Fallout 4

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NeuroticPixels

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NeuroticPixels

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  1. NeuroticPixels
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    CURRENTLY CONFLICTING WITH PRP (Previsibines Repair Pack) WHEN USING "deadshrub05.nif" FROM PRP.
    I will not be adding a fix or support for this issue. I've told the author of PRP that they are free to create a patch, if they would like. I haven't played FO4 in years and no longer have any of the modding tools installed, so it would be simply too large of an undertaking for me to deal with.
    I hope for your understanding.
    Thank you.
  2. DiogoLZ
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    Just wanted to get rid of these giant twigs here, your mod doens't remove them :(

    1. NeuroticPixels
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      If I recall correctly, it’s because those particular twigs use the same texture as the leafless branches on the trees. Removing those small twigs removed the branches from the trees and the trees looked terrible.

      If you grab a mod that puts leaves on trees, those twigs will look more like bushes and not such an eye sore.

      P.S. Thank you for posting the picture with your comment. That helps a lot! I’m pinning this to the top of the comments so others can see and read it as well.

      Update/Edit Oct 5, '22: Try the mod Barren Trees.
  3. NeuroticPixels
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    Check out the Far Harbor version made by GrankNutt4!
    No Ugly Plants And More - Grank's Far Harbor Addon
  4. NeuroticPixels
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    CURRENTLY CONFLICTING WITH PRP (Previsibines Repair Pack) WHEN USING "deadshrub05.nif" FROM PRP.
    I will not be adding a fix or support for this issue. I've told the author of PRP that they are free to create a patch, if they would like. I haven't played FO4 in years and no longer have any of the modding tools installed, so it would be simply too large of an undertaking for me to deal with.
    I hope for your understanding.
    Thank you.
  5. Yagichan
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    I have posted a patch mod for No Ugly Plants And More and Previsibines Repair Pack here at No More Dead Shrub

    Finally - that cursed shrub is gone.
    1. BenRierimanu
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      Yagichan's above linked mod resolves the shrub issue provided you are using PRP 74 or higher. PRP 69 does not have the required changes to make it work as expected.
  6. comradelex
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    good mod also boost about 5-10 fps , personally i would get rid of pubes like shrubs only and leave everything else cuz landscape now is a bit to much barren 
    1. NeuroticPixels
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      Use the FOMOD version to select what you want removed.
    2. comradelex
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      oh dang didn't noticed that there was option for that available, much appreciate
  7. CosmicCrisis69
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    this is literally one of the best made yet simple mods i've ever seen, your fomod should win an award. It was so fun to pick and choose what ugly decals and plants I want removed! Thanks so much <3
    1. NeuroticPixels
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      Thank you! Your comment made my day!
      Enjoy!
  8. samwhit09
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    omg you beautiful, amazing person. Finally I can have clean settlements without choosing between broken previs or building around those stupid bushes. I can't believe I missed this mod for so long, you're awesome tysm <3
    1. NeuroticPixels
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      Nice! I'm glad you found the mod. :) Enjoy!
  9. blu377
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    Forgot I installed this awesome mod until I noticed the lack of "crap" in my settlements & I still notice them missing to this day. Thank you
    1. NeuroticPixels
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      You're welcome! Thank you for the nice comment! They always bring a smile to my face. :)
      Enjoy!
  10. XanthosGambit
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    One of the plant removers left sticks in the ground and I have no idea which one it was. Any help?
    1. NeuroticPixels
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      Left sticks in the ground? Did you look at the stickied posts? Or do you mean some other kind of stick?
    2. XanthosGambit
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    3. NeuroticPixels
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      I've never seen those before. I'm 99.9% sure they aren't from my addon. They don't look like anything that's in the vanilla (unmodded) game. At least not anything I remember.
      Are you using any other texture mods?
    4. XanthosGambit
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      Only what's suggested by The Midnight Ride. I might go post this on their Discord, see what they say.

      EDIT: Discord says it's added by PRP. They also say it's "deadshrub05.nif".
    5. NeuroticPixels
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      Ahhh. My mod doesn't do anything with nif files. So that nif file must be pointing to a different texture. In other words, that nif is conflicting with this mod. This mod can't overwrite nifs. So you'd have to find and remove that file yourself.
    6. honooo
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      Is this really something added by PRP? It's confusing.
    7. NeuroticPixels
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      It could be. PRP includes textures and things. They’re packed in ba2 files, though. So a ba2 extractor & ba2 creator (Creation Kit, I think? It’s been a long time since I’ve messed with ba2 packages) would be needed to unpack the files, remove conflicting nif, and then repack.
       To find the conflicting nif file, you’d also need a program that shows you the file path the nif was chosen to use.

      Soooo yeah… 👍 maybe talking to the author of PRP would help.
    8. BenRierimanu
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      This was patched in PRP 69 by ossumpossum (the MA that did the water LOD fix mod) to restore the branches in the original model. Off the top of my head, I don't think the updated mesh changed the texture path but did make use of existing blocks of the textures, I guess? The updated base meshes live in PPF's attached archives if you need to compare, ignore the PRP - Main.ba2 for this purpose, as that's where all the precombine meshes are in and that changes every build. If I need to make changes for a future build, lemme know.

      I should really make this a FAQ entry or something by this point.

      Edit: Looked at the original contributed archive. No custom texture changes were included apparently, maybe a new file reference or something, someone would have to compare.

      Edit2: A quick look in nifskope shows the branches are using textures\landscape\trees\treelog_*.dds / Materials\Landscape\log01.BGSM

      Further Edit: Updated dev version of the meshes. The new blocks are going to point to Materials\Landscape\logshrub.BGSM (copy of log01.BGSM) to better support customization without clobbering another texture. This will land in next PRP stable.
    9. NeuroticPixels
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      Can't exactly follow all of that 100%. Could be because I just woke up for the day, or because it's been like 5 years since I really messed around with nifskope and textures and all that. lol. But I appreciate you trying to give me an update on the whole PRP thing.
      My impression is that you weren't sure how there could've been a conflict, but the next stable update should solve it if there actually was one? Let me know if I'm totally off base here.
    10. BenRierimanu
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      In short, contributed meshes added branches to the existing brush meshes. The attached material and texture filenames were also used in other meshes like trees, which makes potential texture replacements a problem.

      Next PRP stable renames the expected material filename for the deadshrubs so that people can simply replace the material file to point to different textures internally or something to hide them correctly.

      So, I didn't realize there was a conflict, but it was just a result of the contributed meshes having vanilla file naming in their meshes. Easy enough to fix.

      If I did it correctly, all you and anyone else who makes plant hiding mods like these without rebuilding precombines would have to just ship a replacement material file pointing to the transparent textures.

      tl;dr: Current PRP stable adds branches to deadbrush meshes, Next PRP stable updates same meshes to make texture replacement for the added branches easier.
    11. RhaevynHart
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      @XanthosGambit and BenRierimanu

      OMG I am so glad I found this thread. I started having those in my game too and you cannot click on them, even with better console, place anywhere, etc. they return something I forget like water or you're clicking on nothing. They are so farking UGLY. I'm so glad someone found the culprit. I don't know if I can play without PRP though because I love having smooth 60 FPS in Boston.  Hmm...
    12. BenRierimanu
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      I pushed out a beta update shortly before this post was made. @NeuroticPixels would you mind having a look at the newly created material file (it's in PPF - Main.ba2) and make what changes you need to hide the offending part of the plant? I want to make sure it's working as expected before the next stable is finally set.

      If I did it right, you should only have to replace the material file in question.
    13. NeuroticPixels
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      If I can do it by simply using something like Material Editor, then sure. I'll see what I can do.
      But unfortunately, I don't have FO4 or any modding tools installed anymore. If you use paypal, I'd be happy to send you a few USD $$ to make a patch file to post on your PRP page. Unless you don't want to mess with it either, then I completely understand.
      I shot you a "kudo" point for working so hard to try to create compatibility. I'd do more if I could!
    14. BenRierimanu
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      Completely forgot about the reply, apologies.

      Yeah, all you would have to do is update the material file to point to the desired textures instead of the currently assigned ones and ship the updated material file. It'll get used when PRP's next stable is out or the current 73 "not yet good enough to be considered stable but works fine otherwise" build.
  11. mirzotti
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    Hi, i always use this mod in my game , its a brillant idea . You uploaded a blank files for us to hide anything by just renaming , i used that files to hide mapple trees 01 and 02 , everything works just intended , but whenever i generate lod there are ugly mapple branch lods in the game just dissapearing when i get close how can i manage them dissapear in lod? Deleted all mapple lod files in the enviroment mods , then regenarate again but no way they are there, thanx for the mod  

    Im using bns 2.0 for trees , just want to see pine trees in my game thats all:)
    1. NeuroticPixels
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      No idea, to be honest. I didn't fully hide trees in the mod because I didn't want to mess with LODs. The author of the pine tree mod you're using would probably need to make new LODs. You could look at this LOD to see if it helps at all: Barren Trees
  12. BryanBreynolds
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    You are a bloody genius! It's so fucking annoying with all the random crap on the ground which vanilla doesn't let you get rid of.
    Endorsed!
    1. NeuroticPixels
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      I appreciate the endorsement!! Enjoy!
  13. Murky77
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    Amazing work!!!, I wanna make invisible or erase trash, debris, brambles, shrub, hedge, grass, grass mound.
    The issue is that I cant find a way to make it transparent with format dds, also tried to replace for example abraxo with the invisible textures that you had as "ZZZ_Invisible_N" D and S, and its not working it shows like gray color, so... Could you make pls a tutorial or idk something similar.
    Also thought to maybe reduce the scale of the item to something very very tiny to make it invisible but havent found anything.
    Or also you could make another mod with making invisible what I said...
    Thank you so much!
    1. NeuroticPixels
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      If what you're trying to make invisible in-game turns white, pink, or gray... that means the item has collision/mass and can't be made invisible simply by replacing its textures. It would have to be done in the Creation Kit by someone much more knowledgeable than me.
  14. criana24
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    ps4 version please
    1. NeuroticPixels
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      Playstation doesn't allow this kind of mod, I'm pretty sure. Sorry.