That's a precombines conflict. First try moving the mod to the bottom of your load order. If you've already done that then you need to find which of the mods in your load order it's conflicting with. I can make a patch if you can identify the conflict.
Already tried to move it to the bottom and I have over 250 mods lol.
Nothing I have should really be a problem but I just recently installed Nuka World Reborn and Viva Nuka World, do any of those conflict with with your mod?
One of those likely has custom precombines that conflict. Assuming my mod is beneath those, try saving and then disabling one and then the other and seeing if that solves the problem. If that work tell me which one it is and I can look into making a version compatible with it.
Finally got time to play again and removed Nuka World Reborn and Viva Nuka World and just had this mod, it worked just fine but as soon as I reinstalled NWR, it starting glitching and flickering again so yeah, NWR seems to be the one messing with this mod
Hey so works perfect now with NWR but once I reinstall Viva Nuka World, it starts to glitch and flicker again, any chance you can make another one with NWR and VNW?
Ok, will try that and yeah, I use both NWR and VNW without a compatibility patch. Read both these 2 were made for each other and just use Nexus Mod Manager to install NWR and VNW
Just tried it and it made it like how it was before the NWR patch you made for me and just for the hell of it, tried to put this mod first and same thing.
Interesting. Them being able to work together with out a patch points to only one having precombines, otherwise those would fight, but then the issue you report points to them both having separate precombines. I’ll download viva and see if I can sort it out.
Edit: Oh, viva requires reborn and just completely overwrites reborn’s precombines. That makes sense. I can make a compat patch for viva soon.
I've not downloaded anything of yours get I was looking at your stuff after finding the Rebuild sanctuary mod and that mod author saying his going to be giving you his rebuild collection mod... so anyway I just wanted to say you seem so kind and helpful definitely a fan just for that lol but man your mods seem so awesome I'm about to download this one and probably a few others :)
Hello, I'm running Nuka world Plus as well as your Nuka World Raider Clearnup NWP compatible version, both the regular and Cleanup compatible version of this settlement have the precombine flickering issue around Nuka Town USA's north gate so I'm pretty sure it's incompatible with Nuka World Plus. I did try putting it as far down in the load order as it would go but alas the flickering persists.
Love all your settlement mods - I'm slowly porting the ones I can to Xbox so I can use them on there too. Thank you so much for working so hard on these.
Link if you want to add it to the mod page: https://mods.bethesda.net/en/fallout4/mod-detail/4366657
I have VNW and PSP69, Patched so they work with each other, tried both versions (VNW and PRP 69), above and below said patches, none work, PRP69 version at the bottom gives highest compatibility, but still has stuff blinking in and out in the distance.
Ah yeah if they have their own patches to work together then they’d need their own version for both at the same time for this as well. I’ll keep that in mind as something that needs checking on.
I think their path is kind of broken, npc's that attack the island mostly refuse to move any further after reaching the middle of the bridge on both sides. My companion struggled to walk around the island, I ordered him to walk around but he wouldn't budge. My first settler just stood in one place and didn't go to their activities. I don't believe I have any mods altering pathfinding but I do have NPC travel in which they have no problem moving around but sometimes get stuck.
Interesting, I’ll see if I can replicate the issue. I assume you have this mod at or near the bottom of your load order? Do you have any other Nuka world mods that could be relevant for me to test against?
Edit: I tested with settlers, companions, and hostiles (ghouls chasing me) and the navmesh is work as expected, npcs can cross both bridges. Maybe one of your other mods interacted with the navmesh? Let me know when you can provide more details.
Nice. I like it. It's very useful, and so easy to build upon. Great job.
I have come upon a bug however. After scrapping the street-lights at the center of the island (on the cement pathway connecting the 2 bridges) the light sources remain. They are about 20 in-game feet up. Perhaps they can be disabled by linking them to the streetlights as "children".
Other than this, settlers go where they are supposed to go, do their jobs, crowd around the bar at night, lift weights... it's a very easy settlement for these old A.I. to get around. Good job. :)
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Nothing I have should really be a problem but I just recently installed Nuka World Reborn and Viva Nuka World, do any of those conflict with with your mod?
Viva Nuka-World
Nuka-World Reborn
Isle of Refreshment - NWR Compat
Also do you use VNW and NWR together without a compatibility patch or do you have something to merge their functionality?
Edit: Oh, viva requires reborn and just completely overwrites reborn’s precombines. That makes sense. I can make a compat patch for viva soon.
Link if you want to add it to the mod page: https://mods.bethesda.net/en/fallout4/mod-detail/4366657
Absolutely needs its own patch.
Edit: I tested with settlers, companions, and hostiles (ghouls chasing me) and the navmesh is work as expected, npcs can cross both bridges. Maybe one of your other mods interacted with the navmesh? Let me know when you can provide more details.
I have come upon a bug however. After scrapping the street-lights at the center of the island (on the cement pathway connecting the 2 bridges) the light sources remain. They are about 20 in-game feet up. Perhaps they can be disabled by linking them to the streetlights as "children".
Other than this, settlers go where they are supposed to go, do their jobs, crowd around the bar at night, lift weights... it's a very easy settlement for these old A.I. to get around. Good job. :)
Great idea btw and love that you let everything have the ability to be scaped! maybe ill build a makeshift castle or something xD
Tracked and putting in my load order soon.