Will you ever restore this NPC? https://www.youtube.com/watch?v=Fa1ADGzN1_A (I don't know if this is being cut content is real or not but the person says the lines are already in the game)
Hey thanks for the mod but if you have installed the Diamond City Expansion there is massive clipping in the city because of Derek I think. Can you make a patch?
Okay, I just tested with DCE, the aforementioned DCE Exopatch, and my mod. The Exopatch fixes the broken previsbines created by DCE. Load order should be:
Oh yeah, those super mutants were brought up in the comment section for one of my standalone cut content mods. They aren't specific NPC records like the others; rather, they're random encounters (or the like) which, unfortunately, puts them beyond my ability to restore. If I ever figure them out, though, I'll definitely bring them back.
A very complicated undertaking in the borked fo4 engine so the 0 bug report column is impressive. In the past I've tried to diversify npc by adding mods that expand face options for factions. However used on anything other than settlers such mods invariably cause gameplay stutter. However mods like this basically accomplish the same thing with zero noticeable performance impact.
With all of the faces I've made for my "Diverse" series, I've come to the conclusion that stuttering is not caused by face variety but rather how those faces are made. All of the faces I make use the game's built in face morph keys--and there are dozens of them--which are already in use everywhere in the game. The issue, I think, is faces that are sculpted with Looks Menu (or the like). That method introduces custom face morphs, and since the game doesn't have any built-in data to call on, it results in stuttering as the game loads these custom faces. Custom skin textures, hairstyles, eye colors, tattoos, and the like, only compound the issue, and the only solution is to create face gen data.
To put all of this in perspective, I tested my theory by spawning in over 80 of my "Diverse" faces (no duplicates) after which I fast traveled away and returned on foot. I didn't experience any stuttering, and it isn't because I'm using some high-end machine. I run a laptop with an i5 CPU and a GTX 1650 GPU.
Edit: As for the cut content NPCs, all of the faces are in the vanilla game files. Adalia is the only one I modified because she had default Nora's face.
For instance, some of them were complete NPCs that only lacked the world space markers to make them appear in game, as if the Bethdevs forgot to implement them.
Others were part of quests that were either scrapped or truncated, but their NPC (Actor) records were otherwise complete, so I restored them as generic NPCs.
A few more were mostly complete, as if the Bethdevs ran out of time to complete them before the game's release, so I completed and placed them in the best I could.
And finally, there were two or three that likely were developer test characters, but there was enough background information on them to be useful, so I filled in the blanks and added them in accordance with that background information.
That said, all of them have NPC (Actor) records in the vanilla files.
49 comments
DCE
Exopatch
Cut Content NPCs AiO
Exopatch DCE Previs
Everything works properly with that load order.
To put all of this in perspective, I tested my theory by spawning in over 80 of my "Diverse" faces (no duplicates) after which I fast traveled away and returned on foot. I didn't experience any stuttering, and it isn't because I'm using some high-end machine. I run a laptop with an i5 CPU and a GTX 1650 GPU.
Edit: As for the cut content NPCs, all of the faces are in the vanilla game files. Adalia is the only one I modified because she had default Nora's face.
Is this cut content in the sense that Bethesda once had written it in, but removed it before the final release?
For instance, some of them were complete NPCs that only lacked the world space markers to make them appear in game, as if the Bethdevs forgot to implement them.
Others were part of quests that were either scrapped or truncated, but their NPC (Actor) records were otherwise complete, so I restored them as generic NPCs.
A few more were mostly complete, as if the Bethdevs ran out of time to complete them before the game's release, so I completed and placed them in the best I could.
And finally, there were two or three that likely were developer test characters, but there was enough background information on them to be useful, so I filled in the blanks and added them in accordance with that background information.
That said, all of them have NPC (Actor) records in the vanilla files.
As for my mod, I don't have an xbox, so I can't port it over, but if someone else wants to, they're welcome to do so.