04.05.25 Version 1.2 has been published. Different terrain type for the inner castle yard. Visual bugs were fixed. Leftover mirelurk clutter that isn't cleaned up automatically by the base game was disabled. Previs data was regenerated.
Compatible with: - Boston FPS Fix - Previsbines Repair Project - Immersive Cleaning My mod is compatible with those mods. My ESP needs to be loaded after all those files. Tested. ✅
Incompatible with: - Qrsr mods My mod is incompatible with some of his mods. Some of his mods disable the previs system and occlusion boxes. Likely introduces visual flickering, even if my ESP is loaded after his files. Not compatible ❌
In the pictures? Or ingame? If ingame, must be another mod. I only cleaned the floors and so on, removed some 3D rubble. The walls are the same with my mod.
My apologies for not being clear. The garage door and the cement blocks, is that part of the edit or player placed. If yes to the latter do you need "place everywhere" to get that build?
Yeah I placed it myself. Place everywhere is needed if you want some of the stuff to sink into the ground, or rescale some stuff. But the basic structure with the concrete floors and doors can be made without, it might be a little finicky at times though.
Looks really good, I actually thought it was part of the edits it looks so smooth. Not going to lie that was one of the main reasons I downloaded it haha, now at least I got a reference to copy. Thanks again for the mod!
could you do a mod that gets rid of red rocket without breaking precombines because i want to build my version of red rocket using another mod but want to use the original space if so that would be awesome.
Installed several times, with and without the better textures. The ceilings inside are transparent, I fall through the stairs and most of the assets pop in and out of existence around me. Unfortunately, this mod is bugged or I have a conflict. Given that I have nothing that edits the castle (which is why I wanted this mod), I can only assume it's something bugged with recent updates of the base game.
I do hope your mod works for others and hope it all goes well.
The mod works for me, I tested it with other mods. If you use FO4FPSFix you might need to load my mod after. If you have a mod that edits the castle or cells around it and perhaps uses loose files, things will flicker!
Loading my mod after cleanup mods will fix the flickering. If you still have issues, you could dm me your modlist or esp plugin list
After some time I finally managed to get it working properly. The mod doesn't seem to work at all if you have BostonFpsFixAio installed. 100% sure about it. Great work, very different from the other similar ones I tried. And super immersive i must say. Thank you mdkd99, I really appreciated!
Thanks, I appreciate it! I forgot to mention it, my mod/esp has to be loaded after mods like BostonFPSFix and other mods that redo precombined meshes and the like. I'll add it to my description
Oh finally someone has cleaned up the walls. Can you make it so it's buried in scrapable rubble (like the tunnel entrance) so it feels like we are immersively clearing the space out and rebuilding?
I always use Place Everywhere's extra object selection and scrap mods to remove everything not in the precombine, but that still leaves a massive mound that is stone they would realistically use elsewhere and is probably an easy way to climb the wall.
I decided to redo the mod from scratch. It looks similar, but some minor changes were made: - Railings and platforms on top were left as is - Things outside the castle have not been changed - Armory room is pretty much the same - Most of the brickwall-filled windows overlooking the inner yard have been cleared, except for the window in the armory - Navmesh is left completely intact to avoid conflicts and pathing issues
I'm 95% done. Just have to take care of some minor things not removed by the cleanup event like dead fish and dead shrubbery. Then I can release the new version
I'd wait a little bit. My old version is safe, the only unsafe thing it does is delete 5 navmeshes. I never had issues with that, but in the new version no navmesh is deleted, and things look a little different here and there. Give me a few days and the new version should be published.
It fixes the terrain and some objects clipping through the castle walls here and there. Some changes to the terrain texture were also made. Instead of the asphalt texture in the yard you'll find the cobblestone texture. It looks more natural to me, but still clean. Some minor tweaks to the carpark west of the castle were made. The radio platform in the middle of the castle was also slightly lowered.
The only thing left to do is the navmesh. When that's done, I'll publish the new version and work on the textures some more. Stay tuned
I'm currently not modding FO4, but I plan on getting back.
I like the idea of fixed walls. Didn't implement it myself because I have no clue how to do it properly. But I could ask some of the mod authors of the fixed wall mods if I could make an edited version with their files and my tweaks.
48 comments
Version 1.2 has been published.
Different terrain type for the inner castle yard. Visual bugs were fixed. Leftover mirelurk clutter that isn't cleaned up automatically by the base game was disabled. Previs data was regenerated.
Compatible with:
- Boston FPS Fix
- Previsbines Repair Project
- Immersive Cleaning
My mod is compatible with those mods. My ESP needs to be loaded after all those files. Tested. ✅
Incompatible with:
- Qrsr mods
My mod is incompatible with some of his mods. Some of his mods disable the previs system and occlusion boxes. Likely introduces visual flickering, even if my ESP is loaded after his files. Not compatible ❌
Yeah I placed it myself. Place everywhere is needed if you want some of the stuff to sink into the ground, or rescale some stuff.
But the basic structure with the concrete floors and doors can be made without, it might be a little finicky at times though.
I do hope your mod works for others and hope it all goes well.
Loading my mod after cleanup mods will fix the flickering. If you still have issues, you could dm me your modlist or esp plugin list
Great work, very different from the other similar ones I tried. And super immersive i must say. Thank you mdkd99, I really appreciated!
I forgot to mention it, my mod/esp has to be loaded after mods like BostonFPSFix and other mods that redo precombined meshes and the like. I'll add it to my description
Can you make it so it's buried in scrapable rubble (like the tunnel entrance) so it feels like we are immersively clearing the space out and rebuilding?
I always use Place Everywhere's extra object selection and scrap mods to remove everything not in the precombine, but that still leaves a massive mound that is stone they would realistically use elsewhere and is probably an easy way to climb the wall.
You could install the mod when Old guns starts, or a bit later, which achieves this effect
Currently I do not know how to set such things up
I decided to redo the mod from scratch. It looks similar, but some minor changes were made:
- Railings and platforms on top were left as is
- Things outside the castle have not been changed
- Armory room is pretty much the same
- Most of the brickwall-filled windows overlooking the inner yard have been cleared, except for the window in the armory
- Navmesh is left completely intact to avoid conflicts and pathing issues
I'm 95% done. Just have to take care of some minor things not removed by the cleanup event like dead fish and dead shrubbery. Then I can release the new version
It fixes the terrain and some objects clipping through the castle walls here and there. Some changes to the terrain texture were also made. Instead of the asphalt texture in the yard you'll find the cobblestone texture. It looks more natural to me, but still clean. Some minor tweaks to the carpark west of the castle were made. The radio platform in the middle of the castle was also slightly lowered.
The only thing left to do is the navmesh. When that's done, I'll publish the new version and work on the textures some more. Stay tuned
I like the idea of fixed walls. Didn't implement it myself because I have no clue how to do it properly. But I could ask some of the mod authors of the fixed wall mods if I could make an edited version with their files and my tweaks.
Thanks for the request