Fallout 4

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DramaticYeti

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haplessAccreditation

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73 comments

  1. haplessAccreditation
    haplessAccreditation
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    Locked
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    Changelog:
    v2.0 - Configurable Lighting via Terminal
    v1.2 - Replaced the movable Ironing Board with a static one
    v1.1 - Added compatibility fixes, load after PRP for success
    v1.0 - Initial release

    Credits:
    Thanks to Vish for testing!
  2. MagicMorales
    MagicMorales
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    Would it be possible to have an ESP or ESL version with no BA2?
  3. Vonklinkenhoffn
    Vonklinkenhoffn
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    So, I think I've found the reason for these error messages. I play in VR and clearly the mod is not entirely compatible. I manage to enter Fallons, but there a lots of missing meshes, like things are floating in mid air and such. Not to mention the records in file Fallout4.esm is being overridden issue, which will cause severe corruption to a VR save. 
    I did find a "generic" solution that has worked with other mods with the same issue, which includes loading up the mod in xEdit FO4 mode (not FO4VR), then renumber formIDs from 000800, then change version header to 0.95. However, this didn't work with this mod, unfortunately. The end result was CTD upon entering Fallons. 

    I did manage to get another mod with similar issues to work, but that was only after the mod author was kindly enough to reupload a version that wasn't ESL flagged. Normally I could remove the ESL flag myself in xEdit, but somehow that didn't work for all mods. I suspect Welcom To Fallons Revisited might be another one of those cases. 
    Here is the explanation of the other mod author, whose mod I did get it to work in the end: "ESP-FE act's like an ESL but works like a plugin and no you can't remove the flag from this file (pretty sure it won't work). What I can do is go back in time and not export to ESL." 

    This may work if you are willing to do the same thing @haplessAccreditation. Would you mind to go back in your mod and upload a No forms compacted ESP file? For VR users.
  4. Vonklinkenhoffn
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    TexGen gives this error: 

    [Window Title]
    TexGen
    [Main Instruction]
    Record [CLMT:0000015F] in file Fallout4.esm is being overridden by record [STAT:0000015F] in file FallonsBasementOverhaul.esp.
    [Content]
    These errors can cause CTD and other serious issues and need to be fixed.
    Click on this link for additional explanations and help for this message
    For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.
    [Ignore] [Exit TexGen]
    [Footer]

    If I try to ignore it another record pops up, it's so many the only solution to be able to go ahead with TexGen is to disable the mod entirely. 
    TexGen seems very serious about this issu though, in the wiki it pretty much states that a mod is broken and should not be used.
    Any solution here? 
  5. Kaptosh
    Kaptosh
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    I love all your mods, thank you for the hard work.
  6. jlokrantz
    jlokrantz
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    Thanks for your work on this and for sharing it with us :)
    1. haplessAccreditation
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      So glad you are able to enjoy! 

      All download points are forwarded to DramaticYeti. 
  7. gphoenix51
    gphoenix51
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    I was running my mod list through Wrye Bash and this popped up

    Unnecessary Deleted RecordsThe following plugins have unnecessary deleted records. These are new records introduced by the plugin that also have the Deleted flag set. This is most likely a mistake by the mod author. If the record was not intended to be used (e.g. if it is a leftover from an abandoned idea), this can be corrected by simply removing the entire record in FO4Edit. In any case, the mod author should be notified so they can figure out what they meant to do here and correct it properly.
    Note: the FormIDs in this section are relative to each individual listed plugin, not the whole load order. To view the records with these FormIDs in FO4Edit, double-click the plugin in the 'Module Selection' prompt in FO4Edit.
    •  FallonsBasementOverhaul.esp
    •  [REFR:06000356]
    •  [REFR:0600035A]

    Just thought you should know.

    I should also point out that I don't know dick about mod creation. I'm just doing what the program suggested. I have no idea if this is game breaking, a harmless nuisance or what. Just looking to help out. If it's not helpful, lemme know and I'll delete this whole comment.
    1. haplessAccreditation
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      Thanks. Those are intentional deletions of items that were in this mod. I kept them around for one patch to allow people to update mid game, but they will be gone on the next release.
  8. Russ0612
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    I have some flickering magazines and bandannas in that room, it seems like there are two versions of the same thing existing at the same time (like a blue and red bandanna exists in the same location so very time you move your camera a bit it will just flicker from blue to red or in between)
    1. haplessAccreditation
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      That is a mod conflict for the interior cell. Pop open xEdit and find out what other mod is making changes and move it.
  9. pistonhonda
    pistonhonda
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    Awesome mod dude! How can i reduce or remove the redlight in the store?
    1. haplessAccreditation
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      Only one year late, you now have lighting options.
  10. busybobo
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    This mod keeps crashing my game, and I have no earthly idea why. It crashes whenever I try to load any save. Buffout pointed to this causing the issue, and sure enough, disabling this and only this fixes the problem. Like I said, I don't know what the problem could be. I wasn't even anywhere near Diamond City and was still CTD whenever I tried to load a save.
    1. haplessAccreditation
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      This is because you have a conflict with another mod in DC. This is solved by reviewing the CELL record in xEdit and adjusting your loadorder. Buffout will report the last mod working or affected by whatever problem. It is not the same as reporting what the problem *IS*.
    2. busybobo
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      I'll admit I'm not super knowledgeable about modding, so please bear with me. The only conflicts in either CELL or Worldspace with this mod are with PRP. But in an earlier post, you said the latest version of this mod should now work with PRP. Plus, that was only a previsibine conflict, which as I understand, would result in graphical glitches, not CTDs. To make matters even stranger, I tried the older version of this mod, the non-Revisited one, and that one works.

      If I wanted to keep both your mod and the previs from PRP, could I delete the Worldspace entries from your mod (I'd undo the exterior changes, but that's ok) and delete the CELL entry from PRP? Or would that just cause further problems?

      Does your mod add any scripts, by the way?
    3. haplessAccreditation
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      Yeah previs conflicts can cause CTD unfortunately. This mod should be below PRP. PRP should be the first of your last plugins, it’s the previs floor other mods will build upon, at the same time covering up all the problems with any mod that comes before it. 

      Let me know if you are able to move it below PRP with any success? Removing the records from either mod will only cause issues, sorry that’s not an option. This mod only alters the interior cells previs. 

      No scripts, lightweight mod.


      Good luck
    4. busybobo
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      OK, before running the game, I took a deeper dive into xEdit. There's a mod called Fourville that's adding precombs to DiamondCityOrigin, and I have a PRP patch for Fourville that forwards those precombs to PRP, or however it works. Your mod doesn't have those same precombs, which is probably why I had disappearing models and texture flickering when your mod was below PRP and its patches. What's the safest course of action? Should I put your mod below PRP but above the patches in my load order? Or should I keep your mod where it is, but copy over the precomb references from the patch over to your mod?

      Edit: It doesn't seem to matter where in my load order your mod is, enabling it causes a CTD whenever I try to load a save, and disabling it fixes the issue.  The old version seems to work, which is what doesn't make sense to me, since this mod is a cleaned up version of that mod. I'd just keep using the old mod, but I'm not a big fan of how everything inside Fallon's is completely red, overexposed, and over saturated.
    5. haplessAccreditation
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      I’ll make a patch this weekend that’ll work with PRP. Until then sounds like using the original version your only route. 
    6. busybobo
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      Do you know why the lighting is so red in the other mod? The lighting in your version was fine, but it looks awful in the older version. Like looking through a Virtual Boy. Is there something I can change in xEdit to make the lighting normal?
    7. Rzor1911
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      Is there a light version of this? everything works fine but the lighting is very exaggerated, and I am using ultra lightning mod, which correct many light sources. 
    8. haplessAccreditation
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      Version 2, is what you're looking for. Lights configurable now.
  11. RedSinister
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    is it possible to reduce or remove the red lights effect? it's too red in game :/ and I don't know how to use fo4edit
    1. haplessAccreditation
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      I can add a button to turn down the red lights, but I have to ask are they different than the original?

      I don't take artistic liberties lightly with other peoples mods.