I have had some people reach out to me about working on this and updates and what not. The overall issue is during development something happened to this esp and it no longer saves any changes. This happens in Xedit and CK. Towards the end of development the ESP would take 30-45 minutes to save in the CK.
This means minor bug fixes like changing compose directions or double doors are not able to be saved and fixed. For me to continue to work on it I would need to take all the cells I made and put them into an new ESP and there is no guarantee that would fix the issue.
There may come a day when I find some other world makers that would be interested in helping me add in variations in the utility tunnel section, if I find people that are interested in helping me do that I would be interested in attempting to resurrect this mod.
Subway Runner Revised Someone is trying to revive this mod. i pray to god this helps bing this mod back to life. i so want a subway system in the game so bad.
Has anyone given this a good blasting on Xbox, to see how stable it is? Precombines, especially. Anything that breaks them just destroys any game I start (as you would expect).
Just trying to find out which mods to stay away from, due to lack of tools to fix things lol.
There are issues in multiple cells, interior and exterior cells. H4RDC0R3V1B3Z i manged to restore the file, although just the NoDynamicLighting version. It runs fine and all the PreCombine issues should be gone.
I recommend to swap, port the records into a new plugin of choice, esl, esp, esm. And restart the CK. I had some issues lately with very long loading times, and my bet is it does make an impact if you deleted world references, maybe a bug in the CK architecture and/or FO4Edit or the engine or whatever itself. If its due to this problem its easy to fix and it would be very interesting to try in this case for you?! ;)
EDIT1: Checked your plugin. Updated old world space references using FO4Edit. Some discrepancies and integration problems with the new DLCs.
Fo4Edit changes and saves did work just fine. Opened the CK. Did some quick edits. Pushed save experienced some longer loading times, mostly due to "Computing Bounds For NavMeshes".
Finally Saving Done. Took about 30 seconds on my end (i7, 13th gen).
Will start to swap the refernces into a new plugin to watch for any differences. I assume the problem is the navmesh generation. Im not experienced with world editing in such fashion but either its because of the your entire setup is non precombined or i dont know.
Some of the vanilla subways are blocking off access to a few subway runner doors Example of one is the collage square the abandoned subway door opposite of lexington it's blocked by a vanilla rubble and partially burried subway car and I have no mods that effects the subways.
I had the same issue in lexington when I used this mod in the past but I was using Nexus Mod Manager at the time, now I use Vortex and not seeing this, Vortex is much better at putting the correct load order automaticly
Could you not use a mod to let's say remove some rubble, with the risk of breaking precombines I think (because I don't know of a mod that can remove world objects outside settlements that doesn't brake precombines but since this is interior it shouldn't lag) but this might help you out, since I've downloaded this mod too and am going to try it once more, after rolling with it once before but myself am blind where to go in terms of as you said "blocks access to a few subway runner doors" which I have no idea what those are or what they are supposed to look like but here's maybe an idea?
If anyone tries this would you kindly come back and report your findings here?
A suggested mod that again has the potential to brake precombines is "scrap everything" found here: https://www.nexusmods.com/fallout4/mods/5320
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This means minor bug fixes like changing compose directions or double doors are not able to be saved and fixed. For me to continue to work on it I would need to take all the cells I made and put them into an new ESP and there is no guarantee that would fix the issue.
There may come a day when I find some other world makers that would be interested in helping me add in variations in the utility tunnel section, if I find people that are interested in helping me do that I would be interested in attempting to resurrect this mod.
For now it is "AS IS WHERE IS".
Someone is trying to revive this mod. i pray to god this helps bing this mod back to life. i so want a subway system in the game so bad.
Just trying to find out which mods to stay away from, due to lack of tools to fix things lol.
I recommend to swap, port the records into a new plugin of choice, esl, esp, esm. And restart the CK. I had some issues lately with very long loading times, and my bet is it does make an impact if you deleted world references, maybe a bug in the CK architecture and/or FO4Edit or the engine or whatever itself. If its due to this problem its easy to fix and it would be very interesting to try in this case for you?! ;)
EDIT1: Checked your plugin. Updated old world space references using FO4Edit. Some discrepancies and integration problems with the new DLCs.
Fo4Edit changes and saves did work just fine. Opened the CK. Did some quick edits. Pushed save experienced some longer loading times, mostly due to "Computing Bounds For NavMeshes".
Finally Saving Done. Took about 30 seconds on my end (i7, 13th gen).
Will start to swap the refernces into a new plugin to watch for any differences. I assume the problem is the navmesh generation. Im not experienced with world editing in such fashion but either its because of the your entire setup is non precombined or i dont know.
EDIT2: I will start working on this now.
EDIT3: Done, restored and revised. Feel free to work on your project now :) :)
If anyone tries this would you kindly come back and report your findings here?
A suggested mod that again has the potential to brake precombines is "scrap everything" found here:
https://www.nexusmods.com/fallout4/mods/5320