Fallout 4

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GethN7

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Geth7n

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70 comments

  1. Mushroom1882
    Mushroom1882
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    This has managed to lower the water around Sanctuary by 2 points on the Z access, lol
    gives a very annoying border on the shore of one long, bland color seeing through the world.

    A solution can be found in the CreationKit, editing the Cell's water level by adding +2 points to whatever it's water height is, then reprecombining the cell.
    1. Centerman
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      I was trying to figure out the cause of the line at the water shoreline. Thank you.
  2. Succubusqueen606
    Succubusqueen606
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    I just downloaded fallout 4 and this is my first playthrough but there is purple textures and mesh
    textures that shouldn't be there if anyone knows of a mod that can disable all these purple textures
    and meshes that should not be in the game please give me a link I do not know how to fix this manually
    and trying to fix this manually I find it very confusing so please help me.
  3. rometwar1
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    No matter what mod I use, this, No More Disappearing Act, or Scrap Everything ini, the scrapped structures always come back </3 Sucks that the towers I built aren't visible at a distance because of these things -.-
    1. durge13
      durge13
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      I assume you mean they're 'coming back' when you move away, which they will since distant views are just a separate model that loads as the 'real' area unloads, no mod can ever make it work the way you'd like or expect it to because it'd make the game unplayable on even the best computers.
    2. niston
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      If the author of Transfer Settlements would ever get around to implement the "export settlement as a plugin" functionality, we could then use the generated ESP with FO4LodGen and get correct LOD for our settlements - Which would be so totally awesome.
    3. adirondack9
      adirondack9
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      I'm surprised at the low number of downloads. This is a must-have mod for me. It fixes the Wattz area but also the impact of knocking down vanilla buildings.
    4. Krendellmax
      Krendellmax
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      niston  Good day. Does this mod do what you're talking about? https://www.nexusmods.com/fallout4/mods/39742 English is not my language, so I am not sure about the correct reading of its capabilities.
  4. Zolotko555
    Zolotko555
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    Строюсь в Конкорде...к моей большой печали мод не работает...установила мод в самом низу после Уничтожить все
     что же мне делать?
  5. ThatGuyWhoUseMods
    ThatGuyWhoUseMods
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    Works super well, for the scrapping part, just download a clean settlement, worked fine for me.
  6. Hallier
    Hallier
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    So in a city this is mostly detrimental? I've been having massive issues with the Cambridge Crater area and entire swaths of it simply disappearing; but once I start using this it's just a pretty looking stationary picture.

    Ok, maybe it isn't that bad. GREAT MOD. I bloody love you!
    1. SinSinNatiJerms
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      I have had the same issue - it occurs near the crater in the Cambridge area not far from Wattz Consumer Electronics. I also noticed some issues in Forest Grove Marsh. This mod solved the issue for me, but the mod must be last in the load order as directed. It can also be fixed by moving into the affected cell, typing the tilde key, typing in tpc (acronym for toggle pre-culling) and hit enter (this might have been stated earlier in the comments). I have seen no other issues with the mod, but my computer is superior to the game's requirements. Many thanks to you, Geth7n.
  7. deleted4896204
    deleted4896204
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    Should this be loaded before or after ELFX in load order? Or does it not even matter?

    Thank you.
  8. andy7016
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    this tanks my fps hardcore
  9. bchick1
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    I am at a loss ...

    To explain why this mod suddenly is not working in my game !?!?

    All I did was start a new game. I did so after loading and trying a mod [weaponsmith expanded] which I did not like for various reasons.

    Simply put, my graphics in game are behaving as though this mod doesn't exist at all. It is still located where I put it at the bottom of the load order with LOOT.

    I just don't get it!
    1. bchick1
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      Now it is working!
  10. dabigpit
    dabigpit
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    Couple of questions if you don't mind...

    1) When you say "globally disable pre-culling" you mean in settlements cells only right? Otherwise it will be like typing TPC in the game console... And you really don't want preculling disabled AND uncombined objects while walking in Boston downtown... Framerate drops are huge.

    2) Are mods which add/remove something from a settlement, compatible with this one? Mind about the repaired Sanctuary bridge and the repaired RedRocket mods...
    1. Geth7n
      Geth7n
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      No, this disables preculling wherever it was present in the stock game. And I mentioned framerate drops are possible, so you may need to use performance mods.

      Settlement repair mods will work fine, unless they change something like the cell name itself, which will causes issues for mods that reference changed cell names in any way. If this is an issue, use the FO4Edit scrip linked to at the bottom of this modifiction to create a customized version of my mod for your specific esp list.
    2. dabigpit
      dabigpit
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      So what's the difference between this mod and the console command TPC ?

      Btw, I've got an i7 4770k with 16 Gb ram and a gtx 1080... Going boston downtown with uncombined objects and preculling disabled gives me 20-25 fps in some places at 1080p... I don't know what rig may be necessary to get 60 fps...
    3. Geth7n
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      This only disables pre-culling, this does not affect any objects, just the culling enabled by default, so without any INI edits to combined objects this should not be that terrible a drain on FPS, though if you still get drops, I again recommend you find some performance mods to remedy that.
    4. VIitS
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      It will be of minimal impact in most of the world, but it is going to have a significant impact in the city. How much depends on your computer. Especially since it disables precombineds as well as preculling* (which means it will actually have a bigger impact than tpc). Since previs and precombined meshes are the two main optimization methods FO4 uses, disabling them is gonna have an impact. Disabling preculling without previs is kind-of pointless, as previs is only calculated using precombined objects.

      But the biggest advantage of this mod over the ini edits is that it doesn't touch interior cells. Disabling previs** in interior cells, ironically enough, causes occlusion issues.

      *which is necessary for "Build Anywhere" mods, which is really the only reason you should be using this mod
      **Bethesda's official name for the preculling system they introduced with Fallout 4.


      On a separate note, I'm guessing the people complaining about this mod not working weren't actually loading the this mod last. It doesn't matter what changes a mod makes to a vanilla settlement, there isn't anything they should be able to do that would disable what this mod does. There's a decent chance they won't be able to scrap everything, but that's due to those things not being in scraplists, not this mod failing to work in those areas.
    5. bchick1
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      This mod has worked great for me 'out in the world'. downtown Boston CTD'd a LOT even before I used this mod! Playing the game 'downtown' is almost impossible. Like right now I have to get to Goodneighbor and I am dreading having to do it but I cannot progress the quest line if I don't.

      But I use 'scrap everything' and 'Place Everywhere' and 'Settlement Blueprints' with great success for settlements. This mod has definitely been a big plus for my gameplay.