I rebuilt precombines and previs for the cells that needed it. It makes the download substantially larger and requires the Vault-Tec DLC for the Quincy plugin, but otherwise works fine with my load order. Your mileage may vary.
If you run into issues, please make sure its not conflict with another mod. Opening up your load order in FO4Edit is the easiest way to find out where conflicts are. Sometimes the fix is as simple as moving things around in the load order. If you are uncomfortable with doing this, or you can't figure out the issue, let me know and I'll see what I can do to help. There is always a possibility that it will require a compatibility patch.
It looks like when you placed a bunch of items in the game, you removed a bunch of record headers from basic items like Caps001. See FormID 0000000F. It's just wiped out. Uh...................... Clean your mod up. see Commonwealth Persistent section.
Your mod takes the global variable of time and tries to place it as an object in the game world. ... lool It has no positioning, I see you are following the principles of quantum mechanics.
edit: I just deleted the nonsense references and saved over your mod. Should be crystal clear. You took all of the navmeshes in the game and just told fallout4.exe "this is an object" and dropped it in the game. and time. So you had time and space, in your game, somewhere. It was very special relativity.
I suspect all the ctds will be wiped out from my game. Since it requires nuking your plugin I can't really upload it without your permission. It's not a patch it's surgical removal.
Could you allow me to use your mod in my map overhaul? So far I’m at 30% with it, and if I use your mod, it’ll speed it up by a lot lol, I will obv credit you And I’ll put ur name on the monument Ingame! Hope you allow me lol
This mod also has totally blank entries for MISC items like bobby pins and bottle caps. Those invalid entries need to go. This is a nice looking mod but it still needs a little attention.
This was the single most wonderful thing I could have done for my game. Haven't had any issues thus far and it's made exploring so interesting, the way you've connected things is just brilliant and immersive. So incredibly well done!
I love this mod, but the deleted Navmeshes cause CTD all over the place. Had to remove it. Maybe one day, these can be fixed and the mod can be usable again.
Having an issue where I go through bridges that I believe a part of this mod. Not sure if I did something wrong? Should I reinstall or is this a load order issue?
Hey, this mod is in my "to install" for my next playthrough, and I'm wondering if there would be any conflict with Desperados Overhaul, which also rebuilds precombines/previs (but not with vanilla trees)
52 comments
If you run into issues, please make sure its not conflict with another mod. Opening up your load order in FO4Edit is the easiest way to find out where conflicts are. Sometimes the fix is as simple as moving things around in the load order. If you are uncomfortable with doing this, or you can't figure out the issue, let me know and I'll see what I can do to help. There is always a possibility that it will require a compatibility patch.
Your mod takes the global variable of time and tries to place it as an object in the game world. ... lool
It has no positioning, I see you are following the principles of quantum mechanics.
edit: I just deleted the nonsense references and saved over your mod. Should be crystal clear.
You took all of the navmeshes in the game and just told fallout4.exe "this is an object" and dropped it in the game. and time. So you had time and space, in your game, somewhere. It was very special relativity.
I suspect all the ctds will be wiped out from my game. Since it requires nuking your plugin I can't really upload it without your permission. It's not a patch it's surgical removal.
just as an FYI, could be behind some of the issues people are having here.
That and the messed up navmeshes are why this mod is currently broken. It's not complicated.