Hey guys, if there are any confirmed incompatibilities feel free to let me now, so I can add them do the description. I updated the compatibility tab, so check it out if you were hesitant about some mods causing issues.
Greetings, loving this mod so far, I'm a sucker when it comes to these neat little mods that add more flavor to the gameworld. ^^ Just wanted to let you know that I found a few ITMs and a dirty edit on a cloud emitter in the esp when I prepared it to merge it into one of my personal mod compilations (need to save some mod slots, esl just won't cut it anymore. Also saves me the trouble of writing a patch solely for fixing single issues like the problem with moreXplore and the sailing club/crashed APC). No biggie, I think you can use FO4Edit's included autoclean feature to get rid of the ITMs, and manually delete the single dirty edit afterwards. As for compatibility: There's a slight conflict with "Mutant Menagerie" and the convoy: MM spawns a hermit crab very close to the sandvox for the ghouls, causing them to attack the crab. Looks funny from the distance, though. Next time I check the area out in-game I need to remember to bring some beer and popcorn. :D Keep up the good work!
Hi. I wanted to know which interesting stuff you can fine in these new locations? I could see that it add new place to get a full raider power armor. There is other intersting stuff ? Enemies and stuff in these new locations respawn?
Rysio, nice looking mod, thanks, but at time of my writing there isn't anything - not in the description nor in comment answers. But in an earlier user comment (20 April 2019, currently page 3) pendannadnep says they checked and only two precombined items are referenced but not altered so "hopefully" no precombines were broken. However they also say your mod doesn't account for a DLC navmesh edit. I'm guessing you don't have the DLC and the user doesn't even name it - so others (with more skill than me) will possibly need to check and edit the mod in FO4edit or CK.
No, this mod does not break any precombines. If you have PRP, just load this before PRP to ensure reference load. What this mod adds is small items placed on top of the existing previs so it is not part of that mesh. Fine to use.
You should know what "pre-combined" means. This mod didn't touch vanilla things, it only add objects. The patch you mentioned just "pre-combined" the things that mod adds.
Well, not full incompatibility but something's amiss. The "raider camp near minefield" is right next to a spawn point maybe 6yds away with tyres and there's an apc & BoS soldier there - she was ignoring the raiders and they her - even after I got in a fight with the raiders. Despite me being a sentinel.
91 comments
I updated the compatibility tab, so check it out if you were hesitant about some mods causing issues.
loving this mod so far, I'm a sucker when it comes to these neat little mods that add more flavor to the gameworld. ^^
Just wanted to let you know that I found a few ITMs and a dirty edit on a cloud emitter in the esp when I prepared it to merge it into one of my personal mod compilations (need to save some mod slots, esl just won't cut it anymore. Also saves me the trouble of writing a patch solely for fixing single issues like the problem with moreXplore and the sailing club/crashed APC). No biggie, I think you can use FO4Edit's included autoclean feature to get rid of the ITMs, and manually delete the single dirty edit afterwards.
As for compatibility: There's a slight conflict with "Mutant Menagerie" and the convoy: MM spawns a hermit crab very close to the sandvox for the ghouls, causing them to attack the crab. Looks funny from the distance, though. Next time I check the area out in-game I need to remember to bring some beer and popcorn. :D
Keep up the good work!
I wanted to know which interesting stuff you can fine in these new locations?
I could see that it add new place to get a full raider power armor.
There is other intersting stuff ?
Enemies and stuff in these new locations respawn?
I will, however, point out this:
Few other Previsbine Patches at Fallout 4 Nexus - Mods and community (nexusmods.com)
https://www.nexusmods.com/fallout4/mods/71080?tab=files&file_id=276265
Someone seems to think it required previs patching using PJMail's PRP scripts, and has posted a patch per above, for those interested. FWIW.
make more mods dude these are dope.