Fallout 4

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VlitS

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VIitS

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  1. VIitS
    VIitS
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    What to download:
    1) Download the esp if you don't use the ini edit
    2) Choose one main mesh file. The ones in the optional section are the same as the ones in the main file section, just with options for windows. So if you want the windows, you don't need one of the meshes from the main files. Basically, only download one of the files with "Choose One" in the description, they all edit the same .nif file
    3) If you want glass in the door windows, choose one of the door files.

    Changes:
    Update 1.65 fixes some bad pols, and should fix the missing glass texture bug (pink windows) some people experience

    Update 1.61 fixes the collisions on the NukaWorld Red Rocket (all no pump versions, and the no window regular version). If you downloaded one of the regular with windows or regular with reinforced windows, you're fine.

    Update 1.6 includes the NukaWorld Red Rocket

    Update 1.4 adds the fix to all Red Rockets (including small building). Also includes the material file for the glass in the building download, so you can use the glass windows without having the door fix.

    Update 1.35 fixes an animation sync issue that was bothering me and adds reinforced glass as an option for the doors.

    Only really needed if you want the reinforced glass option, or really want the fully fixed version. In 1.3, I had fiddled with things so the problem would only be noticeable if you moved the door out of it's frame. With it fixed, I was able to add a reinforced option without the problem becoming hugely noticeable.

    Update 1.3 Adds glass to the windows, and fixes the collision on the door windows to glass instead of wood.
    Spoiler:  
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    There is now an esp option for those who aren't using "bUseCombinedObjects=0". I have received reports of this mod causing the cell reset bug. May be fixed with update 1.1

    The esp is separate from the meshes, so choose the mesh you want and then install the esp as well.

    Update: 1.2 is an optional file that adds glass to the doors.

    The new version (1.1) of the meshes are now completely compatible with Red Rockets Glare. The optional fix is no longer needed, and so has been deleted.
    I would like to be able to edit the combined mesh so I can make it completely unneccessary to use an esp, with no chance of the bug, but that requires the wonderful people who make nifskope/the 3ds max plugin to figure out the new "BSPackedCombinedSharedGeomDataExtra" object type Bethesda uses in the combined meshes. No idea how easy that will be, but I imagine the answer is "Not very easy at all".
  2. VIitS
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    If anyone is interested in how I went about making the esp:
    Spoiler:  
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    Using FO4Edit, I hunted down the static that uses the mesh I edited, followed that to the reference that implements it in game (FormID 000211c0). I then loaded the game, opened the console, and entered "prid 000211c0". The game then told me that reference was "a combined object under key 1fdc0b0a". I looked at cell record for Red Rocket in the "XCRI - Combined References" section, and deleted the combined mesh with that string in it's name. Loading the game with just that completely got rid of the mesh, so I copied the 000211c0 reference into my esp, and it properly loaded the changed mesh without the ini edit.
     
    The extent of my testing of whether or not it triggers the reset bug was:
    1) load a new game I was testing things on (save is just before exiting the vault)
    2) empty the pre-existing containers and save the game
    3) enable my esp, load the game, and check to see if the containers have anything in them (i.e. if they were reset).
     
    Since they were still empty, I am tentatively announcing this mod as not triggering the cell reset bug.


    Note: If you only want the fix for the settlement version of the Red Rocket and use the non-ini version of Spring Cleaning, you don't need the esp or the ini edit. This is because the esp uses the same method Spring Cleaning included that let's you scrap debris.

    The newest version of my esp will let the fix work for any Red Rocket however, so if you want that you'll want my esp as well (version 1.4).
  3. bridgitte
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    why are all the pics in darkness instead of like in the first one taken during the day - this makes it too easy to hide the dirt etc. I was hoping for a totally repainted and clean Red Rocket - so sad - thanks anyway
    1. starseede
      starseede
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      Totally agree. Thats the first thing I noticed. Why on Earth put up photos where you cant see anything and what with the comments, think I will keep looking for a Red Rocket fixup
    2. arielelixir
      arielelixir
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      Use Clean Red Rocket Textures with Red Rockets' Glare REDONE. If the trash stays you can use Scrap Everything to delete but be careful to not delete building and flooring etc and save before
    3. nursekitten
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      Workshop plus has an undo hotkey. Works great for when I accidentally scrap the entire building. Just press the hotkey and boom you get it back. It goes back very far in your history too. If you didn't know about it! :) 

      https://www.nexusmods.com/fallout4/mods/35005
  4. EQOAnostalgia
    EQOAnostalgia
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    AWESOME! Only had one small hiccup so far which was my own error. I installed after having been to RR. I made my exit save in the rat tunnel behind RR, on my first character i took my time to turn and head over upon exiting the cave, no problems. Second character i turned fast and quickly walked towards RR and CTD. Just give the cell some time to load up upon first boot if you already been to RR. 
  5. MrBungle317
    MrBungle317
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    Hey Vlits,

    No matter what I do this isn't working for me. I've used the ESP, I've done the .ini edit and neither work. I've tried different load orders and everything else I can think of but still nothing. I use all your lighting stuff and they all work great, which is how I found this mod. Any help would be great. I don't use Spring Cleaning or any scrapping mods. Thanks

    Edit: It's a conflict with Commonwealth Clean up and Restoration. I'm using PRP v69 and the same for CWCAR. I tried to make a patch but I'm not very knowledgeable as far as that goes.
  6. TheShrubby
    TheShrubby
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    it isn't repairing the sign.
    ok, so i got it to repair the sign, but it doesnt remove the old sign. so now there's so much frickin clipping that it isnt worth it
  7. williamhong623
    williamhong623
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    I tried so hard but nothing happened...

    Step taken:
    1) download ESP fix and MESH file with No Pump Version
    2) unzip then copied-paste to fallout 4 > Data > Meshes (whole Folder)
    3) add new line fallout4.ini at document > My Game > Fallout4

    Start Game, whether I enabled or not enabled the esp with fallout4.ini update...
    Nothing happened...

    Anyone can help?
    1. ChiqueRox
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      The ESP fix makes it so that you don't need to use the .ini edit.

      Also, regarding your second step: Are you extracting the Meshes folder from this mod *into* the Meshes folder in your Fallout 4 directory? If so, that's giving you Data > Meshes > Meshes, which would be why the game isn't recognizing it. You want to extract the Meshes folder from the mod directly into your Data folder.
  8. n3IVI0
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    Not compatible with Raze My Settlement. If you try to use this mod with Raze My Settlement, Raze My Settlement will nuke your Red Rocket. Raze My Settlement does NOT break precombines. It's just a script to clean up trash, and remove junk.
    1. ChiqueRox
      ChiqueRox
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      More accurately... this mod *is* compatible with Raze My Settlement, you simply cannot raze Red Rocket with it if you plan on keeping the building. Having Raze in your load order won't hurt anything (and Clean My Settlement still works wonders on the cell). You'll simply have to go back to the old method of manually scrapping at RR. It's a small settlement, though, so it shouldn't be too much of an issue.

      Furthermore, installing Red Rocket Deep Clean on top of this setup removes the junk piles and respects the mesh edits. I'm using the ESP Fix. I've not run into any frame issues or crashes with this setup so far. But technology gonna technology... I'll edit this comment if my house catches on fire due to this combination.

      Edit: Something in the combination does break the functionality of the garage door.
  9. Aquin23
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    I used spring cleaning to remove all the garbage on the floor before installing this mod and now it's back and I can't get rid of it
  10. OutLawJohn
    OutLawJohn
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    Very nice mod
  11. MistressWolf
    MistressWolf
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    Really wish this just did the Red Rocket near the starting point instead of all of them as I want that one to be special.  But this looks very lovely, you did a wonderful job!
  12. LadyDeathbane
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    I don't think the glass fix file works anymore. I've downloaded and tried every combo of all the files trying to get the glass fixed, but nothing works. No matter what I do, the glass windows/doors is this really weird white frosted texture. You can't see through it much at all, nothing like the pictures of this mod. I don't have any other Red Rockets mods installed. Does the glass work for anyone else or is this mod just outdated?
    1. VIitS
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      The glass fix is to deal with the purple "missing texture" color some people were getting. 

      While I do use a newly created material file for the glass, that is just to remove the environment mapping, it still uses the vanilla textures\Vehicles\Vertibird\Vertibird06_d.dds texture (that is the glass texture I liked the look best of). So if you are seeing anything other than a purple color, you have another mod editing the texture used. 
    2. gentester
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      I had the same problem. In my case the glass went brown and opaque. I think it was the Ad Victoriam mod that did something to the Vertibird glass as it alters just about every BoS texture including vertibirds (which actually don't have brown and opaque glass so no clue how really). I altered it for myself to use a different glass. 
      If I might make a suggestion VlitS
      Take the texture you like for the glass, copy and rename it to be this mods name, add it to the mods files and remap to it, that way anyone using a vertibird retexture won't be affected by any changes.