Need Compatibility Patch if running with Functional Displays mod
Fusion City Rising is not compatible with Functional Displays without the Compatibility Patch located in the Misc Files section. Can result in CTD when loading main menu without the patch.
The following mods need to be below Fusion City Rising in your load order
Faction Housing Overhaul - All in One by Elianora
Faction Housing Overhaul - Railroad HQ by Elianora
Satellite World Map by Floor Below
Playable Children by Abbalovesyou
(Unconfirmed) Custom Playable Children by Abbalovesyou
The mod Raider Children should be ABOVE Fusion City Rising in your load order (they both edit Tower Tom's terminal in Beantown Brewery). Affects the "Things go better with Nuka Cola" side quest.
Green grenade arc in Fusion City and Vault 59
When throwing grenades in Fallout 4, a green arc shows up that helps you aim if you have the 2nd level of the demolition expert perk. In certain parts of Fusion City and Vault 59, for certain users, this green arc doesn't show up.
The green grenade arc still shows up outdoors. It just doesn't consistently show up in all parts of Fusion City and Vault 59, but the grenades still work as normal in those areas except for the green arc.
We aren't sure yet why this happens, because it isn't affecting all users, and there are YouTube videos of people using grenades in Vault 59 and Fusion City where the green arc shows up.
Other users report that no matter what mods they have active, the green arc only shows up about half the time for them in interiors, whether vanilla interiors or otherwise. So the disappearing green arc may not have anything to do with Fusion City Rising.
Other mods that add large interior spaces, like Subway Runner, have reported the same issue, so it could just be a limitation on the game engine.
Thank you to coffeebum and AesirMoridin for spotting the issue.
Power armor temporarily invisible when not in use, in certain parts of Fusion City
When you exit power armor in Fusion City, remember where you left it. For some users, in certain areas of Fusion City, the power armor becomes invisible, at least temporarily, when you exit it.
We don't know why yet. Possibly a limitation in the game engine. Fusion City loads a lot more stuff then the normal FO4 level does, and that can apparently cause odd behavior in places.
Thank you to giorestZoneside for spotting this.
Certain Wall/Floor textures becomes low quality in parts of Fusion City
If certain wall/floor textures start looking blurry or low quality at some point in Fusion City: save your game, reload the save, and wait a few seconds. That should fix it. If that doesn't work, save your game, exit to main menu, reload the save, and wait a few seconds.
This is an issue with the vanilla game, but for certain users it can affect the interiors of Fusion City, which load more assets than the typical cell in Fallout 4.
Alternatively, if you want to make Fallout4.ini tweaks (at your own risk), on the third to last page of the comments, xxTheProdigyIVxx mentioned for anyone who is getting low-quality textures, they can try adding these lines to Fallout4.ini:
[General]
iTextureDegradeDistance0=1600
iTextureDegradeDistance1=3000
iTextureUpgradeDistance0=1200
iTextureUpgradeDistance1=2400
If that doesn't work, you can also try adding:
bForceUpdateDiffuseOnly=0 under the [General] section
In xxTheProdigyIVxx's testing,and in our testing, we found the side effects of the above tweaks were slightly more VRam use (5-10%) and slightly longer load screen times. Your mileage may vary.
The game's default values for the above settings appear to be:
bForceUpdateDiffuseOnly=1
iTextureDegradeDistance0=800
iTextureDegradeDistance1=1500
iTextureUpgradeDistance0=600
iTextureUpgradeDistance1=1200
If tweaking the above values in the Fallout4.ini file doesn't solve the problem, and you use ENBoost, in your enblocal.ini you can try adjusting:
[MEMORY]
ForceVideoMemorySize=true
VideoMemorySizeMb=xxxx
The VideoMemorySizeMB has to be a valid number, e.g. 8192. Setting it too high can cause textures to not load properly. The right number depends on your rig. See Step Wiki here for how to calculate it.
The mod Texture Load Workaround used much more extreme values than xxTheProdigyIVxx proposed, but still, use at your own risk. The comments section of that mod might also be helpful to take a look at if you're having trouble.
Saving, exiting to main menu, reloading the save, and waiting a few seconds also appears to fix the issue without the risk inherent in altering .ini file settings.
Frame rate when spawning too many NPC's with teleporters
There are teleporters that spawn NPC's located at:
1) Fusion City Hotel Lobby (spawns mall patrons)
2) Fusion City Fight Arena (by boxing rings and upstairs in concessions, spawns fighters)
3) Club Fusion 1st Floor (by the pool, spawns swimmers)
4) Club Fusion 5th Floor (spawns club patrons)
5) Club Fusion 12th Floor (spawns club patrons)
When spawning additional NPC's in Fusion City and Club Fusion using the teleporters, spawning too many NPC's will lower your frame rate and may affect the NPC A.I., causing the NPC's to stand around in places. Eventually, spawning too many NPC's can lower your frame rate to the point where your game crashes.
All the NPC's spawned by teleporters are temporary rather than persistent, meaning when you leave the cell and come back the NPC's will not be there any more. If you spawn say 50 NPC's and that's more than your PC can handle, just leave the cell and come back. Careful with the teleporter on the 12th floor of Club Fusion, as the frame rate in that area is sensitive to additional NPC's.
Also, when entering Fusion City and Club Fusion the first time, there is a frame rate hit for 10-20 seconds as all the NPC's spawn. On subsequent visits to Club Fusion and Fusion City, the load screen time will be long compared to most cells.
Stimpak Animation when Reviving Peter
When Peter goes down and you have to revive him, the animation for using a robot repair kit is used instead of the animation for a stimpak. The stimpak is still removed from your inventory, and the problem is just the animation itself.
It's a game issue, not a mod issue. Uninstall Automatron and it goes away.
Peter sinks into furniture slightly when sitting down
This is an issue with the vanilla game and the lack of furniture scaling with children. Nothing we can do about it.
Known Issues
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