If anyone is not using SS2, the Radiation Cleaning mod does the job of protecting settlers etc - just make sure you pick the version to suit your needs.
So here's a dumb question: If I use this mod with Red Rocket Settlements but put this one lower, will it override the location from RRS? Because I prefer your version of this settlement but still want their settlements, ya know? I'm not willing to bork an entire save file to find out though, so for now I'll just leave this downloaded but disabled, since I'll at least have the settlement either way.
A settlement in the area I hate most? I need to try this one. Edit: How you stop the rads? In the video I see the farharbor things. Theyre from another mod? Edit2: Rads or not is a very useful interior.
I made that video, and only just saw the question. I'm not certain which mod I have that from - maybe SOE?
The other way might be to use Sim Settlements as I know in version 1 there is a plot that sucks the radiation out of an area around the plot, but I don't know which it is off the top of my head. I am hoping to be able to get time to try building here again.
I don't know anything about SS2 - I wouldn't be surprised if they had something there as well.
I know this is probably a long shot, but has any one using this mod experienced an issue where the entire interior of the red rocket is invisible? All the floors and walls are still present and have collision, but can be seen clear through to the void. I'm going to attempt some more trouble shooting on my end, hopefully I can figure it out because the Glowing Sea Red Rocket is by far one of my absolute favorite locations in the entire game. It just perfectly encapsulates the vibe of desolation after atomic annihilation. Any advice would be appreciated, thanks!
Do you have other mods that touch this cell? A typical cause of previs flickering is mod conflicts. Generally you want settlement mods (like this one) low in the load order so that they win those conflicts. BTW I love this location too and still use this mod.
Not that I'm aware of, that's what has me confused. This mod was only recently added as well, so its at the very bottom of my load order. I did some trouble shooting and still have some more to do, but so far nothing's fixed it. Thanks for chiming in!
When I created this mod I was almost mental about being able to scrap debris - with so many brooms still in the world I couldn't justify having to live with mounds of trash and scraps of paper. So I created scrap recipes for most things that are in that cell, but then had to re-build the previs and precombines to "release" them from the vanilla default - which locks most everything into an untouchable precombined mesh. Once released those items can be scrapped and the interior can be made to look very clean.
The precombine system usually works fine until a mod comes along that moves something that's baked into the mesh. When this happens the game shuts it down and you get the unplayable flicker you see. (Another way to have a bad experience with this mod is to be playing with a version of the game that is earlier than 162, which nobody should be using anymore.)
You did try out this load order on a brand-new game right? If the interior still broken then all signs point to a mod conflict. My favorite way to see mod conflicts is to have xEdit list them; it's really good at that. But if learning modding tools doesn't get you excited, then my troubleshooting would definitely include this: write down the load order (to ensure you can restore it), then start disabling mods until the interior suddenly looks good again. Then you'll know the culprit mod and can decide what to do. Hope this helps.
I will give that a shot, thank you! I do have Loot and Fallout4 XEdit, but wasn't able to find any conflicts with them. I have a couple guesses as to which mod it is, so hopefully trial and error doesn't take too long to find it. Thanks for all the advice, and take care!
What's interesting is that the exterior building and doorway is angled much more than the interior (like twice as much), but that difference is not at all noticeable as you transition between them, so probably it would be fine for most players if the interior was perfectly plumb. The effort wouldn't be trivial though, shifting all that stuff will open up many cracks into the void...my head hurts thinking about it.
I just built a giant bunker and slapped some rad cleaners from another mod on the walls tbh. Works great and now I can call in tremendous quantities of boom.
This is a cool settlement, since there is a workshop inside the store as well. Though i wish vanilla radiation filters existed to make this settlement rad-free. Also on the point in that the ground feels uneasy at times when working my way inside the store.
It's been a while so I don't know if you're still wondering, but for everybody else here is a mod for radiation cleaning: https://www.nexusmods.com/fallout4/mods/27571
Hmm, the ghouls could actually be from the Northern Star, as mutineers or escapees. In the endlessly irradiated air, they found and made this safe haven their home. And like their counterparts still on the ship, they just want to be left alone. I like it. If I ever get around to refreshing this mod I'll consider it. Of course doing it right would mean adding lore...I wonder if I could find someone to help me translate prose into proper Norwegian?
Well there's the northern Raider Ghouls, but also some spanish ghouls looking for an opportunity. Ghouls are immune to radiation so it makes sense for people to recommend this modded settlement as both Ferals and Non-Feral Ghoul settlements.
This game has some unusual companies it does not use, there's the northern Norweigan Ghouls, the spanish ones, and also Captain Zao's Ghoul Crew. A lot of unusual ghouls found in the game, not forgetting the lore defying Billy Peabody.
Suave130 Well i agree with some factions that could have existed within Boston, Captain Zao's crew could be turned into Chinese Renmants using a mod i found a while ago it's called:
Damn I'd love to try this but I have a hardcore radiation mod that pretty much kills my character after a few minutes regardless of radaway/gear. :D What do I do
I assume your mod only does this in the Glowing Sea? Otherwise your entire game is sprinting from one indoor location to the next, yikes. If the mod doesn't block your ability to use a decontamination arch to purge your rads, then this might be essential for any quest that forces you down here. But you'd still have to kill the boss scorpion first, and then build and power the thing before you could use it. And this location isn't all that close to Virgil's cave, alas. But props to you playing this way, I'm too casual to try it myself :D
Well, it makes so that radstorms + wading in water kills you pretty fast. All sources of radiation are upscaled and decontamination arch is nerfed, so that it only available at very late game. It doesn't add any ambient radiation outdoors, only upscales the existing radiation sources.
Can't seem to remove power armor at this location. I hit the E key, nothing happens, and I get stuck and can't move. Doesn't matter if I'm near the armor station.
Oops! That isn't reproducible. Let you know if it happens again.
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Edit: How you stop the rads? In the video I see the farharbor things. Theyre from another mod?
Edit2: Rads or not is a very useful interior.
The other way might be to use Sim Settlements as I know in version 1 there is a plot that sucks the radiation out of an area around the plot, but I don't know which it is off the top of my head. I am hoping to be able to get time to try building here again.
I don't know anything about SS2 - I wouldn't be surprised if they had something there as well.
Yes SS2 got one of these.
The precombine system usually works fine until a mod comes along that moves something that's baked into the mesh. When this happens the game shuts it down and you get the unplayable flicker you see. (Another way to have a bad experience with this mod is to be playing with a version of the game that is earlier than 162, which nobody should be using anymore.)
You did try out this load order on a brand-new game right? If the interior still broken then all signs point to a mod conflict. My favorite way to see mod conflicts is to have xEdit list them; it's really good at that. But if learning modding tools doesn't get you excited, then my troubleshooting would definitely include this: write down the load order (to ensure you can restore it), then start disabling mods until the interior suddenly looks good again. Then you'll know the culprit mod and can decide what to do. Hope this helps.
Otherwise love the concept
Oops! That isn't reproducible. Let you know if it happens again.