Fallout 4
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itsbooby

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58 comments

  1. itsbooby
    itsbooby
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    Make sure you've updated to version 1.2, please!
  2. mykehdoom
    mykehdoom
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    Does this mod break precombines?
  3. tjqjatjr
    tjqjatjr
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    How do I delete this mode? If I remove the mode, it crashes on the main screen.
  4. AnzuFogger
    AnzuFogger
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    This looks excellent, awesome work.

    Just wondering, will destroyed objects eventually respawn? I feel like this would be great to make gunfights feel more dramatic, but it would be nice to re-experience destruction at a previously fought place after a certain amount of time like say, 1 in-game month.
    1. itsbooby
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      I'm pretty sure I tagged most things to be non-respawnable.
    2. FallenAngel019
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      Can you may do that? What about cell respawn?
      Also would it be able to make settlements basically destructible, like walls, floor, roof etc? 
  5. Viices
    Viices
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    exactly what i was looking for! I spent so long googling 'Fallout 4 destruction mod' and similar phrases, and this never showed up. I found this randomly browsing nexus last night. my only suggestion is that this might benefit from including a word like 'destruction' or 'destructible' in the title.
    1. Viices
      Viices
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      also, this mod has a HUGE performance impact. almost halved my FPS outside of diamond city.
  6. AntiEp1c
    AntiEp1c
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    this is only mod i found that makes glass breakable, so underrated
  7. phoenixxwitch
    phoenixxwitch
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    Any chance for this to work in VR in the future?
    *edit* nvm, works fine, not sure what my issue what earlier
  8. Berberena11
    Berberena11
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    Hello! I am really excited about trying this mod. Just wanted to know if the question about this mod breaking precombines has been confirmed.
  9. masterhamper
    masterhamper
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    Hi, thanks for this!

    I really appreciated the Shatter standalones previously, great stuff.
    You making this AIO is really cool. There are a few issues I have found, hope you can take a look at it and hopefully fix.

    The Shatter worldspace edits need precombines, otherwise it will wreck fps sadly. This might need to continue be standalone and not in the AIO :-)
    The containers might contain quest-items, is it possible to maybe exclude quest-sensitive containers?
    There is also really many errors if checking with FO4Edit, whereas with the previous stand-alones there were Zero errors in FO4Edits (only some ITM's). Might have combined them with wrong settings?
    Also if you need to make compatibility patches, it is really easy with Mator Smash, just load this mod first/highest, highly recommended tool

    Thanks again for great mods.
    1. achekery83
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      Is there a patch for PRP69.3?  Thank you
  10. the1holy
    the1holy
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    can you make it a .esl?
  11. Cursist
    Cursist
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    Does this break/mess up precombines ? 
    1. lefttounge
      lefttounge
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      I would like to know that too, because for some reason Im getting invisible Sanctuary houses, and I wasn't sure if that's related to precombines or not
    2. itsbooby
      itsbooby
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      Hello. My mod doesn't touch the Sanctuary Houses.

      Qrsr

        27 December 2022, 12:11AM Hello itsbooby, fyi, PreCombined content is marked [Placed Object]. You can see it using FO4Edit while browsing Cell and Worldspace records.

        - If you work with Moveable Statics none of them is precombined content.
        - If you work with Static items almost all are precombined objects.

        NOTE: whenever you use a [Placed Object] and even if you just copy the records without making any edit, you break precombined content. Any precombined object per cell is included in the TimeStamp of that cell and that TimeStamp will be overriden if you move, edit, or else these records.

        Its pretty simple not to break stuff like that if you know where to look at.

        Great mod.

      This comment was posted previously. I need to look into this more, including Base Object Swapper
    3. lefttounge
      lefttounge
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      Thank you for your response. I did notice that upon uninstalling the Shatter mod a moment ago, that the houses did return.
      It seems like there might be a load order conflict. So my question is does this mod conflict with any mods? And where in my load order should this mod be, at the very top above everything, or down at the very bottom?
    4. itsbooby
      itsbooby
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      Down at the bottom. Any conflicts which pose an issue for you should be patched and then put below Shatter
    5. lefttounge
      lefttounge
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      Okay, thank you. I have quite a bit of mods that may or may not conflict, like Aforest, PAC (post Apocalyptic commonwealth) and not sure off the top of my head about the others.
      I do know I might've had Shatter at the top of my load order though. Thanks