying desperately to figure out why buffout was giving me those "CreateTexture2D" errors at random intervals... and ever since I uninstalled this mod and its FH sister mod, that the CTDs seems to have vanished.
I wouldn't dare post a "bug report", and I don't want to throw stones in a glass house so to speak. It might just be dumb luck and have nothing to do with this mod.
It looks great but I'm too terrified to use it now, lol.
This was from a while ago now, you can probably ignore this. I think it is just a memory issue on my end, i have too many mods and yours was probably just the straw that broke the camel's back, so to speak.
I still get the occasional crash with random texture errors, no specific culprit... the game engine just can't handle what I throw at it anymore :P
@ Dahveed you are probably correct as its your game, I run with a comparatively lightly modded game but if I have a Texture bad format or just the wrong size can cause random CTD or the a mesh (culprit many times for me) FO4 can black screen on load or crash the game when the cell loads not to mention the (pre combined meshes in cells.
But this mostly happens with a bad texture or map after I add a new mod with textures, mite be down to the game culling objects behind say walls and bingo CTD.
@Hein84 thanks for sharing your wonderful mods with community, man how the years fly by. : )
I just have too many mods, and I ended up realizing that MO2 was literally just running out of room on my HD to create its VFS and still run the game efficiently, so it was always just a matter of a "countdown timer" until I crashed during each session. I just cleaned up a lot of clutter in my mods folder and removed a bunch of useless crap from my HD and I almost never crash now.
Yeah bloating always an issue to how far you can go, and of cause what ever MM you use it will store every mod in the installation folders (library) even if its not installed into the game or games I'm guilty of this. Eleven games modded must be over 200gig+ of unused or older mods on my M.2 If I remember Boris even removed ENB from starting up on the load screen as it mite crash as the game as it can be so heavily modded must be the number of plugins that load up @launch.
Ciao Hein:) I noticed some flashlights on the top of some objects looking distance. Flashlights stop enlightening objects when i come closer! What do you think about?
"Flashlights" on distant objects is typically caused by overly bright or missing specular textures. LOD has set specular intensity of 1, so sometimes the intensity on the texture may need lowered in LOD versus full. In Nuka World, the mud texture is the most common cause. Of course, without proper imaging of the offending object, it become much harder to identify.
Since Spec is generated in LODGen, and I noticed vanilla LODs of things that have an alpha like trees have a slight alpha black layer on them, I started doing this to all my custom LOD diffuse textures, applying a black layer over it and setting its opacity to 3% then merging down the layer. It fixed the issue. I guess it generates a duller spec map. Wish I had known about simply setting specular intensity. Is that in material file or does it need to be done per nif?
Specular intensity is controlled by the green channel. Just take it into curves and adjust the top end of the green channel lower. Not all speculars need this. Only ones that have lower than 1 specular intensity in materials typically need it, with exceptions.
Alterring the lod material specular intensity will not work, as it is ignored by xLODGen.
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LOD refusing to despawn is a well known Vanilla bug.
Changing following solved it for me.
Fallout4Prefs.ini:
fMeshLODLevel1FadeDist=999999
fMeshLODLevel2FadeDist=999999
change to:
fMeshLODLevel1FadeDist=80000
fMeshLODLevel2FadeDist=40000
I was trying desperately to figure out why buffout was giving me those "CreateTexture2D" errors at random intervals... and ever since I uninstalled this mod and its FH sister mod, that the CTDs seems to have vanished.
I wouldn't dare post a "bug report", and I don't want to throw stones in a glass house so to speak. It might just be dumb luck and have nothing to do with this mod.
It looks great but I'm too terrified to use it now, lol.
I still get the occasional crash with random texture errors, no specific culprit... the game engine just can't handle what I throw at it anymore :P
But this mostly happens with a bad texture or map after I add a new mod with textures, mite be down to the game culling objects behind say walls and bingo CTD.
@Hein84 thanks for sharing your wonderful mods with community, man how the years fly by. : )
I just have too many mods, and I ended up realizing that MO2 was literally just running out of room on my HD to create its VFS and still run the game efficiently, so it was always just a matter of a "countdown timer" until I crashed during each session. I just cleaned up a lot of clutter in my mods folder and removed a bunch of useless crap from my HD and I almost never crash now.
What do you think about?
Did some testing and as DoubleYouC says, it's caused by the specular map. I'll tune it down in distance for next update...
Thanks for pointing it out.
and DoubleYouC, you are just great!👍
Alterring the lod material specular intensity will not work, as it is ignored by xLODGen.