Search CWSS Redux v4 - Craftable Working Showers Sinks Baths Toilets Urinals Kitchens etc on google. They also have swapper one; Universal Working Bathroom Fixtures (CWSS and DLCs) You can find those on Discord.
How it with precombines? You are removing baked meshes part and insert instead it another object. May be I don't understand something, but I guess this means precombines will be broken. Nevermind did you this using CK, xEdit or directly using C++ mod. At the end it have no difference.
If it's not too much trouble, you can explain it in more detail. You change the reference and it can work, there is no problem. But as far as I understand precombine technology - it bakes several models of static objects into one. And precombined link is to baked object with baked model, not to static alone. That is, if an object is a part of the baked model, then there is actually another object with another model combined from several models. That's why the developer forbids even just select such models in the console, and changing any of the parts of the baked model in the editor leads to disabling precombine in the entire location. How do you manage to change only links without destroying precombine?
P.s. Sorry, I just thought it didn't work the way you said it did. I don't mean to discredit you in any way. I've always wondered why there are beds you can't sleep on. It's just that if it works the way you say it does, it opens up a lot of possibilities: like showers that you can take, or some other interior elements. Before, you had to remake the precombines.
Please add me to the list of confused mod users, since I basically have the same concern than Evi1Panda.
I don't want to spread myths like it so often happens with Bethesda games, and I certainly don't want to argue with one of the more experienced and esteemed FO4 modders, but the same question popped up with the Immersive Candles mod.
See BenRierimanu's comments here and fadingsignal's comments here (can't quote them directly, sorry). Both seem contradictory to me, and as I understand it 4estGimp's approach for that mod was to add references, not replace/swap them.
Base Object Swapper opens up so many interesting possibilities it would be silly not to see and use them, but what is the point of taking extra care of precombines with dozens of mods and patches if a simple batch destroys all that effort ?
it’s a .ini file for base object swapper, so it goes in the base game directory with .esps. if you’re using a mod manager it will go to the correct spot.
bed bugs probably died from radiation and lack of humans and the ones that adapted dont need humans exclusively. now they have greenflees or something. ready to spread the Green Death!
I did this a while ago too. Disabled the material file and forced the object to be invisble. Then added upscaled 0.01 equivalents in places where player char or any other actor could have settle. But the FO4 worldspace is so tiny yet has so many actors placed everywhere i rather found disabling, despawn all of the bed types is the way to go. Whatever, nice mod.
my sentence was worded in a way thats hard to understand by reading instead of hearing. i meant i hate seeing beds i should be able to use and i really really hate having too many beds to use in survival. the way to fix that without precombine issues or using scripts/active things is probably by replacing the default bed mattress and sleeping bag textures with invisible/ruined ones then giving a custom material to all the usable sleeping furniture from .esl or something.
yes, this will work will all the vanilla bed references in fallout london. if fallout london has custom static beds let me know and i can take a look at them to include them in the mod
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on google. They also have swapper one; Universal Working Bathroom Fixtures (CWSS and DLCs)
You can find those on Discord.
P.s. Sorry, I just thought it didn't work the way you said it did. I don't mean to discredit you in any way. I've always wondered why there are beds you can't sleep on. It's just that if it works the way you say it does, it opens up a lot of possibilities: like showers that you can take, or some other interior elements. Before, you had to remake the precombines.
I don't want to spread myths like it so often happens with Bethesda games, and I certainly don't want to argue with one of the more experienced and esteemed FO4 modders, but the same question popped up with the Immersive Candles mod.
See BenRierimanu's comments here and fadingsignal's comments here (can't quote them directly, sorry). Both seem contradictory to me, and as I understand it 4estGimp's approach for that mod was to add references, not replace/swap them.
Base Object Swapper opens up so many interesting possibilities it would be silly not to see and use them, but what is the point of taking extra care of precombines with dozens of mods and patches if a simple batch destroys all that effort ?
A definitive clarification would be awesome.
Download doesn't show a file path, so I got confused.
Yes, I install mods manually. I've been doing so since 2013, when I first got into PC gaming with Skyrim.
now they have greenflees or something. ready to spread the Green Death!
i hate seeing usable beds i cant use less than having too many beds during survival mode.
i meant i hate seeing beds i should be able to use and i really really hate having too many beds to use in survival.
the way to fix that without precombine issues or using scripts/active things is probably by replacing the default bed mattress and sleeping bag textures with invisible/ruined ones then giving a custom material to all the usable sleeping furniture from .esl or something.
Hopefully you got the dirty mat near Fort Hagen in a half destroyed diner.