Unfortunately, as expected the Fallout 4 Next-Gen patch broke everything related to F4SE. Address Library no longer provides version compatibility between old versions and the next-gen patch, so everything has to be re-found in the new EXE from scratch. At this time, there is no ETA for when Interior NavCut Fix will be available for the next-gen patch.
If you use Interior NavCut Fix and/or other F4SE mods, I suggest staying on the prior patch, or if you have already updated to the next-gen patch, I suggest using the downgrader available on Nexus.
Hi there, VR player here. Since i can't use this mod (because of VR) i have a related question. If i have mod that alters homeplate (aloots homeplate) does it also impact the navmeshes or is it save because the stuff in there is not build by the player?
copy paste of what i said on steam forum: i haven't played a while but my guards almost always fall trough the floor of their guard post to ground level, it happens when i sleep or quick travel, when i arrive i see guards way down not on 3th floor guard post and don't know how to get back right away takes time
and the more settlement's u build the more glitched settlers become, at 1point settlers didn't even work anymore, OFC settlement sys shows work does gets done but no1 was working :D, they stood and looked up the sky, it was before i started to use mods
maybe there is a mod to fix it? it would also fix personal verbird landing issue, it lands but when landing pad is on roof after any type of loading it ends up inside the building lol
NEW TXT: my question is does this mod fixes this issues? not talking about not settlers not working but the other stuff
I'm not sure why, and this may be a steam deck problem only, but this mod seems to be responsible for me not being able to load my games. I can start a new game, but when I go to load my save it crashes. I went through all my mods from the beginning, and when I got to this one it was the one that crashed. Any thoughts?
Use the No Multithreading version in the optional files instead of the main version. The main version doesn't work with Proton (Steam Deck's compatibility layer.)
To the moder THANK YOU for this. I hated doing the RR quest and V88 quest cause I would constantly crash or lock up after a few minutes. I can actually go in the church to start RR quest line now without a super long load time or stuttering. It also helped with settlements loading on fast travel. I still get the random CTD but have no clue what is causing it since it will do it with a full vanilla game after a clean install. I think cause the engine they used was old to begin with when they made the game new video cards are having issues running the ancient code.
Hi do you have to start a new game for this to work properly? will it fix navs in places where I've already built in (Vault 88, Home Plate) as I went back to Vault 88 and NPC`s still not moving. Same with Mech Lair. Will this also work on new interior mods like Vault 101?
- No, it does not require a new game. - Yes, it will fix any existing problems with interior workshop navmeshes. - Yes, it will work with any mod that properly adds an interior workshop.
If NPCs are not moving, try selecting them in the console and enter ForceRepath This will make them re-calculate their path based on the updated navmesh. You can also try to disable/enable them via console if that doesn't work.
It can be ported to VR yes, but the VR version has different offsets/IDs. I don't have the VR version of Fallout 4 so I'm unable to find/verify any VR offsets/IDs.
Thanks for replying! If your interested in porting, I'm sure a Modder like Alandtse would be willing to assist or even port it over himself. He is like a god to the VR community. He's created a VR Address Library for both Skyrim VR and VR Address Library for F4SEVR and has ported tons of mods for Skyrim and a couple for FO4VR. I feel like this is such a critical bug, I'm really hoping someone can do this.
If I could, I'd do it myself. I've tried with other mods, but I just get so lost in Visual Studio.
OMG, thank you so much! No pressure though. I completely get that mod authoring should be a fun hobby in between the events of real life. Just the fact that your going to attempt this for a small part of the Fallout community... Well I can't thank you enough!
Update on GELUXRUM's port - unfortunately the script for IDA that names the functions didn't work on the VR executable for the most part. Maybe alandtse might know how to locate the relevant functions, but for now it's looking like a bust. Wish I had better news.
@Snapdragon2 and GELUXRUM - Hello again! Sorry for necro posting. But I've noticed recently reading the Change logs for VR Address Library that they added/updated features for NavCut Addresses in Ver 1.6.1.
* add upscalar and NavCut addresses ([5ec9036](https://github.com/alandtse/fallout_vr_address_library/commit/5ec9036e2571a857aa49678f4a1fe4a77ccb70f9))
Unfortunately, it seems they posted this the day after you gentlemen reported that you were unsuccessful with attempting to port to VR. Is there any chance you've noticed this or maybe willing to try again if this is what you need?
Hey so I'm getting a 100% repeatable crash when loading a save that I've narrowed down to most likely this mod. I'm using the midnight ride basic setup in this crashlog (https://pastebin.com/Dzb8nS4P) but it was also crashing with only base dependencies.
Hm... the concurrency runtime is throwing an exception, odd. I'll look into this. Are you running Fallout 4 in an emulated environment (i.e. with Wine or Proton on Linux)?
You need to install the vc++ redists both x86 and x64 one at a time into your proton install by renaming the setup files to Fallout4Launcher.exe temporarily after backing up the f4se and vanilla Launchers in desktop mode. Once installed do not switch Proton versions otherwise you will be forced to reinstall the redists again. This is how I was able to resolve the crashing on the steam deck.
I've just stumbled across this issue myself, though I have already installed the cumulative 2015-2022 VC Redist into the Proton prefix. Which ones did you install, I may be potentially missing some?
Linux user here as well and ran into this same crash on savegame loading after enabling Interior NavCut Fix. Have to check, but I am certain I had the latest vc++ redist installed in my ProtonGE bottle for F4SE and some plugin.
Linux user here! I just want to say thank you for providing us with Proton compatibility version! . Althought i am currently using the main version that requires vcredist2019 (Installing it via protontrick is also working), but came here again and there is a better alternative already!. Thank you s0 much Snapdragon2!.
Was at my wits ends trying to fix my navmesh problems. I thought it was a conflict and spent hours searching. Thanks for your time and solution, this mod worked perfectly.
157 comments
If you use Interior NavCut Fix and/or other F4SE mods, I suggest staying on the prior patch, or if you have already updated to the next-gen patch, I suggest using the downgrader available on Nexus.
i haven't played a while but my guards almost always fall trough the floor of their guard post to ground level, it happens when i sleep or quick travel, when i arrive i see guards way down not on 3th floor guard post and don't know how to get back right away takes time
and the more settlement's u build the more glitched settlers become, at 1point settlers didn't even work anymore, OFC settlement sys shows work does gets done but no1 was working :D, they stood and looked up the sky, it was before i started to use mods
maybe there is a mod to fix it? it would also fix personal verbird landing issue, it lands but when landing pad is on roof after any type of loading it ends up inside the building lol
NEW TXT:
my question is does this mod fixes this issues? not talking about not settlers not working but the other stuff
will it fix navs in places where I've already built in (Vault 88, Home Plate)
as I went back to Vault 88 and NPC`s still not moving. Same with Mech Lair.
Will this also work on new interior mods like Vault 101?
- Yes, it will fix any existing problems with interior workshop navmeshes.
- Yes, it will work with any mod that properly adds an interior workshop.
If NPCs are not moving, try selecting them in the console and enter
ForceRepath
This will make them re-calculate their path based on the updated navmesh. You can also try to disable/enable them via console if that doesn't work.If I could, I'd do it myself. I've tried with other mods, but I just get so lost in Visual Studio.
- Version 1.6.1
- ## [1.6.1](https://github.com/alandtse/fallout_vr_address_library/compare/v1.6.0...v1.6.1) (2023-08-11)
- ### Bug Fixes
- * correct confidence for UpdateDynamicNavmesh ([475d0f8](https://github.com/alandtse/fallout_vr_address_library/commit/475d0f8fc746605d1a76c7d363ae08fb2f0d7feb))
- # [1.6.0](https://github.com/alandtse/fallout_vr_address_library/compare/v1.5.0...v1.6.0) (2023-08-11)
- ### Features
- * add upscalar and NavCut addresses ([5ec9036](https://github.com/alandtse/fallout_vr_address_library/commit/5ec9036e2571a857aa49678f4a1fe4a77ccb70f9))
Unfortunately, it seems they posted this the day after you gentlemen reported that you were unsuccessful with attempting to port to VR. Is there any chance you've noticed this or maybe willing to try again if this is what you need?https://pastebin.com/UTRHrvR4
Disabling this mod allows loading of save.
I can start a new game just fine, but loading a save does not work.
Are you running Fallout 4 in an emulated environment (i.e. with Wine or Proton on Linux)?
Have to check, but I am certain I had the latest vc++ redist installed in my ProtonGE bottle for F4SE and some plugin.