Well, the horrible shack seems to be gone! Right after the installation it kept disappearing and reappearing depending on where I was standing and which direction I was facing, and what seems to fix it is pushing the mod as far down the load order as possible. To force that in Vortex just do the following, it's super easy and fast: 1 go to the Plugins tab and find LessAnnoying... 2 Double-click it and you'll see an additional menu appearing on the right 3 In the dropdown menu called "Group" set it to "Late loaders" (instead of "Default") 4 In the menu bar on top of Vortex, click on Sort now to apply the change And that's it! The alley looks sooo much better now.
I don't see any fps drops or any other issues. If I notice something, I'll add it here...
I'm having an issue where the shack pops up for me even though it's gone and I can't bump into it or anything. I went through my plugins list with Wrye Bash and it says this mod has a couple of deleted navmeshes. If you could fix that, it would be great. I have a settlement blueprint by Elianora that uses this mod, and I love it!
Navmesh was rebuilt after certain items were removed. Those deleted navmeshes were supposed to be deleted and have nothing to do with any problems you're having with the shack reappearing. The most likely scenario is you have another mod that edits precombined objects for that cell and is conflicting with this mod.
Small possibility this can be an LOD glitch. I have had that happen where LOD becomes permanent in the foreground close up. I don't think LOD should be generated for Hangman's Alley because it isn't in any line of site, but while having generated it with xLODGen, I don't know how it works at a detail level. "Stuck LOD" will look like the structure but be far less resolved, the wood would be blurred. You can't interact or nor even click on it in the console. If a mod doesn't regen LOD, the old LOD will come poking through.
i would like the idea of this location to not exist as a settlement location, it's just too performance heavy adding it to the location of this part of the city.
i don't know what bethesda were thinking, i wish they didn't make this location for stability reasons, but when has bethesda ever thought about performance before releasing their games, NEVER!
they would have done better making an underground settlement location for this specific location, maybe it could be a sewer lid leading to the actual settlement location under Dimond city.
This location being a settlement only affects performance if you choose to use it as a settlement and build a bunch of stuff there. If you don't develop it, it won't affect your performance at all whether it's a settlement or not.
Downtown Boston is heavy in general because of the number of objects the game tries to render, not because of some locations being settlements.
true, and i hate downtown Boston because of that issue, i have all the mods that are supposed to fix these areas with varying in tangible results barely scratching the surface.
maybe if i had a 4090 i could play it without issue lol, but not everyone can afford such hardware with the addon of all the other PC parts needed to make it all work lol.
part of me feels like bethesda should have made parts of the city locked out via load screen for more than just Goodneighbor and Dimond city as interior's for stability reasons because the city location is so damn bogged down.
Can this mod be the possible cause of random crashes caused by navmesh when teleporting to Hangman's Alley or through it? I don't have any oher mod altering the Alley region, the closest is Eli's Shop (just like in your load order).
I don't think so. At least, I never had an issue running it.
Other mods could be changing things without specifically pertaining to the alley. If you can reproduce the error (get it to crash in the same spot every time), then you could narrow it down from there.
I started seeing missing textures outside Diamond City while this mod is installed towards the end of my load order...
Loaded up FO4Edit and I'm seeing a large number of conflicting worldspace edits (I use PRP so it's not uncommon for any cell or block edit to cause a conflict). But why there are edits as far reaching as Vault 81 and the UFO crash site, I don't understand. Tried some moves in the load order but ultimately had to uninstall.
This is what I needed for Hangman's Alley, clean and no broken precombines, which would cause huge fps issues in downtown. It would be nice a clean version for Bunker Hill and Jamaica Plain as well as they suffer the same fps problem with scrap mods.
My issues were actually being caused by 'Quieter Settlements' - the large generator causes a hard CTD when the game tries to load the cell. Deactivating this mod's ESP gave me a false fix, as the game generated fresh cell data temporarily.
If you're getting pop-in and such, then they are conflicting. You can patch it, but it does involve using the Creation Kit. Trosski made a great (40 minute) video showing how to do it here: https://youtu.be/hM3Di75WKj4
It's worth watching. Making patches is a bit tiresome, but can really improve your stability and performance and let you use otherwise conflicting mods together.
38 comments
1 go to the Plugins tab and find LessAnnoying...
2 Double-click it and you'll see an additional menu appearing on the right
3 In the dropdown menu called "Group" set it to "Late loaders" (instead of "Default")
4 In the menu bar on top of Vortex, click on Sort now to apply the change
And that's it! The alley looks sooo much better now.
I don't see any fps drops or any other issues. If I notice something, I'll add it here...
i don't know what bethesda were thinking, i wish they didn't make this location for stability reasons, but when has bethesda ever thought about performance before releasing their games, NEVER!
they would have done better making an underground settlement location for this specific location, maybe it could be a sewer lid leading to the actual settlement location under Dimond city.
Downtown Boston is heavy in general because of the number of objects the game tries to render, not because of some locations being settlements.
maybe if i had a 4090 i could play it without issue lol, but not everyone can afford such hardware with the addon of all the other PC parts needed to make it all work lol.
part of me feels like bethesda should have made parts of the city locked out via load screen for more than just Goodneighbor and Dimond city as interior's for stability reasons because the city location is so damn bogged down.
Other mods could be changing things without specifically pertaining to the alley. If you can reproduce the error (get it to crash in the same spot every time), then you could narrow it down from there.
Loaded up FO4Edit and I'm seeing a large number of conflicting worldspace edits (I use PRP so it's not uncommon for any cell or block edit to cause a conflict). But why there are edits as far reaching as Vault 81 and the UFO crash site, I don't understand. Tried some moves in the load order but ultimately had to uninstall.
Does anyone know of a good alternative mod?
My issues were actually being caused by 'Quieter Settlements' - the large generator causes a hard CTD when the game tries to load the cell.
Deactivating this mod's ESP gave me a false fix, as the game generated fresh cell data temporarily.
Never even heard of Clean Environment, so I'd guess it's a conflict with that.
It's worth watching. Making patches is a bit tiresome, but can really improve your stability and performance and let you use otherwise conflicting mods together.