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辐射4MOD Wilderness Bunker Player Settlement

辐射4MOD Wilderness Bunker Player Settlement

发布用户:bity_1700368256发布类型:转载

原创作者:SphereOfChaos所在平台:互联网

发布日期:2023-06-17 09:51:43更新日期:2024-10-27 00:58:30

是否开源:否是否免费:是

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模组标签:据点建造运行环境:辐射4

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MOD介绍:

Wilderness Bunker Player Settlement

Fallout 4 Mod:Wilderness Bunker 

版本:1.5 

作者:SphereOfChaos 

Wilderness Bunker是一个完整的定居点和内部掩体,位于机器人处置场的西边。

要求:远港DLC 

特点:

完全Navemeshed 

LOD(由于陡峭的山坡/悬崖的升高)。可能是不必要的,但我想我还是会这样做的。不替换整个英联邦LOD,只是Quad区域。

外部的预组合和Previs几何形状完全重建,用于沉降的两个单元和围绕它的那些单元。

内饰也经过优化,包括预组合和预制,以及房间边界和门户。

用FO4Edit清理

定居者可以被送到定居点。这个模式需要在新游戏中开始,否则你将以20%的结算幸福开始,并且会遇到定居者和其他问题。

使用Transfer Settlements进行测试,效果很好。唯一的问题是“传递合作者”。导入我的结算项目并启动后,您必须转到所有“直通”连接,并选择它们打开和关闭,以便Workshop将其识别为电源连接。我将上传我的结算蓝图作为例子。我不是最好的装饰师,但如果你愿意,它会给你一些启动。

另一个问题是,如果你有“Settlement Ambush Kit”(创建俱乐部,我知道,我知道...... :()就是如果你从Transfer Settlements导入两个诱饵,似乎我必须完全废弃它们然后重新构建它们,否则它们的切换功能似乎与它们应该是相反的。(On是Off,Off是On)。很奇怪。

除了4个边缘标记外,还添加了至少5或6个敌人产卵标题标记(有时候它也被用作产卵)。这使得Settlement Ambush Kit变得非常有趣。

定居点中的现有灯光可能会被废弃,相应的光源也会消失。

除了两个主要的混凝土建筑外,其他大部分都是可以刮掉的。不要担心刮掉灌木丛或大树。这些都有自定义废料配方,也不是预组合的一部分,因此不会导致性能问题。

最后,在使用工作坊之前,需要淘汰4名枪手和1只攻击犬。内部的关键是枪手名叫史蒂夫。注意:确保在10分钟之前获得他的库存,否则他们将在游戏中消失(被禁用)。如果发生这种情况,在地板基础下的某处有一个额外的钥匙。:) 

注意:

重要提示:

如果您使用任何类型的报废模式或在Fallout4Custom.ini下使用这些设置,您将遇到以下问题:

bUseCombinedObjects = 0

bUsePreCulledObjects = 0 

你正在做的是关闭辐射4的优化。随着时间的推移,这将导致重大问题,特别是在较旧的PC上。

这会导致帧率丢失,类似虚空(白色)的伪像和游戏中消失的静态物体,在某些情况下会导致CTD。

在游戏中构建了大量的结算项目之后,我仍然可以在每秒45到60帧之间获得。相比之下,这些是我的PC规格(它已有几年了,哈哈。):

  操作系统

   Windows 10 Pro 64位

  CPU 

   AMD FX-8320 81°F 

   Vishera 32nm技术

  RAM 

   16.0GB双通道DDR3 @ 666MHz(9- 9-9-24)

  主板

   MSI 970A-G43(MS-7693)(CPU 1)110°F

  显卡

   

   LG IPS FULLHD(1920x1080 @ 60Hz )

   8000MB NVIDIA GeForce GTX 1070(EVGA)88°F 

  存储

   119GB SanDisk SDSSDHP128G ATA设备(SATA(SSD))78°F 

   223GB SanDisk SDSSDXPS240G ATA设备(SATA(SSD))76°F 

   465GB Western Digital WDC WD5000AAKX-08U6AA0 ATA器件(SATA)85°F 

  光驱

   HL-DT-ST DVDRAM GH24NSC0 ATA器件

  音频

   Realtek高清晰度音频

Fallout 4 Mod: Wilderness Bunker

Version: 1.5

Author: SphereOfChaos

Wilderness Bunker is a full settlement and interior bunker located just West of the Robotics Disposal Ground.

Requirements: Far Harbor DLC

Features:

Fully Navemeshed

LOD created (because of the elevation of the steep hill/cliff).  Probably was unnecessary but thought I'd do it anyway. Does not replace the whole Commonwealth LOD, just that Quad area.

Precombined and Previs geometry in the exterior was fully re-created for the two cells of the settlement and those cells surrounding it.

The interior has also been optimized with precombines and previs, as well as room bounds and portals.

Cleaned with FO4Edit

Settlers can be sent to settlement. This mod NEEDS to be started on a new game, otherwise you will start out with Settlement happiness at 20% and will have problems getting settlers, and other issues.

Tested with Transfer Settlements and works just fine. The only issue was with "Pass-through Coonectors". After importing my settlement items, and powering up, you have to go around to all the "pass-through" connections and select them on and off for the Workshop to recognize it as a power connection.  I will upload my Settlement Blueprint as an example. I'm not the best decorator, but it will give you something to start if you want.

One other issue is, if you have the "Settlement Ambush Kit" (Creation Club, I know, I know... :( ) is that if you import the two decoys from Transfer Settlements, it seems that I had to completely scrap them and re-build them, otherwise their switching feature seemed to be opposite of what they should be. (On is Off, Off is On). Weird.

Also added at least 5 or 6 enemy spawn heading markers, apart from the 4 edge markers (which are sometime also used as spawns, apparently).  This makes for a lot of fun with the Settlement Ambush Kit.

Existing lights in the settlement can be scrapped, and their corresponding light sources will also disappear.

Apart from the two main concrete buildings, most everything else is scrappable.  Don't worry about scrapping the bushes or large trees. These have custom scrap recipes and are also not part of the precombines, so will not cause performance issues.

Lastly, there are 4 Gunners and one attack dog that need to be eliminated before you can use the Workshop.  The key to the interior is on the Gunner named Steve.  NOTE: Get his inventory for sure, before 10 minutes is up, otherwise they will disappear (be disabled) in-game. If this DOES happen, there is an extra key somewhere under a floor foundation. :)

Notes:

IMPORTANT:

If you are using any kind of scrapping mod or are using this these settings under your Fallout4Custom.ini you WILL have these issues:

bUseCombinedObjects=0

bUsePreCulledObjects=0

What you are doing is turning off the optimization of Fallout 4. This over time, will cause major issues, especially on older PC's.

This will cause framerate loss, weird void-like (White) artifacts and disappearing static objects in your game, and in some cases CTD's.

After building the somewhat large settlement items in-game, I still was able to get betweeen 45 and 60 frames a second. For comparison, these are my PC specs (it's a few years old, lol.):

  Operating System

   Windows 10 Pro 64-bit

  CPU

   AMD FX-8320 81 °F

   Vishera 32nm Technology

  RAM

   16.0GB Dual-Channel DDR3 @ 666MHz (9-9-9-24)

  Motherboard

   MSI 970A-G43 (MS-7693) (CPU 1) 110 °F

  Graphics

   

   LG IPS FULLHD (1920x1080@60Hz)

   8000MB NVIDIA GeForce GTX 1070 (EVGA) 88 °F

  Storage

   119GB SanDisk SDSSDHP128G ATA Device (SATA (SSD)) 78 °F

   223GB SanDisk SDSSDXPS240G ATA Device (SATA (SSD)) 76 °F

   465GB Western Digital WDC WD5000AAKX-08U6AA0 ATA Device (SATA ) 85 °F

  Optical Drives

   HL-DT-ST DVDRAM GH24NSC0 ATA Device

  Audio

   Realtek High Definition Audio

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