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robotized

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robotized

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31 comments

  1. ExplosiveReaver
    ExplosiveReaver
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    Is there any way to make this compatible with Scrap Everything?
    1. robotized
      robotized
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      I don't know what exactly is required to make my mod compatible with Scrap Everything and don't have a lot of time to find out and do it. Plus I worked on the mod to make the windows transparent, not to make it able to scrap them.
    2. robotized
      robotized
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      If you don't want to scrap the windows, my advice is to run Scrap Everything without and with my mod. See if there's any change to what is available for scrapping, by doing so you'll know if there's actually a need for compatibility patch.
  2. KingKaddish
    KingKaddish
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    [EDIT]
    Confirmed with further testing.

    This mod is 100% incompatible "regardless of load order position even if you load this mod last an lock it in position with Mod Organizer 2" with the Boston AIO Precombines fix mod!!

    Once I disabled the Boston AIO Precombines fix mod this mod then works fine with no issues as intended. So it appears to be an issue with the Boston AIO Precombines mod being outdated.
    1. robotized
      robotized
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      In theory it should work if you put it after Boston AIO, but who knows. When it comes to precombines, mods that "touch" the same cells will always have compatibility issues, unless patched to work together.
      I can't give you any advice for mid playthrough, because I don't know which mods are ok to be uninstalled. There is a mod called Previsibines Repair Pack (PRP). Take a look at least. My mod should be included as part of that mod from version 0.58.
  3. rodrigobc
    rodrigobc
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    Why there is a material outside of the main.ba2 file? Its that suppose to be there?
    1. robotized
      robotized
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      I've already mentioned this in the description. It is included in the BA2 archive, but I added it as loose file for easier access of the settings. So, yes, it is supposed to be there. Also you should get warning by the mod manager, if another mod wants to overwrite the file. If this happens, don't let other mods replace the file, just in case so it doesn't mess up the transparency or something else.
  4. BenRierimanu
    BenRierimanu
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    Any chance of getting permission to include the meshes into PRP? This looks like a vanilla fix that should be in the precombine patches.
    1. robotized
      robotized
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      Yes, go ahead ;)
    2. BenRierimanu
      BenRierimanu
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      Many thanks. It'll show up in PRP 0.58 and FCF whenever krrptd gets around to building the Frost equivalent.
  5. Ablaze666
    Ablaze666
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    Must've be a pain in the backside to find and go through all meshes and edit them.
    But that paid out in the end. Looks awesome ingame!
    1. robotized
      robotized
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      Thanks.
      It was more frustrating waiting for the CK to load, the laggy cell rendering, generating precombines and previs each time for testing :) .
    2. Ablaze666
      Ablaze666
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      After installing these fixes for the Creation Kit it loads much faster for me, including loading cells in the render window.
      And if you want a faster PreVis generation, add the following under [General] in the CreationKit.ini:

      iMaxUmbraBakeThreads=xxxx = number of CPU threads

      My CPU has 16 threads and after applying that ini change the CPU utilization went up to 100% on all 16 threads while generating PreVis files.
    3. robotized
      robotized
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      I appreciate the help and tips. Now the CK loads faster and it actually shows progress % going to 100. I've got 8 threads, I'll try with that. I don't mind putting a little load on the cpu, either way it's not recommended to touch anything else during generating of previs. Thank you.
  6. davoker
    davoker
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    As I would say in Spanish: ¡Olé!
  7. Crimyreaf5555
    Crimyreaf5555
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    will never understand why light passes through walls, floors, ceilings, etc in this game. its verrrrrryyyy noticable in vault 88.
    1. robotized
      robotized
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      That's an engine limitation. The light sources in a room can be linked to a so called lightbox. As the name suggests, it is a box, visible only in CK, it doesn't let the light of linked light sources to go outside its boundaries. But all is not perfect, there are two problems with this. First, the lightbox shape is rectangular. And second, one light source can't be linked to more than one lightbox. So there will always be some sort of awkwardness with lights, especially around rooms with different shapes/forms(more complicated than a single rectangle).
    2. JP193
      JP193
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      Good explanation. I use CK and still found that pretty short and understandable.
    3. robotized
      robotized
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      Thanks.
  8. luxor8071
    luxor8071
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    now it looks like it should. many thanks for that.
    1. robotized
      robotized
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      Glad you like it.
  9. deleted95664803
    deleted95664803
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    I remember seeing a boston airport mod that fixed the opaque glass a while back and it feels so weird to have see through windows but also f*#@ing awesome at the same time
    1. robotized
      robotized
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      Yeah, I saw that one too. I think I'll include it as recommendation, because it's an excellent addition to bug fixing mods. I'm sure there are other places round the Commonwealth. But when I entered the first hotel room, I was like "What? Why doesn't this room have windows?". Yes it does, but they are solid like a wall. And then there's the lobby and the upstairs area with huge windows. Didn't seem right to me.
    2. Schepeppa
      Schepeppa
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      Huh, I just assumed that you were the one who made that and started making a series of mods
    3. robotized
      robotized
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      Well, it wasn't me :) . Regardless, I don't plan to make it a series.
  10. sinday
    sinday
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    A good fix! Thanks for doing and sharing.