The following is a compatibility note intended for the user base.
Mod is not compatible with PRP and associated patches due to method used to generate them (built against vanilla masters, precombine/previs done in CK GUI, somewhat inconsistently)
If you don't care about PRP and other worldspace mods, the roof changes should work fine, though block DD61/SanctuaryExt03 wasn't done correctly (precombine wasn't done before previs phase) which will cause an unexpected precombine disable for that cluster.
If you want to streamline/batch generate like we do, the scripts required are here.
Also, OG users can read NG format archives if BASS is installed, but loose files should still be kept anyway for those near or at the ba2 limit.
Wow, I didn't expect my little mod to get so much attention in just a few hours. I'm flattered. Thanks for your helpful input, I think I still have a lot to learn.
I also noticed some strange behavior with the previs generation. First I was jumping from cell to cell to generate the precombine data for each cell individually.
Then I wanted to do the same for the VIS, but no matter what cell I was in, it always generated "SanctuaryExt03". I should figure out how to ensure compatibility and probably how to use your tools too.
Great, thank you very much, i allready jumped into ''Generating Previsbines for inclusion in an existing Mod'' and the ''FO4Check_Previsbines Script Guide'' my brain starts boiling by trying to process the information provided by this Mighty Wizard.
I think I need to add some sugar to my tea to get through this ;)
Hi great mod! Thanks! I am trying to use it with Immersive Cleaning and it seems that this mod effects ground objects as well. IE grass, shrubs and stuff in the road. Is it me or should this only effect the roofs on the houses? Is there a way to fix this? So it only changes the roof tops of the houses?
However the sole survivor's foundation will disappear if All Settlements Extended and/or Sanctuary Hills Cleanup are loaded after this mod. It undoes what Sanctuary Hills Cleanup does, I'm not sure if it does anything to ASE but I'm willing to bet that is does. This occurs with BA2 and loose file versions.
Is this the area (block DD61/SanctuaryExt03) that BenRierimanu was talking about?
Cool thx! Are you somehow related to Lara? Edit: Wow, your mod list! It seems you are such a professional.
Flickering... Yes BenRierimanu alredy said i need to regenerate te precombines/Vis for DD61/SanctuaryExt03, wasn't done correctly.:( It is the cell on the right to the house with the Workbench with that one broken down building. However, most players usually destroy their precombines/vis with “Scrap Everything” during settlement cleanup anyway.
But I will do that and update the mod! ....Someday:)
Yeah, that one! Lol yes. I've been using this username for most of my socials, glenn is from the character of chrono trigger and croft because of lara ^^. Anyways, dont worry about it, i don't mind at all, but thanks for reminding me about scrap everything. Im not a big fan of that mod, but ill try to follow Ben's advise or just tinker your mod with the ck. Keep it up man! You are making good stuff!!
I will defenetly chech out how your ''Westward Bound'' mod i build, i want to add a somewhat more immersive quest to this Roof repair mod some day, and this ui popup to repair the vertibird is exactly what i was looking for.
i was reading the script stuff BenRierimanu posted and some of the info holy moly my head is going to explode. ill keep this mod tracked as i use some of his work and want it to be compatible i need to read some more of that info super interesting. mod looks super promising love that you removed navmesh as well.
Yeah, i can feel that too...After 2 hours of reading that stuff, tracking relations and requirements to get that up and running. I had to numb myself with some Star Trek Voyager.. Again (probably the 157 time), to cure my mind with something that is easy to understand. lol
Tomorrow i will try to transform my FO4Edit into a Previsibines monster with all that scripts PJM is providing. I think that once you unlock the secrets of the Fallout universe, the modding life will be easier and my existence will make more sense than before. No pain, No gain!
the scripts look super useful i mean it can basically patch the whole load order super interesting but i mean its Friday i really need like a solid video or something to help figure it out.
Yes, it definitely has a lot of potential. And I admire the amazing talent and work that all the great modders have put in. But the requirements are pretty extensive to run ''The Midnight Ride'' integrate ''PRP'' and to ensure compatibility. And having too many requirements also brings some restrictions. Currently I'm running a pretty stable load order (I'm not keen on breaking) with 200+ mods and the entire AFF series. And for some reason, even the "Unofficial Fallout 4 Patch" is causing stability issues.
And as a modder, I always have to look at it from the perspective that many players are reluctant to put in too much effort to be able to use a mod. It's nice, but is it necessary? Maybe
I will defenetly make use of those PJM's tools and give give him the credits. once I figure out how to use them. :)
The only requirements in my opinion to make previs patches are the unofficial patch and my mod (PRP), that's it. All other TMR related mods are not relevant for patch building. TMR is a guide for installing the game fresh and having the best vanilla plus type of install, after all, which is why I link people to it for my mod to get the base foundation setup.
The only potential issue post-TMR install is juggling steam_api libraries due to the partial EXE downgrade that's recommended for F4SE support. The current CK requires the newer steam_api, and the older game EXE requires the older steam_api.
Ok, that's good to know, I probably should setup a second clean NG Fallout copy and extract all the ba2 files as well, like it is recommended. Using TMR lead order to have stable base work environment for modding purpose only.
Aha this F4SE support issue, another thing i didn't even know or thought about.
thx for hooking me up on all this... you're a real treasure of modding knowledge. And also thx for the effort checking out my mod issues and compatibility problems in the first place. I really appreciate that!
Aha ok, I try to figure that out and fix it. Thx for letting me know, i'm still learning.
Edit: I think i have figured it out... I need to add a ''BSTrishape'' with a ''BSWaterShaderProperty'' into the Nif to fix that. I'll try that later. btw. About 99 out of 100 roofs including vanilla do not block rain, So it is a very commen issue.
P.s. I just did a survival test on the roofs. I allowed all kinds of weather and in my case no rain got in. You may have forgotten to check ''rain occlusion'' in the advanced game options. Things will still get/look wet inside when it rains. That's an issue that many brave Modding-Soldiers try to fix over the years, but they couldn't kill that beast. It's a hardcoded Bug. Or maybe some mods like ''True Storms'' or ''Vivid Weathers'' can cause the build in rain occlusion to not work properly.
Thanks for the reply, I installed it again and this time there was no rain leak on a rainy day. I don't have other building mods and don't know what caused me to see it the first time I installed it.
Cool... I have to thank you for the feedback. I plan to continue developing this mod when I have time. The actual plan is to create a quest for restoring the houses. Maybe that you can ask Sturges about it and you have to spend a certain amount of resources on it. For example, collecting tools and steel or something like that. Sooner or later there will be an update. I'm currently working on another mod that includes some unique sexy outfits I created as well as lots of material changes. I'm about 95% done.
Thx for the sugar, i'm just starting my modeling career. There is a lot of similar mods already out there depending on what base you specifically mean.
I just modified the vanilla roofs made by Bethesta, so blame them for the architectural design :) *Replaces damaged Sanctuary Roofs with Prewar Roofs but Postwar Textures. But Love sounds good, thx mate
32 comments
Mod is not compatible with PRP and associated patches due to method used to generate them (built against vanilla masters, precombine/previs done in CK GUI, somewhat inconsistently)
If you don't care about PRP and other worldspace mods, the roof changes should work fine, though block DD61/SanctuaryExt03 wasn't done correctly (precombine wasn't done before previs phase) which will cause an unexpected precombine disable for that cluster.
If you want to streamline/batch generate like we do, the scripts required are here.
Also, OG users can read NG format archives if BASS is installed, but loose files should still be kept anyway for those near or at the ba2 limit.
I also noticed some strange behavior with the previs generation. First I was jumping from cell to cell to generate the precombine data for each cell individually.
Then I wanted to do the same for the VIS, but no matter what cell I was in, it always generated "SanctuaryExt03".
I should figure out how to ensure compatibility and probably how to use your tools too.
Any useful feedback or tips are very welcome.
''Generating Previsbines for inclusion in an existing Mod'' and the ''FO4Check_Previsbines Script Guide''
my brain starts boiling by trying to process the information provided by this Mighty Wizard.
I think I need to add some sugar to my tea to get through this ;)
However the sole survivor's foundation will disappear if All Settlements Extended and/or Sanctuary Hills Cleanup are loaded after this mod. It undoes what Sanctuary Hills Cleanup does, I'm not sure if it does anything to ASE but I'm willing to bet that is does. This occurs with BA2 and loose file versions.
Is this the area (block DD61/SanctuaryExt03) that BenRierimanu was talking about?
Are you somehow related to Lara?
Edit: Wow, your mod list! It seems you are such a professional.
Flickering...
Yes BenRierimanu alredy said i need to regenerate te precombines/Vis for DD61/SanctuaryExt03, wasn't done correctly.:(
It is the cell on the right to the house with the Workbench with that one broken down building.
However, most players usually destroy their precombines/vis with “Scrap Everything” during settlement cleanup anyway.
But I will do that and update the mod! ....Someday:)
Lol yes. I've been using this username for most of my socials, glenn is from the character of chrono trigger and croft because of lara ^^.
Anyways, dont worry about it, i don't mind at all, but thanks for reminding me about scrap everything. Im not a big fan of that mod, but ill try to follow Ben's advise or just tinker your mod with the ck.
Keep it up man! You are making good stuff!!
Edit: Interesting mod list you have there btw.
I will defenetly chech out how your ''Westward Bound'' mod i build, i want to add a somewhat more immersive quest to this Roof repair mod some day, and this ui popup to repair the vertibird is exactly what i was looking for.
Tomorrow i will try to transform my FO4Edit into a Previsibines monster with all that scripts PJM is providing.
I think that once you unlock the secrets of the Fallout universe, the modding life will be easier and my existence will make more sense than before.
No pain, No gain!
But the requirements are pretty extensive to run ''The Midnight Ride'' integrate ''PRP'' and to ensure compatibility. And having too many requirements also brings some restrictions. Currently I'm running a pretty stable load order (I'm not keen on breaking) with 200+ mods and the entire AFF series. And for some reason, even the "Unofficial Fallout 4 Patch" is causing stability issues.
And as a modder, I always have to look at it from the perspective that many players are reluctant to put in too much effort to be able to use a mod. It's nice, but is it necessary? Maybe
I will defenetly make use of those PJM's tools and give give him the credits. once I figure out how to use them. :)
The only potential issue post-TMR install is juggling steam_api libraries due to the partial EXE downgrade that's recommended for F4SE support. The current CK requires the newer steam_api, and the older game EXE requires the older steam_api.
I probably should setup a second clean NG Fallout copy and extract all the ba2 files as well, like it is recommended.
Using TMR lead order to have stable base work environment for modding purpose only.
What i read about TMR so far is that the load order aimes to make modding more accessible and comfortable, using tools like
RobCo Patcher, Random Encounter Framework, Backported Archive2 Support System and all those Papyrus script extenders,
all tools i have nerver used befor.
Aha this F4SE support issue, another thing i didn't even know or thought about.
thx for hooking me up on all this... you're a real treasure of modding knowledge.
And also thx for the effort checking out my mod issues and compatibility problems in the first place.
I really appreciate that!
Thx for letting me know, i'm still learning.
Edit: I think i have figured it out... I need to add a ''BSTrishape'' with a ''BSWaterShaderProperty'' into the Nif to fix that.
I'll try that later. btw. About 99 out of 100 roofs including vanilla do not block rain, So it is a very commen issue.
P.s. I just did a survival test on the roofs. I allowed all kinds of weather and in my case no rain got in. You may have
forgotten to check ''rain occlusion'' in the advanced game options. Things will still get/look wet inside when it rains.
That's an issue that many brave Modding-Soldiers try to fix over the years, but they couldn't kill that beast. It's a hardcoded Bug.
Or maybe some mods like ''True Storms'' or ''Vivid Weathers'' can cause the build in rain occlusion to not work properly.
I plan to continue developing this mod when I have time. The actual plan is to create a quest for restoring the houses. Maybe that you can ask Sturges about it and you have to spend a certain amount of resources on it. For example, collecting tools and steel or something like that. Sooner or later there will be an update.
I'm currently working on another mod that includes some unique sexy outfits I created as well as lots of material changes.
I'm about 95% done.
There is a lot of similar mods already out there depending on what base you specifically mean.
*Replaces damaged Sanctuary Roofs with Prewar Roofs but Postwar Textures.
But Love sounds good, thx mate