Fallout New Vegas
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evilzer2

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  1. evilzer2
    evilzer2
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    Combability: ¯\_(?)_/¯
    All I can say is anything that adds/changes rooms in any cell included by this mod can be incompatible. This does not generally include stuff like adding a load door but more knocking a whole wall down and adding stuff behind it. I don't know of any mods that do this to vanilla cells, but they probably exist.
  2. Yucclets
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    Might you provide a better explanation of what's going on here? It's rather vauge.
    1. TehPikachuHat
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      (Disclaimer: I'm not an experienced dev I just keep my very massive game install semi-functional and poke around in xEdit a lot, this explanation may not be the most accurate on a technical level.)  This mod is basically optimizing the cells it edits by telling the renderer (the thing that outputs game data to visuals on your screen) what/when/how to show objects. This mod tells the renderer what to render based on the room the player is in and whether they have a line of sight into another room, by adding/editing markers. From what I can tell, this is much more stable to edit than occlusion, and  there should be no problems with crashing like the other mod has. Worst case scenario is it clashes with another mod and objects disappear, but that's unlikely. From the Geck Wiki Page on Room Bounds/Portals:
      ?
      What do Room Bounds do?
      A room bound will section off an area to be rendered. If the player is inside of a room bound, nothing outside of the room bound should be rendered. If the player is outside of a room bound, nothing inside of the room bound should be rendered.
      What do Portals do?
      Portals are visual gateways between room bounds. They should be placed between rooms at any location where the player should be able to see from one room to another. This is generally any location where doors or hallways connect one room bound to another. To have a properly functioning Portal between two room bounds, it must be connected to both room bounds.

      Evilizer2, you may want to put my comment in the description/pin it/quote the wiki page in the description.

      EDITS: My line breaks got mangled, I fixed them.
    2. Yucclets
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      Thank you very much my man
  3. Crabsody
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    does compatibility mode work with ttw? i am using ttw but also some other mods that edit interiors
  4. JonyTequila
    JonyTequila
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    Game crashes in Lucky's.
  5. Rythh
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    The new TTW option has only 2 records less conflicting with YUPTTW, are the changes to Object Bounds of the NPC not being forwarded all intentional then? There are still 25 or so conflicts with YUPTTW where the changes it makes to Object Bounds of the NPC are being reverted to vanilla.
  6. AP84
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    Maybe cause of my mods but in the REPCONN i have invisible walls...
    1. BigCabbage0811
      BigCabbage0811
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      So do I.
    2. BigCabbage0811
      BigCabbage0811
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      When I removed the language localization for the mod(ExRB - Extended Roombounds - Simplified Chinese Translation), everything went back to normal.
  7. MidnightWinterLuv
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    Anyway for a patch for TTW which has its own YUP plugin?
    1. deleted159871703
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      if you're comfortable using xEdit (or FNVEdit) you can modify this mod's file

      1. load xEdit / FNVEdit with the argument "-AllowMasterFilesEdit"
      2. deselect all the plugins and select "ExRB.esp"
      3. hold shift and click OK
      4. click the plus icon to the left of "ExRB.esp" in the left pane
      5. click "File Header"
      6. find "MAST - FileName | YUP - Base Game + All DLC.esm"
      7. right click and click Edit and input the value "YUPTTW.esm" and press OK
      8. press ctrl + s
      9. exit xEdit / FNVEdit and enjoy
    2. Argeniside
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      Thanks man, this really helped me out with my TTW modlist.
    3. Letskillsomebandits
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      That helped a lot, however i also had to add the -IKnowWhatImDoing to FNVEdit
    4. Rythh
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      After adding the flags and changing the Master, my game crashes on startup, anyone had a similar issue?
      Edit: Nevermind, Evilzer is awesome and just updated with a TTW compatible option in the FOMOD :D
  8. AP84
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    Compatible with Hidden Valley Overhauled ? https://www.nexusmods.com/newvegas/mods/70859?tab=files
    1. evilzer2
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      yes
  9. BioX853
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    Is it compatible with https://www.nexusmods.com/newvegas/mods/71228 NV Interiors Remastered, which is basically Qolore's revised and cleaned version of NV Interiors Project?
    1. Prim919
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      +1
    2. DracoVampire786
      DracoVampire786
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      Yes, since this mod only affects vanilla cells.
  10. DracoVampire786
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    New Update, well hot damn it’s good to see.
  11. Blyaticsky812
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    Does the full version also has fixes to the  location from the stripped down version, just not that big change? or is it totally separate?
  12. BaltheonEX
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    Hi , does this help in atomic wrangler , sewers & gamorrah? .
    This are the places that lag me the most!
    1. KaptainCnucklz
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      Yes, sewers especially. Gomorrah also has a ridiculous amount of light sources so roombounds, while they certainly help, aren't a magic bullet. Atomic Wrangler gets some decent gains too. Very late reply but I wanna answer for anyone still wondering.
    2. J3tAc3
      J3tAc3
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      I'm getting missing walls and everything with this mod and Lively Wrangler mod installed together.