Basically what it does is stop the flickering and disappearing of world objects when you walk through spaces that objects once occupied. In case you're wondering, I have not experienced any performance loss as a result of this tweak. I have an i7-4790k processor. The power of yours may change how it affects you, but it should not cause any significant change in performance. If you do happen to feel like the tweak negatively affects your game, please let me know!
- Some of you may have downloaded my past attempt at this remedy. Let me assure you that this time it's absolutely SAFE! No Vis edits, no packed cell garbage, none of it! Clean and simple. Safe, safe, safe.
Sorry for the dumb question but couldn't see anything about it (and Nexus doesn't have filters for the DLC...) Is this compatible with the vanilla game or does it require any of the DLC?
If you can make provisioners use this bridge, then maybe you can make them use the opposite direction of railway too? So they can go straight to Starlight and Tenpines without them making loop through Covenant cleansing whole Commonwealth on their way?
Heyo. Haven't been on here in a bit. I don't know if you even care anymore, BUT... I didn't actually force any characters to use the bridge... rather I navmeshed it and prioritized it (like roads, for instance), so should any character be on a path near this bridge (like the dipshits that swim across the river with their brahmins...) they will use this instead :).
"prioritized it" you say.. so there is a way to "fix" that railroad, interesting... Anyway thanks for reply! Oh, and for this MustHave-ForeverInLoadorder mod of course :)
I always prefer to keep Graygarden a strictly robot run facility, so I never build anything on the highway part of it anyway. The fix for the bridge is a godsend however. Finally the poor brahmin don't risk drowning with every provision trip! <3
Just "Fallout4.ini". It may also just appear as "Fallout4", but it will be a configuration setting, denoted to the right of the file name under the header "Type".
Hey there! While I assumed nothing would conflict, I double checked in FO4Edit, and there are no registered incompatibilities between these two .esp's! You should be all set to run both mods at the same time if you so choose.
Hi there, was looking for something like that and saw your mod, it looks cool, and i like the funny backstory you wrote for it, but i was wondering, how is it different from say, this one (http://www.nexusmods.com/fallout4/mods/17200/?) and why does yours require an ini tweak and not the other one ?
I'm just curious, and i'm kinda reluctant to make some ini tweaks i don't know all about. Does it just remove flickering or does it have some side effects ?
Thanks for your attention, and your work, hope i'll get a reassuring answer and will soon be downloading it !
Oh my, that is embarrassing! In fact, if you take a look at his description, he actually mentions my original mod doing the same thing as his motivation to take a swing at clearing the bridge (I wasn't aware someone else did the same thing at this point, oops)! My first attempt at this was my first mod ever, and I ran into a lot of issues with removing the objects without causing a weird flickering issue when walking through where they once were, and eventually gave up.
When an awesome user told me that I could simply use that ini tweak, I decided I'd take another crack at it, but wanted to make a new mod page because I love fresh starts (hello re-rolls and scum saving).
The tweak stops your game from culling objects ("unloading" them temporarily) in the hidden background of objects, though I can personally tell you that objects not disabled in the GECK still cull when disabled in-game and are then walked through. So while logically you may have some performance impact with this tweak, as culling is a method of saving processing power, I have not experienced so myself, nor am I sure that it gets rid of culling altogether.
As for why you should choose my mod over sinister84's? Well, after checking his .esp in the CK, I found that he DELETED the traincar and its cargo, in addition to some other clutter objects (another train car and cargo, etc.) This is commonly considered an unsafe practice, as it can potentially break anything in the game that relied on these objects. My mod simply DISABLES the objects, and does so only to the objects blocking the path directly, so it has less of a potential impact on the stability of your game.
At ~90kb for each mod download, however, the difference is minimal and entirely up to your preference. I understand ini tweaks can be a bit of a hassle, and your skepticism of making them, but I do believe it is the safer/cleaner way of going about this change.
Oh ok i wasn't aware that the mod he was referencing was yours !
Thanks for the explanation, it's very clear now, and since i have a good computer, making the tweak shouldn't cause me any problems, so i'll be using your mod from now on !
Thanks a lot for your work and for taking the time to give me such a detailed answer !
The short answer is, pick either one. If it causes a problem for you, try the other one. Always good to have choices.
I initially just disabled the train parts, but decided to test for any problems with deleting them and didn't have any. I get that it could possibly cause a problem with other mods that edit the area, hence the disclaimer on compatibility. Personally I won't be editing the area for anything else, so it works fine for my personal set of mods.
I removed more of the train cars because it looked sort of strange to me, but that was a personal preference.
33 comments
Basically what it does is stop the flickering and disappearing of world objects when you walk through spaces that objects once occupied. In case you're wondering, I have not experienced any performance loss as a result of this tweak. I have an i7-4790k processor. The power of yours may change how it affects you, but it should not cause any significant change in performance. If you do happen to feel like the tweak negatively affects your game, please let me know!
- Some of you may have downloaded my past attempt at this remedy. Let me assure you that this time it's absolutely SAFE! No Vis edits, no packed cell garbage, none of it! Clean and simple. Safe, safe, safe.
After installing it the deathclaw seems to have put the boxcars back :(
Removing it kept them off.
EDIT: never mind, fixed by messing with the load order
TL;DR Nooot that I'm aware :*
Anyway thanks for reply! Oh, and for this MustHave-ForeverInLoadorder mod of course :)
And the bUsePreCulledObjects=0 actually improved my game visually, I noticed less flickering s#*! in the distance now!!
This deserves like, waaay more endorsements.
Fallout4
or
Fallout4prefs
Your previous version of this mod would disable scenery when both mods where together.
I'm just curious, and i'm kinda reluctant to make some ini tweaks i don't know all about.
Does it just remove flickering or does it have some side effects ?
Thanks for your attention, and your work, hope i'll get a reassuring answer and will soon be downloading it !
When an awesome user told me that I could simply use that ini tweak, I decided I'd take another crack at it, but wanted to make a new mod page because I love fresh starts (hello re-rolls and scum saving).
The tweak stops your game from culling objects ("unloading" them temporarily) in the hidden background of objects, though I can personally tell you that objects not disabled in the GECK still cull when disabled in-game and are then walked through. So while logically you may have some performance impact with this tweak, as culling is a method of saving processing power, I have not experienced so myself, nor am I sure that it gets rid of culling altogether.
As for why you should choose my mod over sinister84's? Well, after checking his .esp in the CK, I found that he DELETED the traincar and its cargo, in addition to some other clutter objects (another train car and cargo, etc.) This is commonly considered an unsafe practice, as it can potentially break anything in the game that relied on these objects. My mod simply DISABLES the objects, and does so only to the objects blocking the path directly, so it has less of a potential impact on the stability of your game.
At ~90kb for each mod download, however, the difference is minimal and entirely up to your preference. I understand ini tweaks can be a bit of a hassle, and your skepticism of making them, but I do believe it is the safer/cleaner way of going about this change.
Thanks for the explanation, it's very clear now, and since i have a good computer, making the tweak shouldn't cause me any problems, so i'll be using your mod from now on !
Thanks a lot for your work and for taking the time to give me such a detailed answer !
I initially just disabled the train parts, but decided to test for any problems with deleting them and didn't have any. I get that it could possibly cause a problem with other mods that edit the area, hence the disclaimer on compatibility. Personally I won't be editing the area for anything else, so it works fine for my personal set of mods.
I removed more of the train cars because it looked sort of strange to me, but that was a personal preference.
Haha, thanks for stopping by!
~Kudos