Bug fix for a freak glitch causing water levels in 3 cells to rise half way across the map (one has to purposely edit the water level for each cell manually for this to happen)... Regenerated precomb and vis data with a new cleaner method... Cleaned files (again)
Placing this at either the top/bottom of my load order has not changed the fact that Fort Hagen is now partially (ie. almost completely) invisible with the installation of this mod.
Here's to hoping that a fix will come for that, as this is a much-needed location addition to this ghost town, and has a super design; I especially love the entry-way.
have you made changes to your ini file ? You can enable /disable precombines just by altering one line from 0 to 1 and vise versa (Buseprecombinedojects 0 ) etc. Nothing wrong with the mod....this issue is on your end.... ANY mods that edit the same area/cells reset changes by this mod....It doesnt have to be a mod like prp... Also make sure the ba2 archive is in the data folder...If not precombines wont load. AND next time wait for reply before posting a bug report......after nearly 8k downloads dont you think that maybe this isnt a bug ?
dont know what you mean by "half without textures"....Im assuming you mean that there are missing objects or chunks of landscape.. This means you have a conflict overwriting data of this mod by another mod..(precombined data)... Move this mod as last as possible in the load order.
I, too, am to report that the whole Fort Hagan area is all sorts of messed up.
However, I believe what breaks it might have to do with either the Nuka-World DLC or the Unofficial Patch. Y'know, two things that practically everyone has: One is official, the other fixes all the things Bethesda won't.
Even though your comments are somewhat sarcastic ill try to answer... a) nukaworld transit station is too far away to effect this location as previs only spans out 3 cells from the edge... b) any mod/patch etc... that edits same cells or has its own precombined/visibility data will obviously CONFLICT....since this mod also has that type of data... Hence has to load AFTER those mods.. Next time i suggest learning how the game works and how we edit the map before commenting in a sarcastic tone...and also remember .. WE DO THIS FOR FREE and no one put a gun to your head to use the mod...
I am sure this is only an issue I am having but I made my way to the fort by foot and when I approached the town it all disappeared. I went up to where the fort was but there was only a few props visible (some floating) and the rest were nonvisible like the town. I tried to fast travel away and back to the fort and town but everything was still messed up.
Any chance to get v2.3 available again? It's listed in the archived files, but you can't download it. If I use 2.2 will the doors work, or do I need to pull the scripts for them out of the ba2 files?
As with others, I can't use version 3.0 Just about the only part of Fort Hagen visible with it is the sandbag walls and turrets on the roof. I'm assuming you had the assets for Automatron loaded when you generated them. If not, that could very well be the problem.
I couldn't use the Greentop version with precombines and previs either, maybe because I'm using Mass Fusion as well. They work fine together with the non-precombine version, so long as I load Greentop last.
I'm experiencing the same issue as many others with version 3.0, missing textures and objects everywhere. I went so far as to disable every Mod except this one and the generated .esp from Complex Item Sorter which as far as I understand it shouldn't effect anything regarding textures or anything in the area where this location is.
Clearly many of us are missing something that is causing this, however at least with my very limited knowledge I can't see how this could possibly be a mod conflict since it happens with running only 1 mod that is use for item keywords.
If there is anything I can do to test, I'd like to try and help figure it out as I'd love to use the latest version of this mod. If it helps I am using Mod Organizer 2.
I have no idea what I did wrong.... I'm following Dogmeat to Fort Hagen for the main quest and the entire place is gone including surrounding area a bit and the fence with the bloody rag for Kellog... Like invisible or gone entirley
I find that I can do the quest and seemingly walk up to this new settlement with the old version of the mod but not the new version
the new version has precombine and previs data... So you have a conflict...with that data... Any mods that edit fort hagen or previs repair tools etc...will cause chaos...
Also note that issues that far away (the fence)...are strange since the fortress doesnt use those cells..or have data generated for those cells..
hey i used v3.0 of your mod and everything but the hagen fortress is disappearing even fort hagen but in v2.2 nothing is wrong except that my flora mods clip through the fortress. do you know why.?
Fix what ? Ive already said that Hagentown and fortress cant be used together... No fix for locations with heavy terrain edits and their own previs and precomb data... (cant patch them)
Killer mod dude, I honestly feel like it's in front of my face but i'm assuming there's a secret door right by the stairs at the bottom level of the fortress. How exactly do you open it besides going around to go inside?
bruh there's an OFFICE???? Man maybe i'm just slow, going to check thanks
Edit: yeah yeah the one thing I don't check is the computer in the player home shut up, anyway it didn't work for me for some reason but it's probably something to do on my end which is cool but thanks for telling me.
I'm not fully positive doing "unlock" would work on a secret door but then again I'm also not sure about it but I'll be glad to give feedback later "I'll add an edit here" but no I didn't fast travel and try it. I actually only got back on to test it lol but thank you.
255 comments
Bug fix for a freak glitch causing water levels in 3 cells to rise half way across the map (one has to purposely edit the water level for each cell manually for this to happen)...
Regenerated precomb and vis data with a new cleaner method...
Cleaned files (again)
You have an issue elsewhere.....
You have either a conflict or a bad installation of another mod...
Here's to hoping that a fix will come for that, as this is a much-needed location addition to this ghost town, and has a super design; I especially love the entry-way.
You can enable /disable precombines just by altering one line from 0 to 1 and vise versa (Buseprecombinedojects 0 ) etc.
Nothing wrong with the mod....this issue is on your end....
ANY mods that edit the same area/cells reset changes by this mod....It doesnt have to be a mod like prp...
Also make sure the ba2 archive is in the data folder...If not precombines wont load.
AND next time wait for reply before posting a bug report......after nearly 8k downloads dont you think that maybe this isnt a bug ?
This means you have a conflict overwriting data of this mod by another mod..(precombined data)...
Move this mod as last as possible in the load order.
However, I believe what breaks it might have to do with either the Nuka-World DLC or the Unofficial Patch.
Y'know, two things that practically everyone has: One is official, the other fixes all the things Bethesda won't.
a) nukaworld transit station is too far away to effect this location as previs only spans out 3 cells from the edge...
b) any mod/patch etc... that edits same cells or has its own precombined/visibility data will obviously CONFLICT....since this mod also has that type of data... Hence has to load AFTER those mods..
Next time i suggest learning how the game works and how we edit the map before commenting in a sarcastic tone...and also remember .. WE DO THIS FOR FREE and no one put a gun to your head to use the mod...
Try moving this mod as last as possible....
As with others, I can't use version 3.0 Just about the only part of Fort Hagen visible with it is the sandbag walls and turrets on the roof. I'm assuming you had the assets for Automatron loaded when you generated them. If not, that could very well be the problem.
I couldn't use the Greentop version with precombines and previs either, maybe because I'm using Mass Fusion as well. They work fine together with the non-precombine version, so long as I load Greentop last.
Clearly many of us are missing something that is causing this, however at least with my very limited knowledge I can't see how this could possibly be a mod conflict since it happens with running only 1 mod that is use for item keywords.
If there is anything I can do to test, I'd like to try and help figure it out as I'd love to use the latest version of this mod. If it helps I am using Mod Organizer 2.
Either use the older version or wait till i re-do the data...
Otherwise this is one of the best location Mod's on all of Nexus, absolute must have for me. Thanks for taking the time to reply to me!
Hope all is well with you, any plans to redo the data for precombines?
Thanks
IM involved in a couple of big locations right now and dont want to stray away from them right now..
I find that I can do the quest and seemingly walk up to this new settlement with the old version of the mod but not the new version
So you have a conflict...with that data...
Any mods that edit fort hagen or previs repair tools etc...will cause chaos...
Also note that issues that far away (the fence)...are strange since the fortress doesnt use those cells..or have data generated for those cells..
Ive already said that Hagentown and fortress cant be used together...
No fix for locations with heavy terrain edits and their own previs and precomb data... (cant patch them)
Edit: yeah yeah the one thing I don't check is the computer in the player home shut up, anyway it didn't work for me for some reason but it's probably something to do on my end which is cool but thanks for telling me.
SCRIPTS ,ELEVATORS,DOORS ETC ARE A LITTLE WEIRD AND DONT ALWAYS WORK THE FIRST TIME...
You can also try and go to the door and open console,click on it and type "unlock" and enter (no quotes) ( not sure if this works on hidden doors )