That back cabin that you fixed. The one with the back wall missing and the boarded up door. The grass clips pretty bad at the back wall. Sometimes all the way across it. I recommend a ng texture to fix the issue. The alternative is to raise the cabin up higher. Also, there's a leaf pile that's at a 45 degree angle. I think it's just right outside the build area, by the exterior back wall. Probably left like that after you adjusted the landscape.
It's outside build area so it may just be that I need to rerun lodgen. There's a tree cluster popping in and out of existence near the tractor in front of the overpass. Everything else works fine though so I assume it's my LOD or conflict with service rifles(unlikely). After disabling plugins the tree's stay like they should.
I noticed the same problem, while going SW (direction to Lonely Chapel) a lot of objects (trees, stones, etc.) pop in and out. I don't have any particular mod dealing with LOD.
Ok, I'll try it again when off work. Didn't think anything was overwriting the plugin... but it could be something unexpected at the bottom of the load order. Thanks for answering!
Well idk... still does it so I guess somethings conflicting with it in my load order. (even though it's at the end. Oh well, maybe another playthrough I guess.
Well, I was wrong, the problem is there even after upgrading everything, in my load order the only rule I enforced is to put the previs (I have yours only) in the previs & combined fixes group in Vortex, all other mods are atop of them.
Try moving the previs patch all the way down to the bottom of your load order. Vortex doesn't always sort correctly and if that's the only rule you have, I would imagine you have some load order issues.
That's the end of my load order (loadorder.txt), ... SKKWorkshopUtilities.esp llamaCompanionHeatherv2.esp companion_charlotte.esp NWS_Barbara.esp NaiRaeCozyScavver.esp BAM-BetterArmoryMod.esp AUR_RebuildSettlements_Workshop.esp AUR_RebuildTaffington_Previs.esp AUR_SanctuaryRepaired_Previs.esp AUR_RebuildTenpinesBluff_Previs.esp AUR_RebuildSunshine_Previs.esp AUR_RebuildGreentopNursery_Previs.esp AUR_RebuildCroupManor_Previs.esp
You can try loading your mods in fo4edit, open this mod and see if any column will be showing red, if so something overrides it/edits same area. (I believe when you expand ESP file in fo4edit, you may want to check worldspace, there you should see cell edits. What comes to mind if there is any mod editing Gunner post on top of HWY that may possibly break cell if combined with this, maybe hunkered down editing nearby abandoned campsites uphill. FO4Edit is your best bet to find out what could be an issue since most of us have vastly diferent mods that we run. If there is any conflict try playing with load order a bit
EDIT: Very good point mentioned in comments, anything related to ELFX previs patches could be responsible too.
Well, I did another test putting the Sunshine rebuild mod at the very end of the load order, previs after it, and nothing changed. I also tried to play with F04Edit (not an expert at all), I loaded all the mods, right click on "apply filters to show conflicts (this file only)", what I saw was Wordspace (00DF52-DF53)- Navigation Mesh conflicts with DLCNUkaWorld (...)
Ok, I apologize. It is the previsibines patch. I'll see if I can get it fixed. Sometimes if the items are near a cell border there is not much to be done, but I'll try regenerating and see what happens.
@Aurelianis Would it be possible to make a Rebuild Spectacle Island mod, or would that interfere with the quest that takes place there in order to unlock the workbench? I would think it wouldn't, considering the buildings that would need rebuilt are located on the complete opposite site of the island from the workbench.
out of my 300+ plugins the culprit seems to be your Rebuild Taffington. Both the master and the PRP patch cause the issue (both tested separately). I use PRP Branch 69. Reinstalling PRP 069, Rebuild Taffington, and related patches did not fix the issue.
It happens because the mat files are not being applied or the unrepaired is overlapping the repaired which means there's a load order issue with precombines from my mod being overwritten from something else... so a load order or conflict with another mod.
There's a post further down that it was due to the EnhLights&fx PRP patch.
I only have these plugins enabled in the following order and in a new game
UF4P,
PPF,
Rusty Face Fix (kept game from starting when disabled),
Rebuild Shared Resources,
Rebuild Sunshine,
Rebuild Taffington,
PRP,
Rebuild Sunshine prp patch
Rebuild Taffingotn prp patch
glass fixes after Shared Resources or Rebuild Taffington are disabled. The other comment you mentioned is using PRP 65, so I'm currently switching versions of prp and prp patches from 69 to 65 and will let you know if anything changes.
Awesome! Thank you for the updated previs! Everything already worked before settlement wise(rebuilding cabins etc), and now that area towards lonely chapel is good too! Was slightly disappointed I wouldn't be able to use this mod before, but now it shall be permanent in my load order!
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The author has locked this comment topic for the time beingPlease read the article Rebuild FAQs
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SKKWorkshopUtilities.esp
llamaCompanionHeatherv2.esp
companion_charlotte.esp
NWS_Barbara.esp
NaiRaeCozyScavver.esp
BAM-BetterArmoryMod.esp
AUR_RebuildSettlements_Workshop.esp
AUR_RebuildTaffington_Previs.esp
AUR_SanctuaryRepaired_Previs.esp
AUR_RebuildTenpinesBluff_Previs.esp
AUR_RebuildSunshine_Previs.esp
AUR_RebuildGreentopNursery_Previs.esp
AUR_RebuildCroupManor_Previs.esp
EDIT: Very good point mentioned in comments, anything related to ELFX previs patches could be responsible too.
The big tree in the middle, the one on the left and a lot of other elements nearby (keep popping in and out)
There's a post further down that it was due to the EnhLights&fx PRP patch.
glass fixes after Shared Resources or Rebuild Taffington are disabled. The other comment you mentioned is using PRP 65, so I'm currently switching versions of prp and prp patches from 69 to 65 and will let you know if anything changes.
What versions of Shared Resources are you using? Do you have v1.0.3 or newer?
edit- Okay so when I was scrapping the ruined buildings I noticed a bunch of damaged plywood doors. Once you repair them a pristine house appears.
"Thank you for all your wonderful work/mods."
+1000
=D