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Fallout 4 - on the flickering

Posted: 03 Feb 2016, 22:25
by TomDean
I do know that version 0.293 is not supported anymore and currently not available - I still haven't switched back to 0.291 and I just want to write down what I've been observing with the widely discussed flickering in case this might help in the process of fixing this. Probably someone has already written down this piece of information...anyways, here we go:

I've been using tfc 1 to float around in an interior scenery and take some screenshots as the flickering started to set in while moving. As this occured I observed the statistics section and how the values change from different states of the flickering. There appeared to be two states for the flickering which set the values as follows:

Shot reminder: everything in an INTERIOR setting!

State A
Night-Day Factor = 0.03
Interior Factor = 0.00
TOD factor Dawn = 0.00
TOD factor Sunrise = 0.00
TOD factor Day = 0.00
TOD factor Sunset = 0.00
TOD factor Dusk = 0.03
TOD factor Night = 0.97

State B
Night-Day Factor = 1.00
Interior Factor = 0.00
TOD factor Dawn = 0.00
TOD factor Sunrise = 0.00
TOD factor Day = 1.00
TOD factor Sunset = 0.00
TOD factor Dusk = 0.00
TOD factor Night = 0.00

These two states only change into one another as I move around in tfc mode. Without movement it'll just stay in the state I stopped at.


The following occured while playing normally in the same interior setting, without tfc

State C walking around normally, values DO change by time
Night-Day Factor = 0.25
Interior Factor = 0.00
TOD factor Dawn = 0.25
TOD factor Sunrise = 0.00
TOD factor Day = 0.00
TOD factor Sunset = 0.00
TOD factor Dusk = 0.00
TOD factor Night = 0.75


State D opening the Pipboy; this will make it switch between state C and D pretty fast and most of the time stop at a random one of these two states
Night-Day Factor = 1.00
Interior Factor = 0.00
TOD factor Dawn = 0.00
TOD factor Sunrise = 0.03
TOD factor Day = 0.97
TOD factor Sunset = 0.00
TOD factor Dusk = 0.00
TOD factor Night = 0.00

Hope this helps at least a little bit.

Re: Fallout 4 - on the flickering

Posted: 03 Feb 2016, 23:43
by ENBSeries
Thanks, but it's just a half of the problem. Something is buggy in game and the way bethesda fixed it as dirty workaround is what i need to find.

Re: Fallout 4 - on the flickering

Posted: 04 Feb 2016, 08:06
by TomDean
If I can help on this by testing certain things, please let me know.

It seems that this issue occurs as soon as time is being stopped / static. So prewar world, pipboy and tfc 1 trigger this issue. As the prewar world is the spot this occurs the first time, may it be possible that the game forces a certain change for TOD to be applied as the player is supposed to step out of the vault under a predefined TOD and weather? What I actually mean: A certain enforcement of TOD values has to be linked to the time being stopped or coming out of the static state (like stepping out of the vault or even shortly before at the elevator) to guarantee certain conditions. If this is true, this might be the most dirty workaround to achieve specified conditions, since it gets triggered by changing times state (static/non static) or being stuck in the static state.

So if time would always keep running, this issue most probably would not occur at all I guess.
If this was complete bullshit, feel free to call me whatever you want.