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WasteTheLand

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  1. Qrsr
    Qrsr
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    This mod does not affect precombine/previsibine eventhough some static objects have been replaced. Two versions are available:
    1) Replacer of objects not PreCombined by the game. This casts some interesting search and loot mechanics by itself, since not all raider bodies can be activated, used as a container.
    2) Replacer and adder. The latter adds a rescaled (+0.01) raider body on top of the default raider body. This version affects ALL raider bodies in game world.
  2. VuHungg
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    Gomen....
    1. DeaDae26
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      amanai
  3. psyyo
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    Does this work with your other Resurrection mod? Or would that effectively remove these dead bodies, changing them into actual live NPCs
    1. Qrsr
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      The body models are just normal containers, and not actual Actor / NPCs
    2. psyyo
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      I'd hoped as much. Awesome! Thanks :)
  4. gedward1
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    question will this allow me to change the clothes on the bodies found in my build menus to decorate settlements
    1. Qrsr
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      edit:
    2. Qrsr
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      gedward1 technically possible, if i would replace the bodies with real NPC bodies and alter the ragdoll data to mimic the original static objects. then you would be able to replace the clothes OR in case of a settlement decoration trip you would likely make a "statue" out of the bodies similar in function to the armor and clothing dolls which are available by default. for now thats to much work to be worthwhile.
  5. Babaloo321
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    Maybe you could use Base Object Swapper to replace the bodies? That might make compatibility easier to work out, seeing as how users might have other mods that modify the same cells that you're mod modifies.

    I'm definitely going to do that on my end for myself later, regardless. Really cool mod!
    1. Qrsr
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      I hear about Base Object Swapper but for now i will stick to my current technique. Since its not just fire and forget. Alot of the bodies are PreCombined which i had to purge in the first place. Now you only see those few bodies left which are not precombined. If i would use a script and i suppose thats what Base Object Swapper is all about i would find myself of replacing Non- and PreCombined objects which i would have to check manually in the end to avoid conflicts. Correct me if im wrong.

      Afaik, stacking multiple mods that modify CELL and WRLD records is not a problem. The main record is overwritten, but the data there is irrelevant as long as it is only about objects within the cell.

      Example:

      • > Cell
        • > Block 0
          • > Sub-Block 6
            • > 000C9D24 MassStateHouse01 - "Main Record"
              • > Temporary

      Same logic applies to Worldspace (WRLD).

      The data in Temporary is relevant, sometimes Persistent. But the main record can show conflicts. Most of the time its just a PreVis and/or PreCombined Timestamp conflict of Vanilla and DLC. Which you need to patch of course. Everything else depends on the mods, sound files, locations reference etc.

      For the raider corpse replacer its just about Temporary. Afaik these edits should hardly force problems if you dont get wild with your load order.
    2. Babaloo321
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      Oh, alright. You say that you had to purge the bodies that were precombined, and that you haven't broken precombines to the other commentor, but wouldn't disabling or deleting them cause the precombines to break? Unless I just don't understand what you meant by "purged". Maybe I'm just misunderstanding.
    3. Qrsr
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      I deleted all precombined object entries per temporary record, then cleaned the leftover main cell records.
    4. Babaloo321
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      Also, with Base Object Swapper you can just swap the original static base object with the new container base object, and it'll replace all of the old statics that aren't part of any precombines. Precombined objects however won't be replaced automatically, but maybe it would if you removed their corresponding precombined object entries.
    5. Qrsr
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      Also, with Base Object Swapper you can just swap the original static base object with the new container base object, and it'll replace all of the old statics that aren't part of any precombines. Precombined objects however won't be replaced automatically.

      That sounds pretty clever. It would kill the fun factor for me though, when digging through the game files. You can always find something new. Be it CK or FO4Edit. I will come back to BOS when i have the time.
    6. Babaloo321
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      .
  6. Csbauder
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    Testing this mod out right now. Really don't understand why this wasn't in the game from the start. Great idea!
    1. Qrsr
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      Thank you the more eyes the better.
  7. AbbyRawkz
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    You locked my comment so I can't reply but I would appreciate a yes or no instead of just showing me what I already read.
    I haven't made a precombine/previsibine before, so I don't know what "are not marked [Placed Object]." means, but based on your file saying it affects CELL and WRLD records, I was thinking it might interfere with precombines/previsibines.

    Again a clear yes or no would be helpful for me, as well as anyone else coming here looking for the same info. Appreciate it in advance.

    EDIT: I'm more specifically asking if this would interfere with PRP, or similar mods.
    1. Qrsr
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      Sorry somehow your comment was locked. That was not intended.

      No it does not affect precombine/previsibine.
    2. AbbyRawkz
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      Okay cool thanks. Didn't mean to be hostile at all if I came off that way, just wanted to get a clear answer.
      Really like the idea of the mod, and it would have been really unfortunate if it did break precombines/previsibines.
    3. Qrsr
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      PRP should alter the cell worldspace main records. Im not sure if they precombine certain static object more or less in this regard. If those overrides in my mod are precombined by PRP then well my mod will probably not work if you load it before PRP. If you load my mod after PRP it will affect PRP.

      But all of this are speculations. You should check it yourself in FO4Edit. It takes only a few minutes to browse.
    4. AbbyRawkz
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      I'll test it out and reply back in here with what I find as far as PRP goes.
    5. Qrsr
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      Yw. The problem with Fo4 is, its extremly L2 and more likely L3 cache sensitive since it loads so much objects in real time. Even today it can wear certain hardware down.

      Afaik, PRP, precombines/previs itself will avoid that since the engine will lower rendering in real time since well the objects are precombined. The problem with Boston is the amount of objects thrown around to render.

      From my understanding if your hardware has enough L2/L3 cache which is affected based on your total number of mods and of course what those mods do, you can lean back at some point ...
    6. Qrsr
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      I can recommend this thread: https://www.techpowerup.com/forums/threads/fallout-4-9700k-5-1-ghz-32-gib-ddr4000-only-a-slight-fps-diff-between-1080ti-and-4090.307375/page-3#post-4998924

      That was back in the DDR3 era.. with DDR4 it stopped scaling around DDR4 3000 MHz on my 8700K from DDR4 3000 which I run now vs 3666 MHz there is zero FPS difference. still dips to the same lows. It did scale quite well with memory back in the day but memory bandwidth on modern systems is high enough that its back to being thread limited. Going from 5 GHz on my 8700K down to 4.6 now had a bigger impact than the ram. So yeah it scales with a memory to a certain point but not so much now. Latency can have an impact as well as L3 cache in fact L3 cache is likely the biggest factor anything that doesn't fit into cache will get pushed to the system memory so Ryzen X3D chips will likely have bigger gains. But the biggest benefit is if you use a Core Affinity app and set the game to just run on set cores with no HT. tends to smooth things out and stops the game from swapping between so many cores on which its single thread bound anyway. So while it will distribute load the 1 important thread is the main culprit. If you can't scale clock speed then scaling bandwidth helps but suffice to say the game is still a buggy mess on ancient code.

      As it is with the 7950X3D with same settings etc vs a 7950X with higher clocks but same memory the extra cache shows a 20-30% improvement in performance. Game wants to nom nom on more L3 cache to keep the CPU thread properly fed with data. Faster memory helps but will never compensate for that.
    7. AbbyRawkz
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      Thank you that was all very informative. Also as far as I can tell this mod doesn't affect PRP at all. So that's good to see.
      That quote may weigh heavily into my next CPU upgrade though if I'm being honest.
    8. Qrsr
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      Your welcome.

      Afaik, BETH goes for AMD for Starfield. Might not be a coincidence with the L3 Cache ...
  8. AbbyRawkz
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    Any idea if this would break Previsibines/Precombines?
    1. Qrsr
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      Read the description page more closely:
      Many of these are static objects that can be replaced as they are not marked [Placed Object].