Not sure what was causing it. Having this in my mod pack was causing frequent CTD. My guess would be that I had something conflicting. Though, I was using it in the prologue, so that could have been causing issues too? I figure I'll wait till Act 2 to add the mod in and see if it was just conflicting with game stuff. Not like I can go near the boundaries in a way that matters before that anyway. It's not a necessary mod for me, but would make it easier to go out to the badlands using the Fly AVs mod without being forced to go around things. So fingers crossed it works later in the game for me.
Prologue Boundaries/Lockdown are still in place, and i have strong enough reasons to not remove them. Also, (according to the modding scene) you SHOULD mod your game after ACT1 (to many details to give you as WHY and WHYNOT) … long story short, will brick your game on the long run, to the point where even the save file can get corrupted.
Hope that this explanation will give you a good hint on why you shouldn’t mod your game before ACT 1.
Have fun!
EDIT: THIS MOD, has no conflicts as something like this, has never been done 😉
i learned this the hard way in my first modded playthrough. kept getting ctd when entering the delimain befor the heist. Spent hours uninstalling all mods one by one and replaying the mission. it and it turned out to be the world boundry disabler built into CET. saw later that its recomended to have cet disabled for all of the prologue due to multiple CTD scenaios.
What's the difference between this, and disabling the boundaries with CET? Also, the road leading to North Oak doesn't have any police blocks, we can ride through it to the rest of town in the prologue (if the boundaries are disabled).
Disable Boundary Teleport from CET, the glitch will still be present and on top of that, is hit and miss ... sometimes it works, sometimes it doesn't, hence WHY this mod !
Ok, I'm intrigued by this and I'll give it a shot, but... the map does have actual limits. You can't just drive in one direction forever. So, what happens? If you approach the real edge of the map, do you get a warning? Do weird things happen?
Ha-ha! Exactly! Before this mod was made and while using the Freefly/noclip mod to bypass high over the world boundaries, a few times I would summon my vehicles and just drive right over the edge for giggles. Lol I was curious and bored.
Thank you for this mod, exactly what I was looking for! I found one boundary left in the mission "Things done changed" after V was saved by the FIA and returned to NC.
Hallo, sorry for my late response. Here are the coordinates: ToVector4{ x = -1572.9615, y = 1145.1943, z = 9.232567, w = 1 }. It´s the scene when Delamain brings V to Victor. The tunnel/street system below H10. Without boundaries, it would be possible to leave this tunnels system and to enter 2079 NC.
Fine work once again! Does this mod also affect areas of the game that force vehicle slow downs such as the border control point for the Nomad start or do these behave as they should?
I found one in the badlands that still pops up and turns you around. Trying to go over this junk mountain just south of my cursor and the player marker still has boundaries.
50 comments
Enjoy!
Also, (according to the modding scene) you SHOULD mod your game after ACT1 (to many details to give you as WHY and WHYNOT) … long story short, will brick your game on the long run, to the point where even the save file can get corrupted.
Hope that this explanation will give you a good hint on why you shouldn’t mod your game before ACT 1.
Have fun!
EDIT:
THIS MOD, has no conflicts as something like this, has never been done 😉
'Preciate it.
And No, i will not remove those!
Sorry.
probably just ncpd quests since yea fixer quests would break the game or not make sense for continuity
Also, the road leading to North Oak doesn't have any police blocks, we can ride through it to the rest of town in the prologue (if the boundaries are disabled).
I used to be able to find ways around them but since PL they made it impossible without using a teleportation mod.
Thanks.
Have fun!
print(Game.GetPlayer():GetWorldPosition())
Thanks.
I see a bigger Night City in the future.
Enjoy it!