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.
(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:
Evilizer2, you may want to put my comment in the description/pin it/quote the wiki page in the description.
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.
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
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
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?
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.
44 comments
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.
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.
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
Edit: Nevermind, Evilzer is awesome and just updated with a TTW compatible option in the FOMOD :D
This are the places that lag me the most!