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