Version 1.1 New version with precombine data uploaded and flagged as main... Some fixes as well: a) swapped some markers and stats work even with a virgin visit...(tested with 2 saves prior to this mod ever being installed... b) added a new map marker that points to the vertibird pad for landing (dont use it to fast travel )... C) fixed the mystery note at the hotel. d) fixed a flickering floor in the gunshop Will also update the non precombine version with the fixes tomorrow.(not really needed though since the precomb version works great).
EDit: New optional NO-precombined version in optional files (ver. 1.1.1 )
I could be wrong cuz I'm not a modder, but fyi this is what happened: I downloaded the non-precombine version and used bae tool to convert it to loose files (cuz of ba2 limit). Vortex said there're conflict script files in this and F4SE and suggested me to load F4SE before your mod. In the deploy stage, Vortex couldn't find F4SE, and most of my mods are losing masters
Love this mod, I appreciate you making this mod, the design is amazing.
Would you know if this mod would be compatible with prp 74? Do you think there would be conflicts or a way for them to work together? I used to use the older prp 69 patch, but there isn't one for the latest version.
I only recently found out about you and immediately became your fanatic. Now I'm doing a vanilla save in which I'm trying to collect the maximum number of your mods, I ran into the problem that settlement - Nuka World Transit Center , don't display statistics and I can't send settlers there, I read the description. I have logged in and out of the NukaWorld several times, but the statistics do not appear, , I looked through the comments and didn't want anyone to face such a problem That I Am I doing it wrong? In the order of loading, I put these mods the latest I don't have any other mods right now.
Yes!!!!!!! It's working!!!!! You are the best Fallout designer!!!!!.... By the way, in Zimonj I solved the problem with the settlers. who froze after midnight... I moved everyone to Nakano, and the new settlers were already behaving normally
I have a request for you - could you write instructions on the order of loading several of your mods? which should be higher and which should be lower
It doesn't appear to be working for me, the transit center looks the same as before and I cannot use it as a settlement, though looking at my installed mods in game it says I have the mod
excellent mod. I am having a problem getting it to work with Horizon 1.9. Will accept a horizon tower but will not recognize the settlement. Also you cannot establish a trade route using horizon. Any ideas would be greatly appreciated.
transit center works and looks great! due to problems with the previs version in my setup (disappearing rocks and highway tying to climb the highway) i switched to non previs and everything seems ok now! so it is good you provide both versions! thanks.
I started building in the settlement today (without scrapping a single thing!) and noticed there's parts of the map disappearing at certain spots/angles (I think it's that precombine/previs stuff we last talked about), but it's like the part that's around the highway, not inside of the settlement. Imma try to use the tfc command and show a screenshot from the position/angle that has them visible and one from the one that doesn't. (Really lovely build btw, I'll be using it no matter what; thanks again!)
Side note: I've already visited Nuka World on this playthrough and completed the main questline and all. Though, when I installed this mod, I was inside of the Prydwen/nowhere near the Nuka World Transit Center, and I just exited the Prydwen and fast-travelled to it after installing, in case that is relevant.
EDIT: Here's a shot using tfc from above while my character is standing at a spot/angle where I can see things just fine Here's a shot using tfc from above while my character is standing at a spot/angle where I can't see parts of the map.
In the 2nd screenshot, things seem to... have changed position? And some random stuff like bushes appeared too.
EDIT2: I just tried getting on the bridge, and when I'm facing the settlement, the bridge's invisible, but when I turn around, it appears again. ;-;
P.S. I'm not even sure if this issue is part of your mod at this point tbh... might just be my crappy settings on this old computer. Sorry if it's something on my end only.
Exactly the same issue here, in my “new” game. I'm not entirely sure what is causing it, and I tried juggling my load order which often helps with those types of issues, but no joy… Then I came here, read this comment and tried the 1.1.1 version, which works perfectly. I was a bit apprehensive, since I'd prefer to use the precombine version, but I have trouble ignoring visual glitches.
Probably. I use the same mod though not on this playthrough. I just visited the version in this mod and it DRASTICALLY overhauls the settlement. In the Nuka Parks mod for instance, you need to unlock the settlement via the transit center whereas this mod gives it to you once you clear out the gunners. You could probably ask the author of Nuka Parks if they were willing to patch it.
jackapoint's "NUKA WORLD SETTLEMENTS - NUKA PARK SETTLEMENTS PLUS" puts a basic settlement in the Transit Center. Your mod, lower in the load order, seems to override it without any obvious issues.
I just came up against a similar situation in my new mod im doing at Nakano... It seems Bethesda used a cell in the commonwealth to "anchor" the dlc locations to the commonwealth by placing the map markers for those new areas in the commonwealth and obviously contaminating the cells and then linked a mirror marker in the new areas...
This means that they linked the cells they used to the dlc areas and this means that if one mods a location that includes those cells we have small reset issues.....
In this case there is a bit more going on since the internal cell where the train is also links to Nukaworld...
Had i known the issue i wouldnt have done the location at all... I only noticed when some weird things where happening and had to find various workarounds...
In my nakano mod you see the map marker next to the Fishery but if you click it to fast travel it takes you to nakano (it basically loads FarHarbor cells)....
Again; brilliant work brother! I've already done so much to it. Made the first level in northern garage a motorcycle/car restoration shop. Added a pic of the Hotel rooftop bar/Cinema; Yeah, I added a working cinema to the bar. It just screamed for something and an outdoor/rooftop cinema just seemed the ticket. I'll add more pix as I get things to a "decent" state. Thanks again!.
69 comments
New version with precombine data uploaded and flagged as main...
Some fixes as well:
a) swapped some markers and stats work even with a virgin visit...(tested with 2 saves prior to this mod ever being installed...
b) added a new map marker that points to the vertibird pad for landing (dont use it to fast travel )...
C) fixed the mystery note at the hotel.
d) fixed a flickering floor in the gunshop
Will also update the non precombine version with the fixes tomorrow.(not really needed though since the precomb version works great).
EDit:
New optional NO-precombined version in optional files (ver. 1.1.1 )
Edit: the mod is fine, don't open the ba2 file
I downloaded the non-precombine version and used bae tool to convert it to loose files (cuz of ba2 limit). Vortex said there're conflict script files in this and F4SE and suggested me to load F4SE before your mod. In the deploy stage, Vortex couldn't find F4SE, and most of my mods are losing masters
Would you know if this mod would be compatible with prp 74? Do you think there would be conflicts or a way for them to work together?
I used to use the older prp 69 patch, but there isn't one for the latest version.
I read the description. I have logged in and out of the NukaWorld several times, but the statistics do not appear,
, I looked through the comments and didn't want anyone to face such a problem
That I Am I doing it wrong?
In the order of loading, I put these mods the latest
I don't have any other mods right now.
I have a request for you - could you write instructions on the order of loading several of your mods?
which should be higher and which should be lower
I started building in the settlement today (without scrapping a single thing!) and noticed there's parts of the map disappearing at certain spots/angles (I think it's that precombine/previs stuff we last talked about), but it's like the part that's around the highway, not inside of the settlement. Imma try to use the tfc command and show a screenshot from the position/angle that has them visible and one from the one that doesn't. (Really lovely build btw, I'll be using it no matter what; thanks again!)
Side note: I've already visited Nuka World on this playthrough and completed the main questline and all. Though, when I installed this mod, I was inside of the Prydwen/nowhere near the Nuka World Transit Center, and I just exited the Prydwen and fast-travelled to it after installing, in case that is relevant.
EDIT:
Here's a shot using tfc from above while my character is standing at a spot/angle where I can see things just fine
Here's a shot using tfc from above while my character is standing at a spot/angle where I can't see parts of the map.
In the 2nd screenshot, things seem to... have changed position? And some random stuff like bushes appeared too.
EDIT2: I just tried getting on the bridge, and when I'm facing the settlement, the bridge's invisible, but when I turn around, it appears again. ;-;
P.S. I'm not even sure if this issue is part of your mod at this point tbh... might just be my crappy settings on this old computer. Sorry if it's something on my end only.
"Main file with precombines and some fixes" (v1.1)
It seems Bethesda used a cell in the commonwealth to "anchor" the dlc locations to the commonwealth by placing the map markers for those new areas in the commonwealth and obviously contaminating the cells and then linked a mirror marker in the new areas...
This means that they linked the cells they used to the dlc areas and this means that if one mods a location that includes those cells we have small reset issues.....
In this case there is a bit more going on since the internal cell where the train is also links to Nukaworld...
Had i known the issue i wouldnt have done the location at all... I only noticed when some weird things where happening and had to find various workarounds...
In my nakano mod you see the map marker next to the Fishery but if you click it to fast travel it takes you to nakano (it basically loads FarHarbor cells)....