EDIT: This mod is NOT yet compatible with NextGen Update
In Build Mode I saw the name of the two "dots" but nothing else. The items themselves were invisible. I had the mod pretty much at the bottom of my load order.
I'm unsure if It's a conflict with something else.
I'll keep my eyes on this to see if others are having the issue, too.
I used unique names and my own models. And they theoretically should not conflict with other mods and items. Or some kind of game bug. My mod "Pure Sanctuary" sometimes turns off by itself, until the game is restarted. I have repeatedly come across the fact that some quests are broken or locations-items. Sometimes partners or quest NPCs became mortal. Everything was fixed by reinstalling the game.
Oh, I know about scenes stopping... Even with the help from amazing modders, my Nuka-Cola Museum Radio station keeps stopping, and I have to "startscene" to kick it in the *** to hear the songs.
RE: Slocum Joe's - the only "fix" I've found thus far is to do the quest almost immediately. Then there seems to be no issue. If you don't want to run all the way there at level 1, mods that delay the start of the mod work, too. Conversely, on a new game, delete the Slocum Joe mod until you are ready, reinstall it, and that should solve the issue. Once the vendors are messed up, I've found no solution, either.
I wish there were a way to see what mod is clobbering yours. Even after a fresh rebuild, and also installing the mod on my gaming laptop, I have the same problem.
I do not know such methods. Except to turn off fashions related to construction or related to lanterns and searchlights one by one. And check if it will work. I don't know what mods you have installed and what exactly can interfere. As well as without a clue whether it works on the nextgen version. But no one wrote about problems with this or the mod where there are walls.
(I started a new complete install and removed a TON of the Creation Club items because I was unable to merge them (I own them ALL) into single BA2s) :)
Now, I'm *NOT* expecting you to go through this madness to see "Ahh, there it is!" but, hey, you never know. :)
If the version is NextGen, then it is possible that there is such a bug. I have the game without this update. So I can't check it. Maybe someone will answer if they are working on an updated version.
Do the spotlights still work if you leave base and then return? Almost all of our spotlights turn off and we have to run over and restart them again. This was a bug in the game a long time ago. Was not sure if it got fixed. Todd Howard said they "just work" and they "did not". LOL.
The spotlights worked for me in the game. In another mod with walls, there were no complaints about spotlights. Maybe because I used a different light source. And not the one used by moving spotlights or from the Mechanist's drawings.
18 comments
In Build Mode I saw the name of the two "dots" but nothing else. The items themselves were invisible. I had the mod pretty much at the bottom of my load order.
I'm unsure if It's a conflict with something else.
I'll keep my eyes on this to see if others are having the issue, too.
My Slocum's Joe vendors are all broken (no fix that I can find for that mess).
I could also have way too many loose files? I don't know.
(I started a new complete install and removed a TON of the Creation Club items because I was unable to merge them (I own them ALL) into single BA2s) :)
Now, I'm *NOT* expecting you to go through this madness to see "Ahh, there it is!" but, hey, you never know. :)
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ITOcore.esp
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CastleToIslandMonorail.esp
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ITO-Addon.esp
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This fixes my bad attempts at using the turret spotlights!