There are two nif files with meshes for broken windows in the Misc section. They are a combination of broken windows from Cliffs Edge Hotel. I did something similar for the broken windows in v1.1 Commonwealth + DLC, but the meshes were arranged in a slightly different way, because of the oil lamps. These meshes have been sitting on my desktop for I can't remember how long, so I figure why not upload them, could be useful to someone, although they are nothing special or complicated to make. You can further edit/adjust the UV maps or switch to a different material and texture, because the current may be the same one I used for Cliffs Edge Hotel windows.
Yes, they can be disabled. You need some experience working with the Creation Kit. I'm not 100% sure, but I think editing the lights will not break precombines. Still such editing will include override of the RR cell, so you have to be careful where you load the plugin - should be before other plugins, which include precombined geometry and visibility. In the CK make sure you can see the light sources, from menus enable View-->Markers and View-->Light Markers. The light sources are represented by light bulbs. In Cell View select "Commonwealth" World Space, then scroll down to locate Red Rocket Ext2, double click on it and wait to load. Navigate inside the garage, select a light bulb, right click to Edit. Disable "Respawns" flag and enable the "Initially Disabled" flag. Confirm changes, do the same for the rest of the light sources in the garage and save your plugin. Maybe check the plugin in FO4Edit and clean it, in case you have moved a mesh unintentionally.
I was wondering the same thing. Since doors can be opened and closed, I don't know if there is a way to add glass without editing their nif file. I don't want to generate precombines because of that. I will look into this when I have time. But I can't promise anything. Edit: Even editing the door might prove difficult for me. The nif file is a lot more complicated than I expected.
I gained some experience after working on mods like the Assaultron Helmet With Visor. Similarly to the animated helmet plates, the RR door has bone wights. If adding a mesh and painting it with one of these bone weights, it will move as well. And that's what I did. It seems that the doors are not part of the precombined geometry for the RR cell, because the glass appears ingame. I'm sorry it took so long to figure it out.
I was thinking what to do about the three RR stations, where I couldn't put window pane on one side, because of oil lamp placed there. If I find suitable mesh from a broken window, I may add it to these locations. A texture replacement to simulate broken glass is also a nice idea, but it will be the same one for all windows. I don't know when I'll have the time to experiment with this.
It will work, as long as you follow my advice for the load order. The main problem is that I placed the panes in the middle of the window frames. It depends where the shutters are placed, but most likely there will be clipping issues. That's why in the description I said it's not compatible with these mods. I am assuming you are mostly interested in the RR station near Sanctuary. I can upload optional plugin for the basic version of the mod, which will make the window pane scrapable, like the other versions. This way it will be possible to move it with the mod Place Everywhere. To use Place Everywhere, you've got to have the FO4 Script Extender and launch the game through its loader. Or another option, paste the link to the mod with the shutters. In the CK, I can try and move the window panes behind the shutters, if there is enough space to allow that. And I will upload it as optional plugin. Tell me what you think and if you want me to make one of the optional plugins.
Get the Basic version and then replace the plugin with the optional one. It will work with Red Rocket - Window Shutters and Custom Doors. Just in case, load my mod before the other with shutters.
You say to get the basic version but I have option 3 of the main files, "Windows For Red Rocket Commonwealth And DLC", can it be used with "Windows For Red Rocket Basic With Shutter Compatibility". I cant seem to get windows in any other red rocket but it could be another mod too I presume. Thank you in advance for any reply given
Ahhh, okay then, thank you. Perhaps you know which way I could do it to have the shutter compatibility in my red rocket but also have windows in all other red rockets as well? It's just that I use the terrific "Settlements Redone - Red Rocket Settlements by Tarsis31 and Yagisan" (https://www.nexusmods.com/fallout4/mods/35405)... So I thought the two together would be just a perfect combination. Thank you again for any reply you can give
https://drive.google.com/file/d/1TtoQ82YO6Q3hnkrvphJGkB4PxWVG0G13/view?usp=sharing Wasn't planning on uploading new version. Take this for now. Install it after the main file for Commonwealth + DLC, confirm replacing the plugin. After that go to the data folder and rename WindowsForRedRocket.esp to WindowsForRedRocket.esl. Move it before/above the esl plugins of the mod "Settlements Redone - Red Rocket Settlements by Tarsis31 and Yagisan". Load order should generally look like this: WindowsForRedRocket.esl Yagisan_SSSL_Red_Rocket_Settlements.esl Yagisan_SSSL_Quick_Fill_Settlements.esl Yagisan_SSSL_Red_Rocket_Settlements_Generic_Patch.esp Then test it. Hopefully everything will work.
Edit: Tell me if you have problems with the link. And keep in mind, with renaming the plugin, your mod manager probably wont be able to recognize it when you want to uninstall. You have to rename it back to esp before uninstall, or manually delete anything left after the uninstall.
Wow... thank you for your efforts, it did download from that link just fine and I will go right ahead and test this. I appreciate your time and efforts, sorry if I got you away from doing other things. I will let you know how things work out!
Well it seems to work great so far, I have been adding other mods I use and the only thing I noticed so far was one red rocket is missing a single window but that doesn't matter much, thanks again for having done this up, I appreciate it!
There is a reason for the missing window. For example at one of the RRs there is an oil lamp(lantern) placed at the window frame. I didn't want to edit existing objects in the cells and left it without a window. I assume the mod that makes RR into settlements, removes some of the clutter, including lamps or other things that were placed on the window frame. You are welcome.
I find one thing. If I enable " Windows for Red Rocket " and go to Robotics disposal ground, windows on bunker are glitchy piece of something grey, and behind doors is grey wall.
After disable windows mod, bunker is " repaired ".
I just can't find anything wrong with that building, with or without the mod. The building doesn't have anything in common with the RR window panes. I also checked my mod's plugins with the CK. The Robotics Disposal cell is not edited in any way. So I'm not sure what's wrong in your game, sorry. Maybe my mod and another mod in your load order don't play nice together. I don't know how that's possible or why, that's my guess.
A stuip question. I installed it with vortex and listed the plugin above all the .esp plugins that belong to texture overhauls. But still don't work. Not quite understand Put the ESP before other mods, which do have precombines and previs ( sorry, I am not a experienced mod user nor a native speaker). Any one can explain it?
What I describe are mods, which make changes to existing objects in the cell, therefore they most likely include generated files for precombined geometry and precombined visibility. Take the mod from the example, If you run the mods in this order
Fallout4.esm
.......................
MDFRedRocketClean-PCV.esp
WindowsForRedRocket.esp
my mod will mess up the precombined geometry and visibility and you will have texture flickering and object popping/disappearing, maybe fps issues. The right way to do it, is like I showed on the last screenshot.
For texture overhauls, I don't think it matters where the plugin is placed. It should work regardless. If the windows are not there, one thing that comes to my mind is that your game is not up to date. Also make sure your manager has installed everything correctly. There should be 3 files inside the Data folder: WindowsForRedRocket - Main.BA2 WindowsForRedRocket - Textures.BA2 WindowsForRedRocket.esp
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- Fort Hagen
- Lexington
- Quincy Ruins
Only Commonwealth+DLC is updated, because the meshes I used for the damaged glass is from Far Harbor.Edit: Even editing the door might prove difficult for me. The nif file is a lot more complicated than I expected.
https://www.nexusmods.com/fallout4/mods/48429
I am assuming you are mostly interested in the RR station near Sanctuary. I can upload optional plugin for the basic version of the mod, which will make the window pane scrapable, like the other versions. This way it will be possible to move it with the mod Place Everywhere. To use Place Everywhere, you've got to have the FO4 Script Extender and launch the game through its loader.
Or another option, paste the link to the mod with the shutters. In the CK, I can try and move the window panes behind the shutters, if there is enough space to allow that. And I will upload it as optional plugin.
Tell me what you think and if you want me to make one of the optional plugins.
Thank you again for any reply you can give
Wasn't planning on uploading new version. Take this for now. Install it after the main file for Commonwealth + DLC, confirm replacing the plugin. After that go to the data folder and rename WindowsForRedRocket.esp to WindowsForRedRocket.esl. Move it before/above the esl plugins of the mod "Settlements Redone - Red Rocket Settlements by Tarsis31 and Yagisan". Load order should generally look like this:
WindowsForRedRocket.esl
Yagisan_SSSL_Red_Rocket_Settlements.esl
Yagisan_SSSL_Quick_Fill_Settlements.esl
Yagisan_SSSL_Red_Rocket_Settlements_Generic_Patch.esp
Then test it. Hopefully everything will work.
Edit: Tell me if you have problems with the link. And keep in mind, with renaming the plugin, your mod manager probably wont be able to recognize it when you want to uninstall. You have to rename it back to esp before uninstall, or manually delete anything left after the uninstall.
I appreciate your time and efforts, sorry if I got you away from doing other things.
I will let you know how things work out!
You are welcome.
I find one thing. If I enable " Windows for Red Rocket " and go to Robotics disposal ground, windows on bunker are glitchy piece of something grey, and behind doors is grey wall.
After disable windows mod, bunker is " repaired ".
I tried enabled only Windows mod and " bug " is still there. But nevermind, its awesome mod and its just Fallout, biggest problem at all. :))))
Thank you and have a kudos ;) . I'm going to put some info on the front page.
Not quite understand Put the ESP before other mods, which do have precombines and previs ( sorry, I am not a experienced mod user nor a native speaker). Any one can explain it?
- Fallout4.esm
- .......................
- MDFRedRocketClean-PCV.esp
- WindowsForRedRocket.esp
my mod will mess up the precombined geometry and visibility and you will have texture flickering and object popping/disappearing, maybe fps issues. The right way to do it, is like I showed on the last screenshot.For texture overhauls, I don't think it matters where the plugin is placed. It should work regardless. If the windows are not there, one thing that comes to my mind is that your game is not up to date. Also make sure your manager has installed everything correctly. There should be 3 files inside the Data folder:
WindowsForRedRocket - Main.BA2
WindowsForRedRocket - Textures.BA2
WindowsForRedRocket.esp