[Window Title] TexGen [Main Instruction] Record [STAT:000000C4] in file Fallout4.esm is being overridden by record [REFR:000000C4] in file BetterCoastalWaves.esp. [Content] These errors can cause CTD and other serious issues and need to be fixed. Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Ignore] [Exit TexGen] [Footer]
If I try to ignore it another record pops up, it's so many the only solution to be able to go ahead with TexGen is to disable the mod entirely. TexGen seems very serious about this issu though, in the wiki it pretty much states that a mod is broken and should not be used. Any solution here?
I found out about this,. The reason it was giving this error was that I'm running VR and so the version and formIDs was wrong. I had to load the mod up in xEdit and renumber formIDs and change header version, it works fine for VR now
Do you want to have the plugin to upload as a VR version? Or do you mind if I upload it?
It's done, I've uploaded it. Phew, that was a lot of "paperwork". I've never uploaded anything before you see. I hope it's all to your liking. Thanks again for your work!
Here it is: https://www.nexusmods.com/fallout4/mods/80865
Also, LOOT (v 0.18.6) reports 18 ITM records and suggests cleaning of your mod for both ESP, ESL versions 1.2. would removing these edits have any negative effects?
This mod has 11 conflicts with DLCRobot.esm. 10 of them are Previs Files Timestamp and, the last is VISI, RVIS, PCMB & XLCN. Should I forward all of the records I listed from DLCRobot.esm
Was out by Salem and the waves actually caught my eye in an unguarded moment, nad i siad, "oh yeah, that's Zorkaz's mod". Really nice stuff, makes the coast way more compelling (the great lakes are even way more violent than vanilla ocean wave effect).
Have has previous version of this installed since you posted it. went to install new version, housekeeping as one does, and noticed in fo4edit a minor conflict- of interest:
So I just have to ask for the knowledge base:
DLCRobots.esm has no previs timestamp but dif location from f04 and your mod,
The conflict seems to be DLC01 is different, (which might explain why GAF is always buggy anyway). Just finalizing conflict resolution in my mod list, before tearing into previs, cells, and worldspaces specifically. I really don't know how LCTN works (at all). It's not talked about as much as the other stuff. Curiouser, and curiouser...
Its possible to have a PATCH - or any kind of solution - in combination with Desperados Overhaul without change Precombines ini settings? why if this waves mod (great mod), in combination with Desperados without bUseCombinedObjects=0 create many meshes glithces, and with this setting have no glitches but a frame drop. I test the mod without Desperados and do not create glitches, so... From Desperados Overhaul mod page:
Love your mods. Very tight and bugfree. Been using this one a bit. No bugs, but some immersion issues with the spray coming up through objects which are solid. This could be fixed, I think, by changing these floors to ones with broken, cracked boards. I'm not sure if this can be done without beaking precombines as my knowledge in this area is purely theoretical. The main offending buildings are warehouses along the harbor facing east to Boston airport.
60 comments
But I will add some further locations
[Window Title]
TexGen
[Main Instruction]
Record [STAT:000000C4] in file Fallout4.esm is being overridden by record [REFR:000000C4] in file BetterCoastalWaves.esp.
[Content]
These errors can cause CTD and other serious issues and need to be fixed.
Click on this link for additional explanations and help for this message
For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.
[Ignore] [Exit TexGen]
[Footer]
If I try to ignore it another record pops up, it's so many the only solution to be able to go ahead with TexGen is to disable the mod entirely.
TexGen seems very serious about this issu though, in the wiki it pretty much states that a mod is broken and should not be used.
Any solution here?
I had to load the mod up in xEdit and renumber formIDs and change header version, it works fine for VR now
Do you want to have the plugin to upload as a VR version? Or do you mind if I upload it?
I'll notify you as soon as it's up :)
Here it is: https://www.nexusmods.com/fallout4/mods/80865
would removing these edits have any negative effects?
Really nice stuff, makes the coast way more compelling (the great lakes are even way more violent than vanilla ocean wave effect).
Have has previous version of this installed since you posted it.
went to install new version, housekeeping as one does, and noticed in fo4edit a minor conflict- of interest:
So I just have to ask for the knowledge base:
DLCRobots.esm has no previs timestamp but dif location from f04 and your mod,
Fallout4.esm
GeneralAtomicsFactoryLocation "General Atomics Factory" [LCTN:000428E2]
DLCRobot.esm
DLC01GeneralAtomicsFactoryLocation "General Atomics Factory" [LCTN:01011362]
BetterCoastalWaves.esl
GeneralAtomicsFactoryLocation "General Atomics Factory" [LCTN:000428E2]
WUWT?
Can you expound on this anomaly at all.
Just want insight as to why & how of what works/doesn't.
Cheers to you, and a very nice mod.
Just finalizing conflict resolution in my mod list, before tearing into previs, cells, and worldspaces specifically.
I really don't know how LCTN works (at all). It's not talked about as much as the other stuff.
Curiouser, and curiouser...
Again, and most importantly; very nice mod(s)!
Infinite thanks!
From Desperados Overhaul mod page: