Yes it would. Also unfortunately there is also some issues from using FO4Edit (I assume the issues would be the same with zEdit) instead of the CK to edit NPC records. I've asked Thirdstorm to come here to explain what those are as he's more familiar with that than I am. Definitely a cool idea though. I could see it being the giant first step in custom beautification setups for people.
I assume that you are talking about this forum post https://forums.nexusmods.com/index.php?/topic/5864763-npc%C2%B4s-cause-stutterstutter-spikes-might-be-interesting-for-authors/
There are no replacements of textures happening so that shouldn't be a problem. FaceGen on the other hand should be constructed when an NPC is encountered, not when the cell is loaded (an educated guess). So there shouldn't be that big a stutter. I haven't noticed any significant stutter but you can let me know if it is causing any for you.
The stutter is caused by the realtime creation of the head mesh and face tintmask texture, that happens when you enter a new cell and new npcs get spawned. It more likely to happen the more npcs get spawned at a time, so would be most prevalent in the exterior worldspace when a bunch of raiders, gunners, or settlers get spawned, especially if you're using a mod to increase the amount of enemies spawned. We encountered the issue with Raider Overhaul, Super Mutant Redux and Unique NPCs. The stutter can be gotten rid of if you export facegen data for npcs in the CK. It's worked perfectly so far with Super Mutant Redux and UniqueNPCs, and we're waiting to get or hands on a test build of RO because he's made the changes in that too. Think of it as precombines for npcs. So to best make use of this mod you'd want to use it to patch your build, then load the patch plugin into CK and go to all the npc record and export facegen.
Hmmm. I haven't encountered any stuttering though. TBF I only have like 30 mods currently. Let me know if this is increasing stuttering for you. The only thing that is happening is a small increase in loading times, but no stuttering.
There definitely would be stuttering for people, just as the nature of what this is doing. That does not mean it affects every user and every PC the same though. SOme people can play with precombined objects off and get a steady 50 FPS downtown just fine, others get 15 to 20 FPS downtown with that, hahaha.
Facegen is way less intensive than something like that as well, so it's more or less just a "deal with it or don't use this" sort of thing, is what I'm seeing.
So I can say in my testing and in large part due to the feedback from the BETA testers as I went through the rebuild process the performance hit was as much as 50 FPS without FaceGeometry Exported..
Face Geometry is effectively Precombines for NPCs and without it the demand on both the CPU and GPU increases SIGNIFICANTLY.
However "how" it effects you will vary depending on total load out of mods, total number of effected actors on screen, load order, if it's raining in game (no, I'm serious) etc etc etc and your own system specs...
I understand what you mean but I still have some doubts 1) I am not deleting any meshes 2) I am not changing any textures 3) The meshes will need to be re-generated BEFORE loading the cell, so there should only be a slight increasing in loading times. Correct me if I am wrong on the third point.
I would like to add, I run an older machine with a few updates, i5- 3570k 3.4 ghz, 16 g ram, 500 g SSD [Samsung sata3 6gb transfer] Evga Nvidia 1070 ti X2 Sli. I also have 189 loaded ESP's with Raider Overhaul, WATM [ We are the Minutemen], HiRes DLC pack, All DLC, and a few 4k cosmetic mods, also Vivid Weathers.
With this, until I loaded this into my game, {which is awesome btw. thank you for all the work you put into this} I didn't get any stutter, but I got a few FPS drops in heavily populated areas and "heavily" built settlements. Then I installed this and started getting stuttering when NPC's would spawn.. perfect example would be the "raiders vs. scavengers" outside of Vault 81 as you went to find that stupid cat. Also with the Automatron DLC I get stuttering after a fast travel and the Rust Devils spawn almost on top of me.
After reading what you all have been posting here about generating Facegen files, I loaded up the CK and did just that.. {TOOK FUKN FOREVER BTW.}, and now i'm back to my normal 5-10 fps drops that I had before..
I can't remember what it was, but back in the Skyrim days, There was a mod that would do a NPC looks patch [not as good as this one, but similar] and at the end of the patch it had a pop up that asked if you cared to take a few more moments to have it install facegen data. Now I know it just copied and pasted a generic facegen file for the tintmasks and Nif headmesh files but it worked and kept the "Black Face bug" from happening. Is this an option or possible in this case? [ I tried to find the mod but the author hasn't logged on in about 4 years and the mod isn't on the site anymore]
Just wanted to help if this is even relevant or not, if not just delete the comment and remember my Thanks for the hard work on this.. Love the mod!!
Thanks a lot for the detailed reply! I am still thinking of how to generate randomized facegen based on presets. As you said, it will take forever cuz there are ~2500 NPCs in just the game+DLC. If there are mods adding more then there are going to be a lot lot more. I am not sure of how to do this right now. So the only simplest suggestion would be to use this mod on areas which are not going to be insanely populated.
Hey, so I did some more messing around in the CK after I left my comment here last night.
One thing, [this may not be relevant for everyone] when you do the Facegen Export, it would be a good idea to only select the NPC's from the Fallout4.esm and Far Harbor.esm that you want to have handled. For some reason my CK kept crashing every time it went to export for the Vault 88 DLC. But once I narrowed the field down it only took 5 minutes to generate all the Facegen files and then I went ingame and traveled all over and didn't notice any difference from before.
New to FO4 Modding after i switched from skyrim, using X-Sensuous Female and CBBE for skin and body textures. Body textures are purple, might need some help to uninstall/reset to before the patch.
I'm getting the following error when I use falloutGeneticsPatcher:
Spoiler:
Show
ssion started at Thu Oct 17 2019 16:18:15 GMT+0200 (W. Europe Daylight Time)
Settings are:
Ignoring CharGen presets: true
Using CharGen presets: true
 efault seed: 42
 efault female parts: f
 efault male parts: m
Initializing...
Neutral headparts:
Eyes - 1
Hair - 3
Eyebrows - 0
Scars - 0
Facial Hair - 0
Female headparts:
Eyes - 1001
Hair - 930
Eyebrows - 0
Scars - 0
Male headparts:
Eyes - 1001
Hair - 998
Eyebrows - 0
Scars - 0
Facial Hair - 884
Found 402 female presets and 179 male presets.
Loading Non-Player Character (Actor) records from Fallout4.esm.
Filtering 3007 Non-Player Character (Actor) records from Fallout4.esm
Patching 1558 Non-Player Character (Actor) records from Fallout4.esm
[ERROR] TypeError: Cannot read property '__proto__' of null
at hasOwnProperty (eval at value (file:///G:/STEAM/steamapps/common/Fallout%204/Z-Edit/resources/app.asar/app/app.js:749:1, <anonymous>:40:21)
at convolvePresets (eval at value (file:///G:/STEAM/steamapps/common/Fallout%204/Z-Edit/resources/app.asar/app/app.js:749:1, <anonymous>:103:13)
at genetics (eval at value (file:///G:/STEAM/steamapps/common/Fallout%204/Z-Edit/resources/app.asar/app/app.js:749:1, <anonymous>:119:24)
at patch (eval at value (file:///G:/STEAM/steamapps/common/Fallout%204/Z-Edit/resources/app.asar/app/app.js:749:1, <anonymous>:404:33)
at eval (eval at value (file:///G:/STEAM/steamapps/common/Fallout%204/Z-Edit/resources/app.asar/app/app.js:749:1, <anonymous>:570:17)
at Array.forEach (<anonymous>
at patchRecords (eval at value (file:///G:/STEAM/steamapps/common/Fallout%204/Z-Edit/resources/app.asar/app/app.js:749:1, <anonymous>:568:2
at filesToPatch.forEach.filename (eval at value (file:///G:/STEAM/steamapps/common/Fallout%204/Z-Edit/resources/app.asar/app/app.js:749:1, <anonymous>:594:2
at Array.forEach (<anonymous>
at loadAndPatch (eval at value (file:///G:/STEAM/steamapps/common/Fallout%204/Z-Edit/resources/app.asar/app/app.js:749:1, <anonymous>:592:26)
Please help, the tool used to run fine, now it gets stuck at 0,2%
Anyone coming across this issue, it is because the preset file format has changed several times since this script was released. The presets need to be from an older (2018) version of the looksmenu
Anyone coming across this issue, it is because the preset file format has changed several times since this script was released. The presets need to be from an older (2018) version of the looksmenu
Does anyone know if the mod still work or if there is one similar which allow to inject your preset in fallout 4 ? for when I download zedit it say failled to download ressource DLC coast Ba2, maybe a wrong manipulation on my end or a conflict
I use Organized Workbenches and some of his other zEdit modules and all of his are merged into one plugin. Is there a way that I could change this mod to merge into his esp as well?
I tried generating the facegen before and the CK said it had done it but I couldn't find the generated meshes anywhere. I use MO2 so I don't know if that was messing it up or if there was something else going wrong.
So I've used this (excellent, by the way) mod to generate a custom facelist, then used Creation Kit to export FaceGen. Hmm but I have a question or two about it, as the faces it generates are 1K across the board. (Even though I have the HD DLC, 2k updates to LooksMenu, etc.) 1) Is there any way to change the settings so that it generates 2K _d and _msn face files? 2) Is it possible to only use the generated Mesh data and not the Textures, e.g. by deleting the generated Textures folders?
I know this is an old comment, but in the event others come across this thread - you can also just load any preset/replacer mod after this one, which naturally makes that preset the one the game chooses, in addition to Ignore any mod when patching of course.
83 comments
Definitely a cool idea though. I could see it being the giant first step in custom beautification setups for people.
https://forums.nexusmods.com/index.php?/topic/5864763-npc%C2%B4s-cause-stutterstutter-spikes-might-be-interesting-for-authors/
There are no replacements of textures happening so that shouldn't be a problem.
FaceGen on the other hand should be constructed when an NPC is encountered, not when the cell is loaded (an educated guess). So there shouldn't be that big a stutter.
I haven't noticed any significant stutter but you can let me know if it is causing any for you.
TBF I only have like 30 mods currently.
Let me know if this is increasing stuttering for you.
The only thing that is happening is a small increase in loading times, but no stuttering.
Facegen is way less intensive than something like that as well, so it's more or less just a "deal with it or don't use this" sort of thing, is what I'm seeing.
NPC´s cause Stutter/Stutter-spikes (might be interesting for authors) is a good article by Still in Memory
Ironically had discovered the same around the same time, hence why it took me a year to rebuild Unique NPCs - An Overhaul of the Commonwealth, first finding, then proving it took a fair amount of work...
So I can say in my testing and in large part due to the feedback from the BETA testers as I went through the rebuild process the performance hit was as much as 50 FPS without FaceGeometry Exported..
Face Geometry is effectively Precombines for NPCs and without it the demand on both the CPU and GPU increases SIGNIFICANTLY.
However "how" it effects you will vary depending on total load out of mods, total number of effected actors on screen, load order, if it's raining in game (no, I'm serious) etc etc etc and your own system specs...
1) I am not deleting any meshes
2) I am not changing any textures
3) The meshes will need to be re-generated BEFORE loading the cell, so there should only be a slight increasing in loading times.
Correct me if I am wrong on the third point.
I would like to add, I run an older machine with a few updates, i5- 3570k 3.4 ghz, 16 g ram, 500 g SSD [Samsung sata3 6gb transfer] Evga Nvidia 1070 ti X2 Sli. I also have 189 loaded ESP's with Raider Overhaul, WATM [ We are the Minutemen], HiRes DLC pack, All DLC, and a few 4k cosmetic mods, also Vivid Weathers.
With this, until I loaded this into my game, {which is awesome btw. thank you for all the work you put into this} I didn't get any stutter, but I got a few FPS drops in heavily populated areas and "heavily" built settlements. Then I installed this and started getting stuttering when NPC's would spawn.. perfect example would be the "raiders vs. scavengers" outside of Vault 81 as you went to find that stupid cat. Also with the Automatron DLC I get stuttering after a fast travel and the Rust Devils spawn almost on top of me.
After reading what you all have been posting here about generating Facegen files, I loaded up the CK and did just that.. {TOOK FUKN FOREVER BTW.}, and now i'm back to my normal 5-10 fps drops that I had before..
I can't remember what it was, but back in the Skyrim days, There was a mod that would do a NPC looks patch [not as good as this one, but similar] and at the end of the patch it had a pop up that asked if you cared to take a few more moments to have it install facegen data. Now I know it just copied and pasted a generic facegen file for the tintmasks and Nif headmesh files but it worked and kept the "Black Face bug" from happening. Is this an option or possible in this case? [ I tried to find the mod but the author hasn't logged on in about 4 years and the mod isn't on the site anymore]
Just wanted to help if this is even relevant or not, if not just delete the comment and remember my Thanks for the hard work on this.. Love the mod!!
Axle
I am still thinking of how to generate randomized facegen based on presets.
As you said, it will take forever cuz there are ~2500 NPCs in just the game+DLC.
If there are mods adding more then there are going to be a lot lot more.
I am not sure of how to do this right now.
So the only simplest suggestion would be to use this mod on areas which are not going to be insanely populated.
One thing, [this may not be relevant for everyone] when you do the Facegen Export, it would be a good idea to only select the NPC's from the Fallout4.esm and Far Harbor.esm that you want to have handled. For some reason my CK kept crashing every time it went to export for the Vault 88 DLC. But once I narrowed the field down it only took 5 minutes to generate all the Facegen files and then I went ingame and traveled all over and didn't notice any difference from before.
Damn that's good.
Also it removed the stuttering you say?
I'll add it in as an important section of the guide if you can confirm this.
Is there a way to add bodyslide morph to randomization?
**Edit: It actually change.
[ERROR] TypeError: Cannot read property '__proto__' of null
edit update: adding presets didn't work very well, always errors. Leaving the existing presets seem to be working for create a patch.
1) Is there any way to change the settings so that it generates 2K _d and _msn face files?
2) Is it possible to only use the generated Mesh data and not the Textures, e.g. by deleting the generated Textures folders?
What you can do is manually go and delete Heather's record from the patch.
That should reset her.