I use A Forest Retextured. I'm well aware that all that wildly colorful vegetation isn't usually what you think of referring to a heavily changed-up scene, but I was wondering if I should play it safe and go with the Texture and Mesh Replacer anyway...
Texture and Mesh Replacer version of my mod should work fine with that. Be advised some of my ESP edits to the model and textures of the vegetation may override your replacers, so I recommend using FO4 Edit to remove any of my changes you want to override.
Maybe just reinstall after? (I quite like this build I'm making. Between this and the needs/bestiary mod I have in, the Commonwealth is a place that grew back in the 210 years after and grew back wild...)
As you patched in Beantown Interior Project, do you think Concord Revised rates a patch?
I'd have to check it out to see how compatible it still is with Beantown Interiors. That said, if you want to patch it yourself, easy enough to do using the article guide on how.
Checked, anything that uses the Texture and mesh replacer-friendly version should work out of the box, so this mod should be fine. The regular version will need a patch for consistency. Easy to make one yourself if you like, just resave all of the combined objects (once for each type that shows up is enough) and tweak the material swaps like my guide says and you're good to go, just make sure my mod is referenced as a master to carry forward changes.
Not sure why this is happening, but I did finally find that this mod is causing my crash when trying to enter Diamond City.
Once disabled, I was able to enter Diamond City again. I tried to enable decal remover again, and crashed again.
Here is what my Buffout4 log says that lead me to disable Decal Remover. Hopefully this helps figure out what is causing the crash.
By the way, I am not using Body Physics at all.
Checking for Mesh (NIF) Crash.............CULPRIT FOUND! > Priority Level: [4] | LooseFileStream : 0 | BSFadeNode : 2 | BSMultiBoundNode : 0 Checking for Body Physics Crash...........CULPRIT FOUND! > Priority Level: [4] | cbp.dll : 0 | skeleton.nif : 2 ---------- Unsolved Crash Messages Below ---------- Checking for *[Precombines Crash].........DETECTED! > Priority Level: [5] | BGSStaticCollection : 11 | BGSCombinedCellGeometryDB : 0 BSPackedCombinedGeomDataExtra : 0 | TESObjectCELL : 0 ----- FOR DETAILED DESCRIPTIONS AND POSSIBLE SOLUTIONS TO ANY ABOVE DETECTED CULPRITS, CHECK THE 'HOW TO READ CRASH LOGS' PDF DOCUMENT INCLUDED WITH THE AUTO-SCANNER! ==================================================== CHECKING FOR MODS THAT CAN CAUSE FREQUENT CRASHES... ==================================================== IF YOU'RE USING DYNAMIC PERFORMANCE TUNER AND/OR LOAD ACCELERATOR, remove these mods completely and switch to High FPS Physics Fix! Link: https://www.nexusmods.com/fallout4/mods/44798?tab=files ----- [!] Found: [F3] SCRAP EVERYTHING - Weird crashes and issues due to multiple unknown problems. This mod must be always last in your load order. ----- CAUTION: ANY ABOVE DETECTED MODS HAVE A MUCH HIGHER CHANCE TO CRASH YOUR GAME! You can disable any/all of them temporarily to confirm they caused this crash. ----- ==================================================== CHECKING FOR MODS WITH SOLUTIONS & COMMUNITY PATCHES ==================================================== [!] Found: [30] MILITARIZED MINUTEMEN Can occasionally crash the game due to a broken mesh on some minutemen outfits. Patch Link: https://www.nexusmods.com/fallout4/mods/55301?tab=files ----- [Due to inherent limitations, Auto-Scan will continue detecting certain mods, even if fixes or patches for them are already installed. You can ignore these.] ----- FOR FULL LIST OF IMPORTANT PATCHES AND FIXES FOR THE BASE GAME AND MODS, VISIT THIS ARTICLE: https://www.nexusmods.com/fallout4/articles/3769 ----- ==================================================== CHECKING FOR MODS PATCHED THROUGH OPC INSTALLER... ==================================================== - Found: [20] Wasteland Imports (Mojave Imports) - Found: [3B] Settlers of the Commonwealth ----- FOR PATCH REPOSITORY THAT PREVENTS CRASHES AND FIXES PROBLEMS IN THESE AND OTHER MODS, VISIT OPTIMIZATION PATCHES COLLECTION: https://www.nexusmods.com/fallout4/mods/54872 ----- ==================================================== SCANNING THE LOG FOR SPECIFIC (POSSIBLE) CUPLRITS... ==================================================== LIST OF (POSSIBLE) PLUGIN CULRIPTS: - [14] Ultimate Decal Remover GOTY.esp - [1D] DCVendorClutter.esp - [36] RecruitableSettlers.esp ----- These Plugins were caught by Buffout 4 and some of them might be responsible for this crash. You can try disabling these plugins and recheck your game, though this method can be unreliable. ----- LIST OF (POSSIBLE) FORM ID CULRIPTS: Form ID: 0020A563 Form ID: 1D0100A9 Form ID: 1D0117DD Form ID: 1D01368D Form ID: 1D01368E Form ID: 3600C1C2 Form ID: 3600D0F8 ----- These Form IDs were caught by Buffout 4 and some of them might be related to this crash. You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records. ----- LIST OF (POSSIBLE) FILE CULPRITS: [RSP+220 ] 0x1F04B298648 (char*) Materials\Architecture\DiamondCity\MetalFloorRidges01.BGSM Materials\Architecture\DiamondCity\MetalFloorRidges01.BGSM [RSP+378 ] 0xCCEED6EF90 (char*) data\meshes\blank.nif skeleton.nif
This may require some manual tweaking with FO4Edit. Some combinations of mods in conjunction with mine can cause these issues. I suggest finding the problem child Form IDs in my mod and removing them with FO4Edit to see if that fixes the problem.
The blank.nif part is telling. I had to include that remove certain decal and stain marks that could not be excised otherwise, but they may be required due to scripting or some other reason in another mod. In that case, use FO4 to remove my edits and see if that fixes the issue.
I recommend keeping Buffout, but try to reduce incompatibilities with other mods if mine conflicts. Toss conflicting edits by my mod over the side for another mod if you really ned to and see if that helps. Another thing is to see if you need to unpack BSA files, if you have too many BSA archives, crashes will happen and you will get lots of false positives.
The cells just outside DC are the most easily screwed in the game, even moreso than the Triangle of Death (and that takes WORK...) because of the sheer number of other things to keep track of, most of which can be co-dependent with it. Hangman's Alley is a particularly egregious example.
Hey I know this will probably not get seen that much I'm hoping it does tho.
Though this mod works on console when you try to Uninstall or back out of mod menu it ctd. It's a great mod and I loved using it but it also bugs all of my settlements and settlers no longer respond to task they are commanded to do (i.e. farming shops looting scavenging etc.). I found this out by trying to delete this mod first to resolve the problem and see if it would work but alas as I said before trying to delete the mod once installed will result in ctd. I've used countless mods before and none have made this happen before and I just wanted to share what happened to me. I am playing on console however and whomever could have ported it could have messed up somethings as well I hope this helps for updates in the future.
I'm not sure why it would do this. I only edited database settings for textures, material swaps, and a few interchangeable meshes. This should not, in any way, harm any actual game logic.
If possible, purge everything but your stock game, then install this mod only. You may have other mod files interacting with it that are causing these issues and getting a false positive.
I want to get rid of tires and pallets, all of them, unless on a vehicle etc. I also want to bring back some of the plants. Guess I may be able to do that with fo4edit. But the tires may not be so easy. Could you make a no tires version? or help me try to stumble through it? I really enjoy what this mod has don't for my game, thank you.
The problem with your request is that my mod merely modifies just three things in general. Static object models, material swaps, and textures.
Tires and pallets, in the sense you are referring to, can be either static or movable (for the tires) or generally static only (for the pallets).
What you would need to do to at least get rid of all the MOVABLE tires, without causing severe issues, is to replace their model with a blank NIF file with no physics data, which would yeet them from the game from being seen and interactable while not breaking any records that require their presence for any reason, and you can easy do that via FO4Edit, though I highly recommend using the CK to be sure you affect all the stock items correctly.
Pallets are not easily modifiable. Many are used as platforms, tables, or rests for other objects, and thus even removing the models will causing navigation issues and floating in midair weirdness for other objects
Same issue. Some tires are part of SCOL, or static collection records, meaning they are physically baked into certain models, like some junk wall textures. Same with pallets, removing the static pallets in any way will result in visual oddities even if by mesh only, outright deleting them will cause incompatibilities with any mods that may touch the same objects, and I would not be able to patch them all in case their presence requires scripting of any kind.
I'm here to report that putting it under texture plugins like settlement mods gets the lot under the decal-lifting umbrella... and the mod does work with BTITIP and Performout. I did have to reinstall Better Generators, weirdly enough, but it worked fine after.
That makes sense. Some settlement mods use their own material swaps, and what you described will negate conflicts. It's also possible use the Ck to make the two mods align with the same changes if need be as well.
I had to translate your message via Google Translate, but as to your problems, that is bizarre, it works fine for me. Vault 111 looks fine on my end, no missing textures and the elevator is normal. Make sure you are following all the steps mentioned in my mod to ensure you have no conflicts, you may have another mod conflicting (check with FO4Edit) or you may have loose texture/meshes from another mod conflicting (these will supersede my mod and may cause issues).
This makes some noticeable changes to Gunner Plaza, on the second floor, near the front. The holes in the floor are now repaired, also the broken hand rail is also repaired. This is just above where the two mini guns on the ground floor are located. The board walks over the broken floor area are still in place.
That was intentional. I repaired a lot of meshes in places it wouldn't cause game issues (or rather, swapped out broken meshes for their unbroken variant) both for aesthetics (less busted up areas) and to fix a few issues (some broken meshes do not respond well to certain material swaps while their clean variants do not have that problem).
In fact, ever since the game was released, Bethesda has never fixed some meshes that were just broken in a bad way (they flicker like crazy no matter how they are textured), and hot-swapping clean versions fixes many of these problems. Since I was trying to just use in-game resources only, this was the only way to implement these fixes without including new meshes, and since I'm no mesh designer, hence my hot swap solution. Some of the Metal and DecoKit pieces are particularly bad and hence I tried to fix these stock issues. I also tried to avoid specific cell edits to existing items, hence why you still see some loose boards meant to cover holes that are no longer present. I did remove some specific fire hazard items in places for build everywhere mod users, but those were the only specific cell edits I did, and only in places where it made sense, not places where they fit the mood or were essential (the Saugus Ironworks interior would be broken in a bad way if I removed those fire hazards, while removing them from the Sentinel Power Armor CC was fine)
Thank you for your reply. I had wondered if that might be the case. It is not a problem, so all is good. :) I find the game a lot more enjoyable with this installed. I raid the gunners often, so that spot was most noticeable to me.
Beantown Interiors replaces building shells with open ones... and the Decal Remover places the shells right back onto them. It's no great sin; some mods just don't get along.
I took a look at it in FO4Edit since I also use Beantown Interiors (and had no problems so far with it). There are some minor conflicts, but hadn't seen any of the shell replacement issues, else I'd see conflicts with SCOL and Static records. My suggestion, if you use my default load order advice, is to see if any of the affected areas conflict in BT Interiors with my mod, and have the changes you want to trump mine overwrite the stock values in my mod. Either that, or you have another mod that is to blame.
Yeah, that's is likely the culprit If it's loading loose files or is an ESP that force loads texture/mesh files, there will be inevitable conflicts.
A patch would likely need to be made to make that play nice with mine since it does a global texture replace, which is going to throw all my changes out for what I touched.
I will try again once I have True Interiors back up and running. That worthy piece makes Beantown Interiors into interior spaces. I dropped BTITIP when Ketaros World cups and such were placed where the open housing would have been, thus usually ending up under the floorboards of the restored original shells.
Now that Base Object Swapper and the Framework are in play, I do believe I can use BTITIP safely once more.
I see. I'm planning on writing up an article to give modders pointers for how to make other mods play nice with mine if they want to write their own patches, thanks for the heads up, some other mods have had similar issues with mine in my own testing.
The former is nigh certainly going to conflict since it loads textures/meshes via ESP/ESL. The latter should be fine, I did not alter the Previs in any way.
99 comments
As you patched in Beantown Interior Project, do you think Concord Revised rates a patch?
Once disabled, I was able to enter Diamond City again. I tried to enable decal remover again, and crashed again.
Here is what my Buffout4 log says that lead me to disable Decal Remover. Hopefully this helps figure out what is causing the crash.
By the way, I am not using Body Physics at all.
Checking for Mesh (NIF) Crash.............CULPRIT FOUND!
> Priority Level: [4] | LooseFileStream : 0 | BSFadeNode : 2 | BSMultiBoundNode : 0
Checking for Body Physics Crash...........CULPRIT FOUND!
> Priority Level: [4] | cbp.dll : 0 | skeleton.nif : 2
---------- Unsolved Crash Messages Below ----------
Checking for *[Precombines Crash].........DETECTED!
> Priority Level: [5] | BGSStaticCollection : 11 | BGSCombinedCellGeometryDB : 0
BSPackedCombinedGeomDataExtra : 0 | TESObjectCELL : 0
-----
FOR DETAILED DESCRIPTIONS AND POSSIBLE SOLUTIONS TO ANY ABOVE DETECTED CULPRITS,
CHECK THE 'HOW TO READ CRASH LOGS' PDF DOCUMENT INCLUDED WITH THE AUTO-SCANNER!
====================================================
CHECKING FOR MODS THAT CAN CAUSE FREQUENT CRASHES...
====================================================
IF YOU'RE USING DYNAMIC PERFORMANCE TUNER AND/OR LOAD ACCELERATOR,
remove these mods completely and switch to High FPS Physics Fix!
Link: https://www.nexusmods.com/fallout4/mods/44798?tab=files
-----
[!] Found: [F3] SCRAP EVERYTHING
- Weird crashes and issues due to multiple unknown problems. This mod must be always last in your load order.
-----
CAUTION: ANY ABOVE DETECTED MODS HAVE A MUCH HIGHER CHANCE TO CRASH YOUR GAME!
You can disable any/all of them temporarily to confirm they caused this crash.
-----
====================================================
CHECKING FOR MODS WITH SOLUTIONS & COMMUNITY PATCHES
====================================================
[!] Found: [30] MILITARIZED MINUTEMEN
Can occasionally crash the game due to a broken mesh on some minutemen outfits.
Patch Link: https://www.nexusmods.com/fallout4/mods/55301?tab=files
-----
[Due to inherent limitations, Auto-Scan will continue detecting certain mods,
even if fixes or patches for them are already installed. You can ignore these.]
-----
FOR FULL LIST OF IMPORTANT PATCHES AND FIXES FOR THE BASE GAME AND MODS,
VISIT THIS ARTICLE: https://www.nexusmods.com/fallout4/articles/3769
-----
====================================================
CHECKING FOR MODS PATCHED THROUGH OPC INSTALLER...
====================================================
- Found: [20] Wasteland Imports (Mojave Imports)
- Found: [3B] Settlers of the Commonwealth
-----
FOR PATCH REPOSITORY THAT PREVENTS CRASHES AND FIXES PROBLEMS IN THESE AND OTHER MODS,
VISIT OPTIMIZATION PATCHES COLLECTION: https://www.nexusmods.com/fallout4/mods/54872
-----
====================================================
SCANNING THE LOG FOR SPECIFIC (POSSIBLE) CUPLRITS...
====================================================
LIST OF (POSSIBLE) PLUGIN CULRIPTS:
- [14] Ultimate Decal Remover GOTY.esp
- [1D] DCVendorClutter.esp
- [36] RecruitableSettlers.esp
-----
These Plugins were caught by Buffout 4 and some of them might be responsible for this crash.
You can try disabling these plugins and recheck your game, though this method can be unreliable.
-----
LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 0020A563
Form ID: 1D0100A9
Form ID: 1D0117DD
Form ID: 1D01368D
Form ID: 1D01368E
Form ID: 3600C1C2
Form ID: 3600D0F8
-----
These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records.
-----
LIST OF (POSSIBLE) FILE CULPRITS:
[RSP+220 ] 0x1F04B298648 (char*) Materials\Architecture\DiamondCity\MetalFloorRidges01.BGSM
Materials\Architecture\DiamondCity\MetalFloorRidges01.BGSM
[RSP+378 ] 0xCCEED6EF90 (char*) data\meshes\blank.nif
skeleton.nif
The blank.nif part is telling. I had to include that remove certain decal and stain marks that could not be excised otherwise, but they may be required due to scripting or some other reason in another mod. In that case, use FO4 to remove my edits and see if that fixes the issue.
Though this mod works on console when you try to Uninstall or back out of mod menu it ctd. It's a great mod and I loved using it but it also bugs all of my settlements and settlers no longer respond to task they are commanded to do (i.e. farming shops looting scavenging etc.). I found this out by trying to delete this mod first to resolve the problem and see if it would work but alas as I said before trying to delete the mod once installed will result in ctd. I've used countless mods before and none have made this happen before and I just wanted to share what happened to me. I am playing on console however and whomever could have ported it could have messed up somethings as well I hope this helps for updates in the future.
If possible, purge everything but your stock game, then install this mod only. You may have other mod files interacting with it that are causing these issues and getting a false positive.
I really enjoy what this mod has don't for my game, thank you.
Tires and pallets, in the sense you are referring to, can be either static or movable (for the tires) or generally static only (for the pallets).
What you would need to do to at least get rid of all the MOVABLE tires, without causing severe issues, is to replace their model with a blank NIF file with no physics data, which would yeet them from the game from being seen and interactable while not breaking any records that require their presence for any reason, and you can easy do that via FO4Edit, though I highly recommend using the CK to be sure you affect all the stock items correctly.
Pallets are not easily modifiable. Many are used as platforms, tables, or rests for other objects, and thus even removing the models will causing navigation issues and floating in midair weirdness for other objects
In fact, ever since the game was released, Bethesda has never fixed some meshes that were just broken in a bad way (they flicker like crazy no matter how they are textured), and hot-swapping clean versions fixes many of these problems. Since I was trying to just use in-game resources only, this was the only way to implement these fixes without including new meshes, and since I'm no mesh designer, hence my hot swap solution. Some of the Metal and DecoKit pieces are particularly bad and hence I tried to fix these stock issues. I also tried to avoid specific cell edits to existing items, hence why you still see some loose boards meant to cover holes that are no longer present. I did remove some specific fire hazard items in places for build everywhere mod users, but those were the only specific cell edits I did, and only in places where it made sense, not places where they fit the mood or were essential (the Saugus Ironworks interior would be broken in a bad way if I removed those fire hazards, while removing them from the Sentinel Power Armor CC was fine)
A patch would likely need to be made to make that play nice with mine since it does a global texture replace, which is going to throw all my changes out for what I touched.
Now that Base Object Swapper and the Framework are in play, I do believe I can use BTITIP safely once more.
https://www.nexusmods.com/fallout4/mods/56255?tab=files
Horizon 1.9 and/or SS2 compatibility its a possibility in the future?
The mod that change seasons, (I m in winter now) its compatible?
I was using your mod and hope I can use it again.
As for seasons, you may need to load that after mine if it makes changes via plugin. If it's just loose files, then no need.