You know what ? In french, we said: PUTAIN C'EST MAGNIFIQUE !!!!!!! So in English is: FUCKING BEAUTIFUL !!!!!!! Thank you for your mod ! But i have only one problem....when I go in the direction of the Mirelurks, I find the maintenance panel (for the workshop) behind an impenetrable wall ! lol
emm, everythings good but i feel weird about the location of the classroom, i know we will not have any kid inside our vault but just imagine if some enemy rush in (your settler wont shut the vault door) and they saw a bunch of kid right there watching them...
LOL! That's the screening room, like the sign over the entrance says. :P The added rooms to the main entrance area can be considered pre-admittance services. You build their homes in the caves below. Hope you're enjoying the mod. There are a few good mods that allow for children settlers, btw.
Just test a little bit. Though the new lay out is great, the precombine is clearly broken: the vanilla(everything untouched) draw calls count keeps at about 1000, while your mod makes average at 2000 with everything cleaned, and tunnel seaction could easily breach 9000 draw call...
Thanks for the information. This project has most definitely been a learning experience. I've gone over the Best Practices of modding and determined that I've broken several rules. The most damning of which being, "Do NOT delete any reference." I've deleted many, which is the most likely culprit for the broken precombine. I'm in the process of forcing myself to learn how to use FO4Edit so that I can start fresh and hopefully provide a mod that is in better working condition. Might you have any information to direct me to regarding the 9000 draw call you mentioned?
P.S. Cleaned the esp with FO4Edit and uploaded it as version 2.6c
Hello, the 9000 draw call happens when facing the tunnel part(portal between two room bound part) This is actully an engine limitation. And I've just regenerated my own precombine meshes and the performance is great again. It's actully pretty simple CK work, hoping for your next update!
Cleaned it immediately after after replying to your original post and uploaded it. There is actually a room bound and portal between the main sector and the former excavation tunnels. I also placed the utility hallways to cut down on the visible area from the main sector. Would this effect the 9000 draw call in a positive way?
Been away from the game for 3 weeks, and I've just tried the new version. It's an interesting layout, only I got some flooding skeletons and the flooding vault entrance panel. And seems like you reversed the inside building area changes to vanilla so I'm not able to know if the portal works well or not... The performance is still quite bad as the draw can still go up to 15000 at the vault entrance, but after all, since you are still planing and trying new different layout, the precombine meshes could be considered not necessary for now, right?
I left a comment on that video that shows the method I personally use for the Previs Repair Pack. It might be of use to you over the video's contents (they are outdated, actually in a few ways.)
Which video did you comment on? The Red Rocket TV tutorial, or the Trosski one? I just checked the comments in both and there were no comments more recent than 2 years ago. I'm curious because I've had the archive go bad on several occasions and wouldn't mind more current methods explained.
No. There will definitely not be any creation club content. Only the expansions like Vault-Tec, Nuka World, Fah Habah, etc. About the lights, yeah... I'll be getting to it. Project's in the real early stages but I do plan on getting some well placed light boxes in. I'm just wading through the tedium of moving the references into my layer hierarchy before making any edits/deletions. In the interim, you could try Vault-Tec SimuSun Lighting by LoneGhostOne. Here's the link.
https://www.nexusmods.com/fallout4/mods/16866
P.S. (face palm) You could have just told me that I'd included Creation Content as a requirement. I've removed it from the requirements list and do apologize to all those I might have scared away by mistakenly including it.
Question: if we've already modified the Vault 88 area by scrapping stuff, will this mod "reset" the area to what you've created/fixed? I basically have another mod that allows me to scrap more than the standard stuff in a settlement, and I accidentally scrapped a bit of ceiling that lets me see into the vacant void, so if installing this mod would reset the area back to before I did that, that'd be great.
Probably not, but if you're on PC, you could jump into the console and rescale a couple of the pieces around the hole with the modscale command. Pretty sure the limitations on console scaling are specific to the reference but I've gotten it to work from modscale 0.1 to modscale 4 (10% to 400% resize). It also works in reductions.
modscale -0.5
would reduce it by 50%. It won't take effect until you jump back out of the console and select the piece in the build menu so it'll look like it did nothing until this is done. You could also move the remaining pieces with the modpos command.
modpos [axis] [units] ie. modpos x 150
would move the selected piece 150 in the positive direction of the X axis.
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P.S. Cleaned the esp with FO4Edit and uploaded it as version 2.6c
does this mean EVERY single DLC In the creation club?
...If that's the case, then I'm leaving this mod...
Also as a side note, you could put in some more lights in the vault XD
https://www.nexusmods.com/fallout4/mods/16866
P.S. (face palm) You could have just told me that I'd included Creation Content as a requirement. I've removed it from the requirements list and do apologize to all those I might have scared away by mistakenly including it.
modscale -0.5
would reduce it by 50%. It won't take effect until you jump back out of the console and select the piece in the build menu so it'll look like it did nothing until this is done. You could also move the remaining pieces with the modpos command.
modpos [axis] [units] ie.
modpos x 150
would move the selected piece 150 in the positive direction of the X axis.