For whatever reason, when this mod is enabled, it causes the vast majority of the landscape to completely disapear, I've already tested it by disabling/enabling and changing its load order, but changes nothing, as long as this mod is enabled, everything disapears.
Most likely a mod conflict involving the previs/precombine system. This mod by itself does not cause things to disappear at all let alone on the scale you're talking about.
Is there any way to stop my retarded settlers from going into the tunnel under the bridge leading to Diamond City? They keep getting stuck between cars down there even tough i blocked the entrance to it
That would require making edits that would be a compatibility nightmare with other mods so they weren't included in this one. If you want to do it on your own you'd need either navmesh changes or removing the furniture items and idle markers they're trying to use when sandboxing. Beyond the scope of what I wanted to do in this mod.
PRP also defers meshes into new precombines resulting is previously scrapped items reappearing. Some very heinous items won't be scrappable anymore. Okay if you don't mind trees growing through your balconies lol.
I don't agree, as PRP doesn't actually make very many changes in this area of the game, about five or so duplicate references in the area that could further reduce the draw calls in the area.
Aside from probably overhauling the plugin a bit in prep for a rebuild of the precombines with the modern methods (to reduce footprint as several clusters of visibility get generated with the user interface method and the script set and tools we have now help mitigate that, if you want specifics or even a replacement plugin, let me know), record 1B8CF0 specifically needs addressed. Just attach ECZN:001B8C54 to it, as per Unofficial Patch Bug 27726, or else that raider will respawn. The other unofficial patch conflicts don't need addressed as they are position moves for objects that are disabled.
Also, I remember someone made a script that makes updated workshop border meshes that might be of use here for accuracy.
Okay, I have no Idea why this is happening in my Game, but upon launching my modded Game with your Mod a bunch of Building begin to flicker in and out of existence. Now the Command "TPC" does fix it, but it also adds back in the Shack (without Collisions) overlooking the Workshop which can't be removed.
I dunno why this is happening, maybe it has to do with the Boston Bordello Place from "Tales of the Commonwealth" that is right besides Hangman Alley?
Hi. I like this mod very much but I've noticed this mod is causing severe missing texture and flicking near Police Precinct 8 and Boston Public Library, and the building on east of the tunnel, which makes the game unplayable. I have confirmed it's on this mod. Though I have PRP installed, don't know if it's a conflict between them. Could you have a look on this issue please.
This mod doesn't cause errors like you mention, this is most likely a mod conflict between another one of your mods that has changed some of the same previs/precombine files in that location or the surroundings.
Thanks for the reply. I'm expecting this mod does not change anything that far from HA but what is weird is that if I disabled this mod, there is no more flicking. So I really don't understand what is the problem. :<
Previs/precombine edits have far reaching effects as they touch on many nearby and not so nearby cells so they can easily cause conflicts with mods no where near where you'd expect them to cause an issue. This system is one of the main problems with modding this game as it is a compatibility nightmare for any extensive mod list.
Does this or the HAIA patches attempt to fix the abysmal navmeshing in this settlement?
Currently using Build High 5.0 -Light, SE-Ultimate and HAIA. Always had issues with settler pathfinding to beds. Framerate isn't spectacular either lol.
For compatibility reasons I specifically did not alter the navmesh for Hangman's Alley in this mod. If your settlers are having pathfinding issues try placing the beds on floors added thru settlement building as they will have on-object navmeshing that should solve most issues.
Thanks for the info Urtho. I honestly have no idea what is up with navmeshing in this game. I've had settlements with the bed issue, only to export/import it into a new save and miraculously they can navigate just fine. Seems to me like the meshing is extremely fragile and susceptible to conflict or corruption.
A big thank you for the awesome tip on player-made flooring. This correlates with the behaviours I'm experiencing, though it didn't actually click until you said it.
Edit: What still eludes me is why settlers have no problems finding all other furniture and amenities. There's something really funky going on with beds in particular or the portion of their AI package that relates to bed usage.
Holy crap I think I just made a breakthrough discovery on the bed behaviour. Just now I recruited 2 additional settlers, sent them to HA. When I got back there everyone was accessing their beds in real time.
It has been known to me for a long while that settler routines are shuffled each time there is a change in assigned settler counts, evident in that each settler will have a routine based around a local group of subroutines/activities. So it seems this issue has less to do with navmeshing and everything to do with routine parsing.
This behaviour suggests that the actual problem is that with certain ratios of assigned occupants vs amenities, certain amenities are omitted/blocked, as for some reason they aren't a perfect fit for the pool of subroutines needed to facilitate bed usage.
I hazard a guess to say navmeshing still influences this, but not to the extent I thought initially.
It seems workshop framwork is incompatible with this mod,caused area outside the alley unbuildable.When I stand on the outside the alley,workshop start counting down and soonly exit workshop
@GeniusGamerV atleast to my understanding, frameworks are what other mods work off of. they should be "lower priority" in your load order meaning above the mod they rely on if you're using MO2, idk how VMM handles priority.
I think I need help. No matter what I do this mod refuses to work. Whenever this mod is active I get massive PreVis problems, figured it would be a compatibility issue. Went into Fo4Edit and checked: Nope, not a single conflict Disabled mods one by one to find a culprit: Nope, nothing Deactivate every mod except this one: Nope, still the same problem Freshly install Fallout 4 and only ever install this mod: Nope, still the same problem
And judging by the comments on here it seems to work for everyone else so what might cause this problem?
EDIT Nevermind, I somehow got it working. I deleted a whole bunch of loose files in the Data folder, completely cleaned out my entire Fallout folder, installed the mod and voilá, it worked. So if you run into the same problem I did, try to clean out loose files in your folders, hope that might help with your problem.
253 comments
people should be using TMR as a base anyways.
it rebuilds all the previs and precombines in the map making the game run both alot better and smoother.
Aside from probably overhauling the plugin a bit in prep for a rebuild of the precombines with the modern methods (to reduce footprint as several clusters of visibility get generated with the user interface method and the script set and tools we have now help mitigate that, if you want specifics or even a replacement plugin, let me know), record 1B8CF0 specifically needs addressed. Just attach ECZN:001B8C54 to it, as per Unofficial Patch Bug 27726, or else that raider will respawn. The other unofficial patch conflicts don't need addressed as they are position moves for objects that are disabled.
Also, I remember someone made a script that makes updated workshop border meshes that might be of use here for accuracy.
I dunno why this is happening, maybe it has to do with the Boston Bordello Place from "Tales of the Commonwealth" that is right besides Hangman Alley?
I have confirmed it's on this mod. Though I have PRP installed, don't know if it's a conflict between them. Could you have a look on this issue please.
Currently using Build High 5.0 -Light, SE-Ultimate and HAIA. Always had issues with settler pathfinding to beds. Framerate isn't spectacular either lol.
A big thank you for the awesome tip on player-made flooring. This correlates with the behaviours I'm experiencing, though it didn't actually click until you said it.
Edit:
What still eludes me is why settlers have no problems finding all other furniture and amenities. There's something really funky going on with beds in particular or the portion of their AI package that relates to bed usage.
It has been known to me for a long while that settler routines are shuffled each time there is a change in assigned settler counts, evident in that each settler will have a routine based around a local group of subroutines/activities. So it seems this issue has less to do with navmeshing and everything to do with routine parsing.
This behaviour suggests that the actual problem is that with certain ratios of assigned occupants vs amenities, certain amenities are omitted/blocked, as for some reason they aren't a perfect fit for the pool of subroutines needed to facilitate bed usage.
I hazard a guess to say navmeshing still influences this, but not to the extent I thought initially.
I think I need help. No matter what I do this mod refuses to work.
Whenever this mod is active I get massive PreVis problems, figured it would be a compatibility issue.
Went into Fo4Edit and checked: Nope, not a single conflict
Disabled mods one by one to find a culprit: Nope, nothing
Deactivate every mod except this one: Nope, still the same problem
Freshly install Fallout 4 and only ever install this mod: Nope, still the same problem
And judging by the comments on here it seems to work for everyone else so what might cause this problem?
EDIT
Nevermind, I somehow got it working.
I deleted a whole bunch of loose files in the Data folder, completely cleaned out my entire Fallout folder, installed the mod and voilá, it worked.
So if you run into the same problem I did, try to clean out loose files in your folders, hope that might help with your problem.