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Announcement Mystic Pines by fftfan

1ae0bfb8

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that looks excellent. i haven't ever installed extra locations in my play through, but looking at that, i think i may make that the first one i install. great video, and great location.
 

MrCJohn

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Okay, this looks like a runaway Sanctuary :) ... so much to build and before you know it, BOOM!

:) haha... I have always use Mystic Pines - the mod with the survival options - since the workbenches are a great thing to have... any inclusion of those things by chance? ;)

I love it though! Good job!

John
 

MrCJohn

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Okay, this looks like a runaway Sanctuary :) ... so much to build and before you know it, BOOM!

:) haha... I have always use Mystic Pines - the mod with the survival options - since the workbenches are a great thing to have... any inclusion of those things by chance? ;)

I love it though! Good job!

John

Watched the video... going to have to get that 3x build limit bumped up more...
John

Ps - Ivy is still a bad girl!
 

Grim Experiments

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Lol, when I saw your girls I immediately thought, oh, you're like Muammar Ghaddafi with your sexy bodyguards. But then I heard them speak and thought, nope, that's the Ghaddafi porn parody! I gotta get that one.

The settlement's pretty rad too. Thanks for sharing.
 

RayBo

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Lol, when I saw your girls I immediately thought, oh, you're like Muammar Ghaddafi with your sexy bodyguards. But then I heard them speak and thought, nope, that's the Ghaddafi porn parody! I gotta get that one.

The settlement's pretty rad too. Thanks for sharing.

Hahahaha, you have no idea how hard I laughed. In fact, this is one post that will have me erupting into little fits of spontaneous good humor the rest of the day.

Thank you, glad you liked them. Your right, they lead to many very humorous episodes that I wish I could have recorded and shared. :crazy

Hopefully, they don’t distract to much from the point of the video. Which is that is one very cool Settlement location. FPS-friendly, and a Sim Settlements - Creativity Flexible canvas that a user can utilize in their game. :acute
 
Last edited:

Grim Experiments

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Hahahaha, you have no idea how hard I laughed. In fact, this is one post that will have me erupting into little fits of spontaneous good humor the rest of the day.

Thank you, glad you liked them. Your right, they lead to many very humorous episodes that I wish I could have recorded and shared. :crazy

Hopefully, they don’t distract to much from the point of the video. Which is that is one very cool Settlement location, FPS-friendly, and Sim Settlements - Creativity Flexible canvas that a user can utilize in their game. :acute

Lol, I'm glad to be giving back.

Distract from? Noooooo... It added to it! What is a settlement if it can't be transformed into a sex-bot harem?!

But seriously, the settlement is awesome. I actually had no idea there was enough space to fit one that big. Shit! There's just no way to escape the innuendo now is there? IVYYYYY!!!
 

MrCJohn

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Lol, I'm glad to be giving back.

Distract from? Noooooo... It added to it! What is a settlement if it can't be transformed into a sex-bot harem?!

But seriously, the settlement is awesome. I actually had no idea there was enough space to fit one that big. Shit! There's just no way to escape the innuendo now is there? IVYYYYY!!!

Just curious Ivy is a synth but not sure if she's in the human race... just thinking that synth replication mod?

I love the settlement just not sure how much you can build before it breaks. I break sanctuary all the time... not that I try to, just that I get carried away.

:)
John
 

Grim Experiments

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Ahhh and if she was flagged as synth... Lol, yup, harem.

I understand the reluctance about building. I might just be a cynic but I always felt as though Beetheesda threw in the settlement stuff last minute, without really considering if their engine could hold up to it.

Then again, I'm no programmer, so... Grain of salt?
 

RayBo

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Just curious Ivy is a synth but not sure if she's in the human race... just thinking that synth replication mod?

I love the settlement just not sure how much you can build before it breaks. I break sanctuary all the time... not that I try to, just that I get carried away.

:)
John

@Yagisan has a location mod. Lakeside Cabin.

@VersusXV and @Yagisan seem to be collaborating to create locations that are far more FPS friendly and Stable. The trade is Precombines. For me that is a good trade. A side benefit is often size and a new creative canvases for a player develop and experience.

My game has never been as stable as it now. 400 mods and all. I credit much of that stability with going with lakeside instead of Sanctuary as the game start up primary location.
 

VersusXV

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I love the settlement just not sure how much you can build before it breaks. I break sanctuary all the time... not that I try to, just that I get carried away.
Everything is precombined basically. Unlike in Sanctuary where they made a lot of stuff scrapable. For it to be scrapable it can't be precombined so extra Draw Calls wasted. I recommend to get ReShade, even if only for the menu.

The ReShade menu has a Statistics Tab which can show in real time how many Draw Calls are happening at the current moment in game. It can be useful to see where the limits are for your system. If you disable precombineds, you will see the numbers go twice as high in many cases and this was with me having draw distance/LOD settings low as well as having left uGrids to 5.

Like this:

(I don't have time currently to go in game, found this screenshot from before. Can do so later)

Ahhh and if she was flagged as synth... Lol, yup, harem.

I understand the reluctance about building. I might just be a cynic but I always felt as though Beetheesda threw in the settlement stuff last minute, without really considering if their engine could hold up to it.

Then again, I'm no programmer, so... Grain of salt?
You're exactly right. It was in fact a last second addition. Barebones if not for modders like Kinggath and others who gave it purpose and gave us options to build with.

@Yagisan has a location mod. Lakeside Cabin.

@VersusXV and @Yagisan seem to be collaborating to create locations that are far more FPS friendly and Stable. The trade is Precombines. For me that is a good trade. A side benefit is often size and a new creative canvases for a player develop and experience.

My game has never been as stable as it now. 400 mods and all. I credit much of that stability with going with lakeside instead of Sanctuary as the game start up primary location.
That's great to hear, that is in fact the exact purpose for these.
 

Grim Experiments

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Everything is precombined basically. Unlike in Sanctuary where they made a lot of stuff scrapable. For it to be scrapable it can't be precombined so extra Draw Calls wasted. I recommend to get ReShade, even if only for the menu.

The ReShade menu has a Statistics Tab which can show in real time how many Draw Calls are happening at the current moment in game. It can be useful to see where the limits are for your system. If you disable precombineds, you will see the numbers go twice as high in many cases and this was with me having draw distance/LOD settings low as well as having left uGrids to 5.

Like this:

(I don't have time currently to go in game, found this screenshot from before. Can do so later)


You're exactly right. It was in fact a last second addition. Barebones if not for modders like Kinggath and others who gave it purpose and gave us options to build with.


That's great to hear, that is in fact the exact purpose for these.

Interesting, I was just about to ask about pre-combines. So just to be sure though, if a precombine is broken in Sanctuary, by a scrapping mod and not one which did so by changing game values, that same precombined mesh wouldn't be un-combined elsewhere, right? Not up on the modding nomenclature or how precombines are applied, so I hope I got some of my thoughts across.

And Raybo, when you say you accept pre-combines in that instance, it's because you're choosing to scrap the house by the lake, or surrounding unscrappables right? It isn't baked in, so to speak.

Edit: Now that I think about it he may have had to in that instance...
 

VersusXV

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Interesting, I was just about to ask about pre-combines. So just to be sure though, if a precombine is broken in Sanctuary, by a scrapping mod and not one which did so by changing game values, that same precombined mesh wouldn't be un-combined elsewhere, right? Not up on the modding nomenclature or how precombines are applied, so I hope I got some of my thoughts across.
That would selectively break precombined geometry but it would also break precombined Visibility which is occlusion data which is over I believe it was a 5x5 cell area. So for Sanctuary that's likely all the way up to Red Rocket or maybe Concord. Nothing gets hidden from active rendering by other things being in the way, Precombined Visibility is what tells the engine where stuff is for occlusion purposes so it doesn't have to render things that are hidden from view relative to the player's perspective. "Creation Engine" is mostly a fancy name for Gamebryo which has been in use since TES3 Morrowind which released in May 2002. Some changes of course but the core of it will likely be quite consistent.

The effect of losing PreVis can be seen by toggling it with the console command "tpc" and comparing Draw Calls in ReShade's menu. It will go up significantly because a lot more stuff is getting rendered at any given time.

And Raybo, when you say you accept pre-combines in that instance, it's because you're choosing to scrap the house by the lake, or surrounding unscrappables right? It isn't baked in, so to speak.
Everything is unscrapable pretty much, it's all baked in but it's a huge area so it can allow room to build around stuff that's in the way. I'm pretty sure other game engines can "bunch up" repetitive stuff automatically and calculate occlusion automatically on the fly but this is a very old game engine so it can't do so outside of the precombined system.

The TL DR of it is that without the precombined system the engine is hugely wasteful with rendering, these optimization systems are likely to essentially have been "duct-taped on top" rather than built in organically in the engine. It was likely added to get the game to run at all on PS4/Xbox One. If you played FO4 on the Xbox One, you basically can't go downtown at all without crashing if you have precombineds disabled globally. I think also the mods like Scrap Everything maybe don't even offer the option to disable them globally via the INI setting anymore for their Xbox versions, it's been about 2 years since I played it on Xbox.
 

RayBo

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@Grim Experiments

You may find the below helpful?

https://simsettlements.com/site/index.php?threads/scrapping-mods-and-performance-issues.6992/

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/page-43?hl=+precombineds#entry67861181

The below is an old picture, sorry not at my computer.

Below shows broken precombines, it is a mod but not a scraping mod. The trade is less scrapable objects. It isn’t just scraping mods but finding any mod that breaks them and making the decision to use them or not in your load order. Broken are in brackets.
upload_2019-6-25_10-8-31.jpeg


 

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Grim Experiments

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Nice okay, that all makes a whole lot more sense. So it is part culling and somewhat of a support for not-post-processing post-processing (The right terms will come to me in about 10-mins, I'm having some cerebral fps issues.) I'm not a huge fan of the CK but that should all be visible in xEdit too wouldn't it. Thanks fellas, it's like Smarter Everyday Sim Settlements Edition. Although pre-combine/pre-vis doesn't really hold up to Jets and .50cal slow motion footage, but still, it's learning! :D
 

MrCJohn

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Ahhh and if she was flagged as synth... Lol, yup, harem.

I understand the reluctance about building. I might just be a cynic but I always felt as though Beetheesda threw in the settlement stuff last minute, without really considering if their engine could hold up to it.

Then again, I'm no programmer, so... Grain of salt?

I don't use that mod... maybe someone should try it... see how many Ivys they can make... for their ... ummm... associate settlement staffing... :)

John
 
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