MOD介绍:
Hangmans Alley优化
此mod扩展了构建区域,提高了性能,并清理了位于波士顿市中心钻石城附近的Hangman's Alley播放器。它通过消除默认游戏在以工作台为中心的4个单元格中大大扩展的构建区域中出现的各种杂乱,碎片和装饰来实现。对于非技术头脑的人来说,这可以被认为是Hangman's Alley位于中间的大型城市街区,从查尔斯河到街道的钻石城市安全与超级变种人的战斗,当你第一次到达那个位置时北部和南部边界与东部和西部的主要道路为这些边界。请参阅屏幕截图,以获取有关结算的新边界的更好信息和开销以及地平面视图。
通常,移除物体和碎片会对性能和FPS产生负面影响,因为这将禁用Bethesda专门用于改进性能的Previsualization和Precombination系统。此mod解决了该问题,因为所有对象都被删除,然后重新生成必要的previs / precombine文件,以便将性能恢复到之前的状态。考虑到我认为不必要的许多物体因清洁和性能原因而被移除,这些重新生成的文件在理论上应该比游戏的这个区域中的默认性能更好,但在这一点上自然是YMMV。
要深入了解这些系统以及它们如何影响您的游戏,请参阅此处: Fallout 4优化和性能系统说明
特征
在宽度和高度方面,大大扩展了Hangman's Alley定居点的建筑面积(见截图)
扩大的边界使得放置净水器成为可能,因为现在可以进入查尔斯河边界
几乎可以清除以前位于定居点内和周围的所有碎片和杂物
通过去除碎片不会降低性能,实际上性能应该与默认游戏相同甚至更好
攻击标记已被移出新的定居点边界,以大大减少所有车间攻击的“内部人”攻击
笔记
为了使这个模块的清理部分工作,需要移除攻击者放置的一些先前锁定或关闭的入口。这涉及到旧限制的远东和西边的门和临时障碍。在你开始建造之前,这些特定景点的外观可能看起来有点奇怪,特别是在靠近街道81号的西侧,但是这个mod适用于那些知道默认的Hangman巷子的陷阱和烦恼而想要建造的人没有他们。也许那些墙壁在袭击中被击倒并且还没有被重建 - 毕竟居住者是袭击者,建筑不是他们的强项。
由于构成以前边界的所有大型建筑物仍然存在,因此在“主要部分”的这个定居点的空间仍然非常宝贵。这是为了实际和游戏原因而完成的。实际的是,将它们全部移除会使这个mod变得比现在更加复杂和复杂,另一个原因是我仍然希望这个位置具有狭窄的狭窄感并让主建筑保持这种感觉。我的建议是建立或者建立 - 现在所有的屋顶都被清除了,当涉及到高度和定居者沙箱时的构建限制相当高 - 现在至少比现有的屋顶高出10或更多。原始小巷外还有足够的空间供您放置结构。
绿色沉降建筑边界接近但不完全正确的结算的实际建筑限制。创建一个完美匹配的图形并不是我认为需要的东西所以我借用了一个现有的,大部分适合 - 或更准确 - 可以制作以适应构建限制。使用屏幕截图作为新限制的指南,但不要指望它们精确匹配。
当我发现需要删除的碎片和杂乱时,我的删除相当小心和彻底,但是你可能认为应该消失的某些东西或者废弃的mod可能让你移除仍然存在。通常这归结为留下的三个可能原因之一:它不是真正的碎片,而是看起来像碎片的地面纹理,需要留下一些碎片来掩盖地形中没有它们或者是如果没有大的间隙就无法移除更大的静力学,或者他们支持或者是我认为应该保留的最初解决方案的一部分。这主要是几个梯子和其中一个沉睡的小屋,在旧区域的主要区域的一侧,包含一个清理位置的老板奖励箱。再次,
虽然如前所述,地面以及垂直方向的建筑界限非常高,我仍然建议你在建筑时施加一些限制。这个定居点仍然位于市中心,所有可能导致业绩不佳和FPS的问题仍然适用。这个mod对于那些问题并不是一个神奇的解决方案 - 如果你建造了一个拥有50个定居者,100个炮塔,所有商店,大量食物等等的大型建筑物 - 即使使用这个mod,你也会减速。
扩展的构建区域有一个结果,您可能无法立即意识到完整的含义。尽管有些人可能会想到,贝塞斯达并不是随意决定限制在这个位置建设,因为这些限制有多种用途。其中一个不太明显的问题是,小型违约建筑和沙箱区域在定居者的围栏中受到限制,所以他们没有与围绕定居点的主要道路上的NPC发生冲突,即使在未修改的基础游戏。扩大建筑面积具有增加围绕此定居点的此类战斗的范围和限制的副作用。徘徊的定居者正在进行清理,守卫进行巡视,炮塔感应到敌人,这些都可能导致这个位置成为通过NPC的战区,特别是如果你使用NPC添加mods。这不一定是消极的,因为我相信你们中的一些人会非常喜欢这种副作用 - 我知道我自己做了。如果你使用“凡人定居者”类型的mod并建立并期望与强大的防守进行广泛的战斗是我的建议,请保持谨慎。
兼容性和加载顺序
这应该是相当明显的,但我会说清楚,所以不管怎么说都没有错误 - 任何其他改变Hangman's Alley定居点的mod很有可能发生冲突,无论是部分还是在整个。这显然将包括触及Hangman的Alley功能的其他定居修改模式,例如边界和建筑物限制,但要注意,在游戏术语中非常靠近它的其他mod也可能存在问题。让我知道是否存在冲突,我将调查此问题,如果能够这样做,我可能会修补它。
当涉及到加载顺序时,将此mod置于任何报废模式下,例如Scrap Everything。当涉及到这个位置时,这些类型的mod都是不需要的,并且因为它们通常通过禁用前面提到的预组合和预可视化系统而起作用。您仍然可以在加载顺序中使用这些mod,只需确保它们在此加载之前加载,以便此mod所做的更改和设置优先于游戏中的Hangman's Alley。如果你没有做到这一点,你基本上会打破这个mod工作,因为报废模式将禁用你可能已经看到的任何性能提升,并且很可能导致许多被删除的对象重新出现。
已知的Mod冲突和补丁
本节将列出任何已知的冲突mod以及带有可用补丁的mod,这些补丁允许它们在相同的加载顺序中工作。如果您知道需要添加到此部分的mod,请在评论中告诉我,我会根据需要更新此列表。
兼容的
便捷桥 - 一个兼容性补丁,可以重新生成必要的预组合和预可视化文件以允许两个mod工作,可在可选文件部分的mods页面上找到。
This mod expands the build area, improves performance, and cleans up the Hangman's Alley player settlement located near Diamond City in downtown Boston. It does so by removing all kinds of clutter, debris, and decorations that the default game has present in a greatly expanded build area in the 4 cells centered around the workbench. For the non-technically minded this can be thought of as the large city block that Hangman's Alley is located in the middle of, from the Charles River to the street with the Diamond City Security vs Super Mutants battle when you first reach that location for the North and South borders with the main roads to the East and West for those borders. See the screenshots for better information and overhead and ground level views of the new borders for the settlement.
Normally, removing objects and debris can have a negative influence on performance and FPS as this will disable the Previsualization and Precombination systems that Bethesda implemented into Fallout 4 specifically to improve performance. This mod solves that issue as all objects were removed and then the necessary previs/precombine files were regenerated so that performance is returned to what it was before. Considering that many objects I deemed unnecessary were removed for cleanliness and performance reasons, these regenerated files should in theory lead to even better than default performance in this area of the game, but naturally YMMV on that point.
For an in depth look at these systems and how they can affect your game, see here: Fallout 4 Optimization and Performance Systems Explained
Features
greatly expanded build area for the Hangman's Alley settlement, both in terms of width and height (see screenshots)
the expanded borders makes placing water purifiers possible as there is now access within the borders to the Charles River
removes nearly all debris and clutter that was previously located within and around the settlement
performance is NOT reduced by this removal of debris, in fact performance should be the same or even better than the default game
attack markers have been moved outside the new settlement borders to greatly reduce "insider" attacks for all workshop attacks
Notes
For the cleanup part of this mod to work, some of the previously locked or closed off entrances that the raiders had placed needed to be removed. This involved the doors and makeshift barriers on both the far east and west of the old limits. The resulting appearance of those specific spots can look a bit odd before you start building, especially on the western side near the streets to Vault 81 but this mod is meant for people who know the pitfalls and annoyances of the default Hangman's Alley and want to build there without them. Perhaps those walls were knocked down in an attack and haven't been rebuilt yet - the occupants are raiders after all, building isn't their strong suit.
Space is still at a premium in this settlement in the "main section" as all of the large buildings that made up the previous borders are still present. This was done for practical as well as gameplay reasons. The practical is that removing them all would have made this mod far more complex and involved than it already is, and the other reason is that I still wanted this location to have the cramped feel of an alley and leaving the main buildings kept that feel. My suggestion is to build up or out - all of the rooftops are cleared now and the build limit when it comes to height and settler sandboxing is quite high - at least 10 or more levels above the existing rooftops now. There's also plenty of outside the original alley for you to place structures.
The green settlement build border is close to but not perfectly correct for the actual build limits for the settlement. Creating a graphic that was a perfect match was not something I thought was needed so I borrowed an existing one that mostly fit - or more accurately - could be made to fit the build limits. Use the screenshots as a guide for what the new limits are but don't expect them to match up precisely.
I was fairly careful and thorough with my deletions when it came to debris and clutter that needed to be removed but some things you might think should be gone or a scrapping mod might have let you remove still remain. Usually this comes down to one of three possible reasons for being left: it isn't actual debris but ground textures that look like debris, some debris needed to be left to cover up holes in the terrain that would exist without them or were part of larger statics that couldn't be removed without massive gaps, or they supported or were part of the original settlement I felt should remain. This is mainly a few ladders and one of the sleeping shacks off to one side in the main area of the old limits that contained a boss reward chest for clearing the location. Again, build high is my suggestion - see the screenshots for inspiration if needed.
Although the build limit is quite high both area wide on the ground as well as vertically as mentioned in a previous point, I still suggest that you exercise some restraint when you do your building. This settlement is still located in the heart of downtown and all the issues that can lead to poor performance and FPS still apply. This mod isn't a magic fix for those issues - if you build some massive edifice with 50 settlers, 100 turrets, all the shops, lots of food and more - you're going to have slowdowns still even with this mod.
The expanded build area has one consequence you might not immediately realize the full implications of. Despite what some might think, Bethesda didn't just arbitrarily decide to limit building in this location as those limits served multiple purposes. One of the less obvious ones is that the small default build and sandbox area kept fights somewhat limited by hemming in your settlers so they didn't come into conflict with NPCs along the main roads that surround the settlement which can be quite busy even in the unmodded base game. Expanding the build area has the side effect of increasing the range and limits of where such battles around this settlement can happen. Wandering settlers doing scavenging, guards making their rounds, and turrets sensing hostiles can all lead to this location being quite the warzone with passing NPCs, especially if you use NPC adding mods. This is not necessarily a negative as I'm sure some of you will quite like this side effect - I know I do myself. Just be cautious if you use a "mortal settlers" type of mod and build for and expect extensive battles with a strong defense is my suggestion.
Compatibility and Load Order
This should hopefully be fairly obvious but I'll be clear by saying it so there is no mistaking it anyways - any other mod that makes changes to the Hangman's Alley settlement has a high chance to conflict, either in part or in whole. This most obviously will include other settlement modifying mods that touch on Hangman's Alley features such as borders and building limits, but be aware that other mods that are located very near to it in game terms may have issues as well. Let me know if there is a conflict and I will look into the issue and possibly patch it if I am able to do so.
When it comes to load order, place this mod BELOW any scrapping mods such as Scrap Everything. Those types of mods are both unneeded when it comes to this location and harmful as they generally work by disabling the precombine and previsualization systems mentioned earlier. You can still use those mods in your load order, just be sure they load before this one so that the changes and settings made by this mod take precedence for Hangman's Alley in your game. If you fail to do this you're basically going to break this mod from working at all as the scrapping mod will disable any performance gains you might have seen by using this and will most probably cause numerous objects that were removed to reappear.
Known Mod Conflicts and Patches
This section will list any known conflicting mods as well as mods with patches available that allow them to work in the same load order. If you know of a mod that needs to be added to this section, let me know in the comments and I'll update this listing as needed.
Compatible
Convenient Bridges - a compatibility patch that regenerates the necessary precombination and previsualization files to allow both mods to work is available on that mods page in the optional files section.
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