Technical Issues: - Companions may be stuck, NPCs may have problems, i assume its because of the navmesh which normally would spawn forced by the elevator helper platform, by script, now this has been tricked, and no elevator will appear since we want to teleport to cell directly, it seems i have to update some navmeshes here and there, any idea, feedback, research is greatly appreciated - Some doors will spawn a light room, because there is no elevator car simulator (activator) anymore, its a purely cosmetical issue, and just visible for a few seconds, if at all. - The Secret of Cabot House (MS09) sould work properly as of version 006, the trigger marker was inside the elevator shaft, now its next to the transition marker.
None of the elevators between internal and external cells worked for me in my game. This mod fixed the issue. I no longer needed to hunt down console commands and location IDs for each broken elevator.
But its buggy. This mod also changes the elevators within the same cell, which normally work fine, NPCs and companions keep triggering the transitions making my confused character teleport around randomly. I can overlook the graphical glitches where most elevators open into the void. But the Secret of Cabot house quest cannot progress, the elevator still doesn't work in the latest version of this mod and I had to disable it to progress.
This mod trades alot of game breaking bugs for a different gamebraking bug with a bunch of smaller annoying ones. You need to turn this mod on and off depending on the problem you encounter ingame. At that point its not much better then using console commands.
From what I read around online most people only have problems with elevators that load between cells. If there was a version of this mod that only effected those elevators, that would be much better.
When i have the time i will fix it. I found NPCs, followers in FO4 the biggest bug, i never play with them since these are annoying as hell. But for those who like, i might need to find some time. Besides, you can force followers to keep calm by certain commands as well. So these do not interact with objects so easily.
The Cabot quest is probably a composition of NavMesh issues and wrong references, its very complex to fix.
@Qrsr This mod is definitely helpful as it prevents a lot of CTDs, especially since I have so many followers and they all have to be crammed into that space along with me. Imagine having Cait, Master Chief, Cortana, (the synth Nora from a certain mod with other mods used to change her name, hair style to the closest I can get to Halo 4 Cortana, and her skin blue) all 5 named members of Noble Team, Sarah Lyons and her son Owen, Stella, possibly her dad Kellogg, Valkyrie, and a few Halo monitors. (Basically those VR eyebots from Dima's shitty-ass memory games made at the workbench thanks to the eyebot mod each in their appropriate colors and names making them the closest you can get to what they actually look like as making a mod that replaces it with the real models is WAY beyond my capabilities. I did manage to replace a few alternate mr handy voice files so that the blue VR eyebot 343 Guilty Spark actually has the real voice from the games though.) Altogether that's around 17 people crammed into a tiny elevator, a recipe for CTDs of ever there was one.
Thank you very much for this mod! I got a bug when you stuck in any elevator. It somehow related to my config (60 fps cap and loading screen speed up). But with this mode installed there is no elevator trap anymore, just regular loading screen. And I don't need to modify anything related to loading screen hacks.
So hard to leave vault 81 right now, some npc keeps triggering the elevator or maybe its my companion but it keeps sending me back down every time I'm leaving
I think this mod breaks the elevator of Vault 81, perhaps due to mistaking the vault door (that is, the gear-shaped door at the vault's entrence) for an elevator. Just by up the platform of the door, my sole survivor sometimes finds herself inside the lower levels of the vault as if she took the elevator.
I'm having trouble with The Secret of Cabot House (MS09). I'm being ported to the bottom of the lift and I think it breaks the quest because then Jack isn't giving a speech and then the script advances to the next stage. I also think the teleportation is triggered if a companion walks too near.
I had a look at fo4edit but I don't know enough to patch out the asylum from this mod. Is it possible? How do you do it?
What you say should be true. If its triggered by the activator box / elevator car sequence i think i can trick the script to directly advance when pushing the elevator button.
34 comments
- Companions may be stuck, NPCs may have problems, i assume its because of the navmesh which normally would spawn forced by the elevator helper platform, by script, now this has been tricked, and no elevator will appear since we want to teleport to cell directly, it seems i have to update some navmeshes here and there, any idea, feedback, research is greatly appreciated
- Some doors will spawn a light room, because there is no elevator car simulator (activator) anymore, its a purely cosmetical issue, and just visible for a few seconds, if at all.
- The Secret of Cabot House (MS09) sould work properly as of version 006, the trigger marker was inside the elevator shaft, now its next to the transition marker.
Do not hesitate to give feedback. Thanks.
But its buggy. This mod also changes the elevators within the same cell, which normally work fine, NPCs and companions keep triggering the transitions making my confused character teleport around randomly. I can overlook the graphical glitches where most elevators open into the void. But the Secret of Cabot house quest cannot progress, the elevator still doesn't work in the latest version of this mod and I had to disable it to progress.
This mod trades alot of game breaking bugs for a different gamebraking bug with a bunch of smaller annoying ones. You need to turn this mod on and off depending on the problem you encounter ingame. At that point its not much better then using console commands.
From what I read around online most people only have problems with elevators that load between cells. If there was a version of this mod that only effected those elevators, that would be much better.
The Cabot quest is probably a composition of NavMesh issues and wrong references, its very complex to fix.
Thanks for the feedback.
Like the cat of Vault 81, it will be stuck at the door of the elevator.
I had a look at fo4edit but I don't know enough to patch out the asylum from this mod. Is it possible? How do you do it?