Hi, would you like to tell me if you know if there's possibility to create such mod with target to make or re-make vanilla worldspace roads to not affect the existing files in the way that it'll just break the moded game? I am having troubles with getting into moding myself so far because I am lacking nessceray time but gathering some info here and there to know what's even possible to do.
Time is an issue for all of us, we need another Covid lockdown 🤣🤣😉😉😉😉🤣I would remake the mod if i had time to do it the correct way.
Basically in short the correct way would be to either:
-Disable object in the CK not deleting it.
or
-Move them under the surface so that if the object is referenced it wont cause issues, usually a CTD when entering the cell when the game is looking for a reference that was deleted. Adding new road objects to smooth out the roads is not an issue just alot of work finding the right assets and moving them around for the smoothest ride.
Then you would have to regenerate previs and precombines for every cell you edited, to prevent flickering and pre-culling issues, and that is alot of cells for a mod this size and needs to be done manually.
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That's a simplified setup of the cells, if you do anything in for instance Cell 7 you would need to rebuild previs and precomb for cells 2-3-4-6-8-10-11-12
Then you go to the next piece of road and edit cell 14 you need to rebuild again for cells: 9-10-11-13-15-17-18-19 etc. etc. etc. You have to keep track of every cell you edited even if you just moved a single rock a few centimeters.
I did not know this when i made this mod, and despite that it kindoff works depending heavily on load order and just accepting heavy FPS drops in some areas.
Everything is possible to do with the CK and all the other tools available these days especially with the PRP mod that could possibly repair this mod.
Feel free to use my mod as a base and see if you can properly fix it, just rebuilding the tunnels and properly lining them up and covering up the holes I had to dig took weeks.
Thank you for valuable info about insides of working with tools and permission to eventually use your mod with this topic on mind. And yeah let's hope for anything that will give us back more control over our time because this is becoming more and more ridiculous sometimes. Doing this mod in whatever the condition of full team or alone is very important for me. Fallout moding community is closing in for good driveables and I think we'll see it happening in the near future. Anyway let's hope we get it done as soon as we will be able to do it!
This mod keeps dirtying my cleaned locations, Scrap everything with zapper works great thanks GOD for that, but this mod will put the trash back in locations where I have cleaned already. I have to give thumbs down for that until that is resolved.
I'll admit this is'nt the best build mod with the knowledge i had back then and i have now, but try running it beneath scrap everything and see what happens.
Does this mod break precombines? I see there is a line mentioning it, If i do set it to 0 what implications will this have for my game? Could it break it?
I think mine is still set to 1, Is it possible to still use without disabling?
I love this mod but i have a meticulously curated mod collection and reinstalling them all again would be an absolute pain.
Yeah, unfortunatly it does, and at this moment, there is no way to fix that. I am aware of PRP, following PRP and rebuilding probably could fix that, but right now, i think this mod is to extensive for even PRP to fix it.
That said, it will still work, it will hit you with FPS drops, it probably requires you to run it as low in your mod order as possible.
As for breaking your game, no, it wont break your game or saves, depending on other mods it will probably casue some instant CTD's in certain areas (or not) the whole precombines and associated issues is somewhat connected to your hardware. The more powerfull your hardware and abandunce of resources, the less issues you will run into. However the way FO4 is built vanilla not even a quantum computer can fix the base issues and guarentee no issues.
But, as you say you have a meticulously curated mod collection, so if you use Mod Organizer, just make a new profile, mod the ini and add this mod to it and see if it works.If it does not, delete this mod and the profile and nothing should have changed on other profiles.
I don't even use a vehicle mod. I just want mods like this to make the Commonwealth look less like a dumpster fire within a landfill that is also on fire. Good job cleaning up the streets!
Never noticed that LOL fixed. Think Nexus automatically adds it as requirement when you upload a mod or i perhaps added it myself accidentally i have no idea, to long ago ;-)
So no, it requires nothing just for you to download and enjoy it ;-) :-)
I love this mod so much, and the work you've put into it is _amazing_. My small critiques have to do with regenerating the previs and precombines which get broken from deleting things. As I've frustratingly learned even trash piles and debris decals and such are attached to entire sections and cells for previs precombines. Cleanest way I've found to keep it from happening it is to find eeeeach trash pile and remove it's reference to the whatever object but... 500 trashpiles in you start ripping your hair out and say "F8ck it".
I started working on it myself but given just how massive you're work space is, my computer ends up really hating me (I ask a lot of this 4yr old laptop...)
The biggest issue this causes is entire cellblocks to not load in previs. Which, can be jarring.
The fix is simple enough in creation kit: world -> generate precombines visibility -> generate visibility for precombines (or close to, I don't have CK open atm so can't say the precise titles)
I ran it through V2 on a few area's and it works to help cull the clipping out. I at first thought it was an issue of conflicting with a mod I'm making, since they work on many of the same area's (I'm tidying the already lived at settlements, and drumlin diner) so I spent some time trying to figure out what was causing 3x3 area's of cells to go poof.
I also had trouble with "Reunions" until after I disabled Easy Rider (v2) with Dogmeat not wanting to even leave Diamond City...
Hmmm, not as easy as it sounds, that would involve thousands of cells!? Personally i have not run into these issues, if it is viable to completly regenerate the whole world i will look into it and upload a new version with that done. However, i dont think that's something for 1 mod. I know that for Tales of the Commonwealth you should also regenerate the precombine for certain cells so even if i did it for just my mod it would have to be redone for every mod that alters cells if i am not mistaken.
perhaps it should be a STEP guide to regenerate the precombines after installing mods. From the little knowledge i have on the subject that could ptoentially take hours even if it all goes well in one run and does not lockup the Creation kit....
yeah.. it is _very_ tedious -- I truthfully gave up because my machine was starting to hate me. And, it wasn't fully helping with the troubles since I don't think I was able to get the area's grouped well enough. I'm still researching how to fix the whole cell clipping out -- even with my precombined loads turned off in the INI I'm still getting the troubles. When trying to see if it's a mod conflict nothing pops up that I can overtly see, not meaning there isn't one somewhere...
I'll continue hunting down and seeing if there is a way to smooth it out for those of us having the trouble, it'll be a frustrating yet fun learning experience. Especially since I do hope for my mod to be able to smoothly coincide and I was having some of the same troubles.
All said, I still find myself enjoying the game more _with_ easy rider even with the blips than without it, so def 11/10.
a) If your testing with buseprecombines=0 then youre obviously not going to see occlusion issues... Or any type of preculling mod etc.. Like "no more disappearing act" for example. b)generating precpmbine/previs for the whole map ? are you serious ?... a)first of all that could take days b) your mod would conflict with any mod that has its own precombine data,previs repair mods,locations mods etc... We only repair/generate data for the cells we touched and nothing else...but in your case youve contaminated so many cells that it would be pointless again due to conflicts... Bottom line : Put a warning in your description stating that users have to disable precombines to use it... Reason i posted this was because i had several users that tried this mod in a facebook group that wanted to know why they were having several issues with it so i spent a couple of hours looking at both version in the ck... Problem is that you cant fix it and whats done is done...but at least warn people..
How do I install this mod? I see a bunch of files with no explanation of which one goes where and in what order, which is why the mod is not working for me. The roads are smooth, but all the junk and cars are still there floating in the air.
52 comments
Basically in short the correct way would be to either:
-Disable object in the CK not deleting it.
or
-Move them under the surface so that if the object is referenced it wont cause issues, usually a CTD when entering the cell when the game is looking for a reference that was deleted. Adding new road objects to smooth out the roads is not an issue just alot of work finding the right assets and moving them around for the smoothest ride.
Then you would have to regenerate previs and precombines for every cell you edited, to prevent flickering and pre-culling issues, and that is alot of cells for a mod this size and needs to be done manually.
1234
5678
9101112
13141516
That's a simplified setup of the cells, if you do anything in for instance Cell 7 you would need to rebuild previs and precomb for cells 2-3-4-6-8-10-11-12
Then you go to the next piece of road and edit cell 14 you need to rebuild again for cells: 9-10-11-13-15-17-18-19 etc. etc. etc. You have to keep track of every cell you edited even if you just moved a single rock a few centimeters.
I did not know this when i made this mod, and despite that it kindoff works depending heavily on load order and just accepting heavy FPS drops in some areas.
Everything is possible to do with the CK and all the other tools available these days especially with the PRP mod that could possibly repair this mod.
Feel free to use my mod as a base and see if you can properly fix it, just rebuilding the tunnels and properly lining them up and covering up the holes I had to dig took weeks.
I see there is a line mentioning it, If i do set it to 0 what implications will this have for my game? Could it break it?
I think mine is still set to 1, Is it possible to still use without disabling?
I love this mod but i have a meticulously curated mod collection and reinstalling them all again would be an absolute pain.
Would love some advice about this please. Cheers
That said, it will still work, it will hit you with FPS drops, it probably requires you to run it as low in your mod order as possible.
As for breaking your game, no, it wont break your game or saves, depending on other mods it will probably casue some instant CTD's in certain areas (or not) the whole precombines and associated issues is somewhat connected to your hardware. The more powerfull your hardware and abandunce of resources, the less issues you will run into. However the way FO4 is built vanilla not even a quantum computer can fix the base issues and guarentee no issues.
But, as you say you have a meticulously curated mod collection, so if you use Mod Organizer, just make a new profile, mod the ini and add this mod to it and see if it works.If it does not, delete this mod and the profile and nothing should have changed on other profiles.
So no, it requires nothing just for you to download and enjoy it ;-) :-)
I started working on it myself but given just how massive you're work space is, my computer ends up really hating me (I ask a lot of this 4yr old laptop...)
The biggest issue this causes is entire cellblocks to not load in previs. Which, can be jarring.
The fix is simple enough in creation kit:
world -> generate precombines
visibility -> generate visibility for precombines
(or close to, I don't have CK open atm so can't say the precise titles)
I ran it through V2 on a few area's and it works to help cull the clipping out.
I at first thought it was an issue of conflicting with a mod I'm making, since they work on many of the same area's (I'm tidying the already lived at settlements, and drumlin diner) so I spent some time trying to figure out what was causing 3x3 area's of cells to go poof.
I also had trouble with "Reunions" until after I disabled Easy Rider (v2) with Dogmeat not wanting to even leave Diamond City...
perhaps it should be a STEP guide to regenerate the precombines after installing mods. From the little knowledge i have on the subject that could ptoentially take hours even if it all goes well in one run and does not lockup the Creation kit....
I'll continue hunting down and seeing if there is a way to smooth it out for those of us having the trouble, it'll be a frustrating yet fun learning experience. Especially since I do hope for my mod to be able to smoothly coincide and I was having some of the same troubles.
All said, I still find myself enjoying the game more _with_ easy rider even with the blips than without it, so def 11/10.
b)generating precpmbine/previs for the whole map ? are you serious ?... a)first of all that could take days b) your mod would conflict with any mod that has its own precombine data,previs repair mods,locations mods etc...
We only repair/generate data for the cells we touched and nothing else...but in your case youve contaminated so many cells that it would be pointless again due to conflicts...
Bottom line : Put a warning in your description stating that users have to disable precombines to use it...
Reason i posted this was because i had several users that tried this mod in a facebook group that wanted to know why they were having several issues with it so i spent a couple of hours looking at both version in the ck...
Problem is that you cant fix it and whats done is done...but at least warn people..
Instal version 2.0c if you want the tunnel and edits around diamond city
Read the discription for what is Version 1 and what is version 2