Fallout 4

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Sheson

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sheson

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  1. sheson
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    Thanks to AetherSeraph9 for pointing out this is needed for Fallout 4 and for very helpful and extensive testing.
  2. SFSorrow67
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    Hi, would love to see a port for Xbox - is that possible?
  3. zed140
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    Hello I have found a godray that pass the ground near drumliner not easy to see, I have to change quality to 2 by example?
    Thank
    1. sheson
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      Only you can answer your question after changing the quality in the MCM.
    2. zed140
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      Yes I changed quality to 0, 2, 3, 4, 7 and various terrain height from 0 to 256 and that not solve godrays problems... I also use sun alignment tweaks with default values. Else I don't have any texture or rebuild mods. I don't use the console godray tweaks. In the fo4 launcher the godrays are set as high. I have to retest with the console godray tweaks and finally to deactivate godrays in the launcher.

      I also tested with console: gr grid 12; gr scale .8; gr maxcascade 1
      And that also change nothing

      gr off then
  4. Dashboarderian
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    Hello, May I report some bug? The location around Beacon Hill as posted here has a glitched geometry as shown here in the pictures. It is the plane that sticks out from the road as if it's blocking the road. This doesn't seem to be from other mod
    I tried to disable my mods one by one and I narrowed it down to Terrain Undersides. I hope this get fixed soon.
    Looks like this

    Location is shown here (Where I stand, the big pointer on the map, NOT Cabot House. I only put my mouse in it so the name pops up)
    1. sheson
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      From the description:

      Configuration
      Defaults to lowest quality terrain underside meshes for each worldspace.
      Use the MCM to choose between different quality terrain underside meshes. Lower quality has better performance but is less close to the original terrain.
      Use the MCM to lower the terrain underside mesh in case it can be seen poking through the original terrain.

      For example, use quality 2 or lower the underside a bit.
    2. Dashboarderian
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      Thank you, sorry for bothering. I actually turned the terrain quality up before and it worked fine.
    3. AtomicWVGirl
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      I had this same issue and never realized it came from this mod. Thank you for the help.
  5. tyberis11
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    Downloaded newest version and MCM sliders don't work. Just FYI. Look forward to trying this out.
    1. Smaulfrey
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      They have the wrong Form ID in the config.json file for MCM. Change the following entries (looks like 6 in total):

      OLD
      "sourceForm": "TerrainUndersides.esp|81B",

      NEW
      "sourceForm": "TerrainUndersides.esp|82B",
    2. sheson
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      Fixed in version 5.0
    3. tyberis11
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      Thanks will give it a go.
  6. 4estGimp
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    If a person understands navmeshing, how difficult or time intensive would it be for them to remesh a cell of this mod to fit with a location mod which is currently intersecting with the black mesh?

    EDIT -
    Hmmm - so the commonwealth just uses 5 .nifs with 5 corresponding quests, worldspace placed objects, and moveable statics. Which number would correspond to the glowing sea?
    1. sheson
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      This has nothing to do with navmeshes. I suggest to read the description.

      The glowing sea is part of the Commonwealth worldspace.
  7. muucow
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    There is a small “bug” in your version 3.0 release. MCM\Config\TerrainUndersides\config.json points in to non-existing FormID, that is 182B. Plugins correct FormID is 82B.

    This means that, by default, version 3.0 MCM sliders do not work.

    And Sheson, thank you for everything!
    1. sheson
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      HTF did this happen. Thanks. Fixed.
      Looks like everybody puts the plugin to load right after SunLightAlignment.esp ...
  8. XanthosGambit
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    So how was this made? Depending on the difficulty, I want to try and recreate this for Fallout: New Vegas.
    1. sheson
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      As explained before, the underside mesh is made up the from terrain LOD meshes with flipped faces.
  9. AngryScandanavian
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    What are the consequences of lowering the terrain underside mesh?

    I found a location in downtown that has some pretty obvious clipping on default settings / "vanilla" install. Lowering the mesh does get rid of it, but I would prefer to not tweak the MCM setting every time if adjusting the terrain mesh height removes clipping in one area and causes clipping somewhere else.

    Thank you
    1. sheson
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      >What are the consequences of lowering the terrain underside mesh?

      The entire underside mesh for the worldspace will be further lower and away from the real surface.
  10. TheDailyXPerience
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    Does this mod conflict with terrain/landscape mods like Luxors Fallout 4 hd overhaul etc? PRP? Yada yada?
    1. Talyna23
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      Nope.
      And if so, you can always uninstall without problems.
    2. sheson
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      From the description:
      Use the MCM to lower the terrain underside mesh in case it can be seen poking through the original terrain.
      If a mod makes drastic height changes to the terrain, it is possible for the terrain underside mesh to be seen despite lowering it.

      From an earlier post:
      The terrain undersides are added as new references to the persistent cell of a worldspace. It does not affect previs/combines or vice versa. There should be no conflict in any way.
  11. qq1337642141
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    I would like to know if buildings also block the sun rays too ? or just the mountain or rock will block the rays
    1. sheson
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      This is mod is called TERRAIN undersides. 

      From the description:
      Block sun rays shining through the ground [..] for Commonwealth, Far Harbor and Nuka World.

      For objects with 3D models to block the sun edit the full models to have the doublesided shader flag for the shapes that should  block.

      For (parts) of object LOD to block the sun create an options file for LODGen for the worldspace(s) (check the xLODGen log messages for a line that contains "options file" and its path and filename like C:\xLODGen\Edit Scripts\FO4LODGen_[GAME NAME]_[WORLDSPACE]_Options.txt).

      Create the file at the expected location and add lines like
      DoubleSidedTextureMask=part of diffuse texture1 filename, part of diffuse texture1 filename, ...
      DoubleSidedMeshMask=part of NIF filename1, part of NIF filename2, ...

      For example:
      DoubleSidedTextureMask=CommonwealthRockSlab0
      DoubleSidedMeshMask=RockCliff

      Then generate object LOD with xLODGen, the log should note that the options file has been found. LODGen should the set the doublesided flag for any shape that matches one of the masks entries.