Update 1.4 is live. Performance wise this is as good as can be, I've also uploaded an optional Precalc patch for those who either want the best performance possible or still seeing old objects appearing. If you use Spring Cleaning or something like that don't bother with this patch cos it won't do anything for you. Load this patch low in your load order. Thanks.
If any of you see a performance increase with the latest 1.4 version dont forget to tell us and THANK SMB92for all his hard work that made it possible.
the 1.4 file has been updated to 1.5 .. The only thing changed are the archive names because the Ba2 had the wrong name and wouldnt load with the esp...
Hey, have loved your mod for a long time now. Just wanted to ask is there any way we could get a download that only included the main building and big screen? I was wondering if doing just that would help improve performance more. Thank you again for your mod and time! Also for the 1.5 download do we also need to download the performance patch?
if anyone is having issues with the mod on Starlight Drive In Bright Again v1.4 make sure to rename the ba2 file from BrightStarlight - Main.ba2 to BrightStartlight - Main.ba2 and then the Starlight Bright Again Precalc Patch loads after the main file. So for example Starlight Drive In Bright Again load order 100 and Starlight Bright Again Precalc Patch load order 101. With any of GreekRages settlement mods you always load them toward the bottom of your load order so it wins against other mods that can edit locations etc. PRP for example you need to load all settlement mods after/below PRP. Big FYI always save your game on the opposite end of the map from where the settlement is before you load that settlement mod. So before installing this mod I went to Warwick and saved it there. Then installed this mod.
I just installed this mod - I love all your mods and have been using them for all my settlements so far, but after I installed this mod plus the patch, I can't access workshop mode. Is there a way to access it? I tried putting the mod at the bottom of the load order and it's still not working :(
I looked over the bug reports and tested this on a clean and an old save. I am pretty sure that because this is from 2017 it has issues with the new FO4 updates. It loaded and setup just fine, but the old building is still there. This is on a clean save with nothing else but the unofficial patch and some cosmetic changes to textures.
Got to be because it is an old mod. The old building was there, the one behind the screen, but only the door was misplaced and wrong. I'm going to run it again on a completely vanilla setup, but I'm posting this for anyone else who is going to try this. I am willing to work around it, because after replacing or just removing the door there was no other issue. I think there is supposed to be another building there, but what I have in my game works, just one area flickers and you can see the precombine conflict, but only upstairs in the "ooops that was a spoiler sorry".
It is still a very massive and usable area with a ton of beds and jobs to build a trading and hotel hub to connect to the supply lines. You could just spawn NPCs or recruit them and have a city that is a rival to Diamond.
unofficial patch has fixes for previs all over the map...This means it overwrites newer data depending on load order...When one mod removes or moves things and another doesnt but has edited something in that cell..then we have a cell reset and stuff that wasnt there (removed).. reappears again . Previs (visibility) stretches out 3 cells from where its generated... So imagine if there is conflicting data from lexington it can reach the cell that the screen is in..for example Doors have a "persistent " value attached to them meaning that vanilla data will revert changes to it .This applies to many other objects like workbenches ,grouped scrappables, etc...
I thought I had figured out a bunch of stuff like that from over 500 hours of mod testing and LO building to eliminate a lot of old mods that I used. I can just brute force fix every other Bethsoft game, but I have to admit this game is just a complete basket of chaos and I am still at wit's end. I see why a lot of really experienced mod creators and users have given up or just deal with the minor bugs and issues even modding the game in the first place seems to cause.
I did get this working on a new game, after burning my old game install and nuking a bunch of old or truly broken mods. My biggest problem was food and drink mods that hand placed or script insert an item into a location. I tried to work it all out and just took them out completely. I actually see the textures fully now after killing a bunch of stuff that was tanking my pervis.
Just because it's old doesn't mean it's bad. The only thing I'd probably say about this is that the navmesh could probably use a pass over but I don't think it was a big deal the first time round. But it is performance taxing up in that tower with and without previs active. Because of the view it has.
Fallout 4 and it's previs system is what it is, it's basically killed worldspace mods for this game and it's already an unoptimized mess of a game.
I absolutely adore this overhaul and built a large trading settlement there using it, however whenever I try to walk to it from say Concord or Sunshine Tidings instead of fast travelling the settlement doesn't load fully when I arrive, the projector screen and a large portion of my structures missing and taking up to 5-10 minutes to fully load in, is this just an issue with my PC's Performance or do you think it would be a mod conflict of some sort?
if structures are not loaded then yes it could be a performance issue. When walking in the GPU has to deal with the area around you...but fast travel loads the immediate cells youre going to land on...
thats something the author of that mod needs to do... I cant edit someone elses mod... I'll also except a working solution and upload if anyone wants to do it...BUT only with permission of the other author...
Just found and installed this and it looks AMAZING. Awesome work, thank you so much for sharing it.
Took me a while to figure out connecting the solar power, still can't find the fusebox, and I'm stumped how to run power along the eastern fenceline out of the build area. I can get a few connected by quickly ducking in and out of the build area, but keep dropping out of build/connection mode before I can finish.
Any tips?
edit: it took a lot of tries but ducking in and out eventually got the fenceline connected... was there an easier way? (seems likely I'll be installing more greekrage settlement overhauls!)
Oh, and there's a random(?) conduit poking up out of the ground between the first two fencetop connection poles outside the build area as you move south from the main gate/NE corner. Important?
Can't imagine how I can the drive-in with settlers to live up to this mod's look, but it's going to be fun figuring it out.
Glad youre enjoying... A) the fence...no it needs a tiny tweak to the build area... ("place anywhere" mod allows disabling of the 5 sec counter among many other things... B) will take a look at the panel and purifier at some point when i have time to make it easier...
I recently reinstalled the mod, and I am having terrible issues with floating debris, and rusty chainlink fences that are blocking the trailer by the kiosk where the "Guns Guns Guns" sign is. I don't have any other starlight mods active or installed at the moment.
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and THANK SMB92for all his hard work that made it possible.
The only thing changed are the archive names because the Ba2 had the wrong name and wouldnt load with the esp...
That would mean re-doing the whole mod with only the building and screen...(it took 700 hours to do )....
Got to be because it is an old mod. The old building was there, the one behind the screen, but only the door was misplaced and wrong. I'm going to run it again on a completely vanilla setup, but I'm posting this for anyone else who is going to try this. I am willing to work around it, because after replacing or just removing the door there was no other issue. I think there is supposed to be another building there, but what I have in my game works, just one area flickers and you can see the precombine conflict, but only upstairs in the "ooops that was a spoiler sorry".
It is still a very massive and usable area with a ton of beds and jobs to build a trading and hotel hub to connect to the supply lines. You could just spawn NPCs or recruit them and have a city that is a rival to Diamond.
Previs (visibility) stretches out 3 cells from where its generated... So imagine if there is conflicting data from lexington it can reach the cell that the screen is in..for example
Doors have a "persistent " value attached to them meaning that vanilla data will revert changes to it .This applies to many other objects like workbenches ,grouped scrappables, etc...
I can just brute force fix every other Bethsoft game, but I have to admit this game is just a complete basket of chaos and I am still at wit's end. I see why a lot of really experienced mod creators and users have given up or just deal with the minor bugs and issues even modding the game in the first place seems to cause.
I did get this working on a new game, after burning my old game install and nuking a bunch of old or truly broken mods. My biggest problem was food and drink mods that hand placed or script insert an item into a location. I tried to work it all out and just took them out completely. I actually see the textures fully now after killing a bunch of stuff that was tanking my pervis.
Fallout 4 and it's previs system is what it is, it's basically killed worldspace mods for this game and it's already an unoptimized mess of a game.
INCROYABLE !!!
MERCI !!! MERCI !!!!!
I'll also except a working solution and upload if anyone wants to do it...BUT only with permission of the other author...
Took me a while to figure out connecting the solar power, still can't find the fusebox, and I'm stumped how to run power along the eastern fenceline out of the build area. I can get a few connected by quickly ducking in and out of the build area, but
keep dropping out of build/connection mode before I can finish.Any tips?edit: it took a lot of tries but ducking in and out eventually got the fenceline connected... was there an easier way? (seems likely I'll be installing more greekrage settlement overhauls!)
Oh, and there's a random(?) conduit poking up out of the ground between the first two fencetop connection poles outside the build area as you move south from the main gate/NE corner. Important?
Can't imagine how I can the drive-in with settlers to live up to this mod's look, but it's going to be fun figuring it out.
A) the fence...no it needs a tiny tweak to the build area... ("place anywhere" mod allows disabling of the 5 sec counter among many other things...
B) will take a look at the panel and purifier at some point when i have time to make it easier...
I recently reinstalled the mod, and I am having terrible issues with floating debris, and rusty chainlink fences that are blocking the trailer by the kiosk where the "Guns Guns Guns" sign is. I don't have any other starlight mods active or installed at the moment.