Would you mind removing the changes to the 10mm pistol? I was wondering why it started to take longer to reload; only to see that it was this mod that edited both the speed and reload speed.
EDIT1: I looked in FO4Edit and saw unnecessary changes that can possibly cause massive issues like incompatibility issues. These changes are things like:
Spoiler:
Show
1. Identical to master changes for 0011D3C3 (Combat Armor Chest Piece) and 0011D3C6 (Combat Armor Right Arm) which could lead to incompatibility problems depending on a users load order. 2. Cell 00084A59 (Mass Fusion Main Reactor) has its Navmesh (00084A70) deleted and 000B251A Placed Object has the Navigation Door Link deleted. 3. Cell 0003AF88 (Hester's Consumer Robotics) has it's Precombines deleted. 4. Constructible Object 001B8820( workshop_co_ScrapWoodCrates) has the Created Object "Wood Crate" removed. 5. Container 00060CB4 (Loot_AmmoBox) has LLE_Perk_Scourger100 [LVLI:0005859B] count changed to 1 instead of 2. 6. FormID List 001B8821 (Wood Crate) is identical to master. 7. Worldspace 0000DA7B (LongneckLukowskisExt02) has it's precombines deleted. 8. Worldspaces 0000E415 and 0000E416 also have their precombines deleted.
I do like this mod overall, however these changes really bother me and I hope you can make an update for it with them removed.
Sorry, I had a very important exam. Oh wow, i didn't know i broke so many things, anyway i checked the mod in FO4Edit and deleted many of those unwanted changes. Thanks for the assistance
I used this mod back when I would play on Xbox, and it's pretty good. I was excited to see this pop up when I checked the Nexus today, as I'd looked for it back when I first got a PC. The only issue I had with the Xbox version was unsafe storage. It seems like that's been corrected for PC version.
Unfortunately, I'm having the same bug as some of the other posters where everything gets crushed together.
Thanks! It was my first mod. Before uploading it to nexus I fixed the reset of the cell problem. Also update it in the Beth page.
I can't replicate the problem of crushing in my game and is heavily modded (life in the ruins) but I'll try to fix that and the lights indeed look odd. If somebody knows what's happening let me know. I put the consumables to close together, maybe some mods that change the hit boxes could cause the problem? I ran physics simulation in CK and everything worked
Any other bug, please let me know as well. Building things seems nice in creation kit!
I'm running a pretty ridiculous load order myself, so I've been trying to figure out what's messing it up on my end, and I think I'm onto something.
When I go into the basement, the game is loading in items from another cell that I've seen before. This, as far as I know, is an unused cell from the vanilla game. It's been used in mods like Basement Living, which I'm not currently running, but used to. (I double checked, and that ESP is not in my load order.)
When you're standing in the laundry room, looking at the basement door, what is it supposed to say? In my game it says "Shelter", just like it does in the video I linked.
think you still have the old version uploaded because in xEdit the shelter cell is overriding current cells. But there is another shelter copy that isn't linked to anything.
Promising mod but really needs to be fixed. to avoid problems created by overwrites that should NOT be in the mod.
Idk if it's conflicting with something else I have installed, but when I enter the cell, everything gets crushed. All the supplies are hovering a foot in front of the shelf, the ladder is behind the wall, the table is inside the sofa, etc. I have way too many mods installed, so it's likely a conflict, but vortex didn't flag anything. This is something I've always wanted in the game, so I'm honestly really disappointed. Thanks for executing on the idea anyway
I would also install this, that is what I was looking for. Because I ALWAYS play as a male character, I will feel very comfortable in this basement, as "Nate"! But, I have the feeling that the bunker is too small to put more furniture, isn't it?
I think the weird issues could have to do with installed NavMesh mods, or pre-combine breaking mods (in .INI files):
NO "=0" (zero). Always "=1". If all or one of the entries are present with "=0", there will be weird nav mesh or other issues. Either you delete the entries or change to "=1".
Or any scrapping mods, like cleaning of settlements, or scrapping mods (like Scrap Everything). I have Scrap Everything and PRP mods and had almost no or very rare nav mesh issues. I recommend both of you to install Settlement Dead Zone Fixes mod (SDZF) too (that I also have isntalled).
I did NOT install this mod yet, because it is very new mod. So I can not tell if it breaks pre-combines or not. But the issues with weird environment and flying items could have to do with mods that I mentioned. And, of course, with wrong installation AND plugin load order.
Not everyone has unlimited funds. In realy world most prepeprs focus on food and water and shelter and one or two guns with some ammo first. Once u been doing it for years you will build up more stuff. This is good IMHO.
It's a nice, convenient bunker. It's bright, but I can live with that. A light fixture is sticking out of both sides of a column and shadows are a little wonky in the master bedroom, but otherwise everything is great. I'm using Ultra Interior Lighting and PRC. It's nice to have a secure base for those harder play-throughs. Thanks for doing this. Endorsed!
16 comments
EDIT1:
I looked in FO4Edit and saw unnecessary changes that can possibly cause massive issues like incompatibility issues. These changes are things like:
1. Identical to master changes for 0011D3C3 (Combat Armor Chest Piece) and 0011D3C6 (Combat Armor Right Arm) which could lead to incompatibility problems depending on a users load order.
2. Cell 00084A59 (Mass Fusion Main Reactor) has its Navmesh (00084A70) deleted and 000B251A Placed Object has the Navigation Door Link deleted.
3. Cell 0003AF88 (Hester's Consumer Robotics) has it's Precombines deleted.
4. Constructible Object 001B8820( workshop_co_ScrapWoodCrates) has the Created Object "Wood Crate" removed.
5. Container 00060CB4 (Loot_AmmoBox) has LLE_Perk_Scourger100 [LVLI:0005859B] count changed to 1 instead of 2.
6. FormID List 001B8821 (Wood Crate) is identical to master.
7. Worldspace 0000DA7B (LongneckLukowskisExt02) has it's precombines deleted.
8. Worldspaces 0000E415 and 0000E416 also have their precombines deleted.
I do like this mod overall, however these changes really bother me and I hope you can make an update for it with them removed.
Oh wow, i didn't know i broke so many things, anyway i checked the mod in FO4Edit and deleted many of those unwanted changes. Thanks for the assistance
Unfortunately, I'm having the same bug as some of the other posters where everything gets crushed together.
I can't replicate the problem of crushing in my game and is heavily modded (life in the ruins) but I'll try to fix that and the lights indeed look odd. If somebody knows what's happening let me know. I put the consumables to close together, maybe some mods that change the hit boxes could cause the problem? I ran physics simulation in CK and everything worked
Any other bug, please let me know as well. Building things seems nice in creation kit!
When I go into the basement, the game is loading in items from another cell that I've seen before. This, as far as I know, is an unused cell from the vanilla game. It's been used in mods like Basement Living, which I'm not currently running, but used to. (I double checked, and that ESP is not in my load order.)
When you're standing in the laundry room, looking at the basement door, what is it supposed to say? In my game it says "Shelter", just like it does in the video I linked.
Promising mod but really needs to be fixed. to avoid problems created by overwrites that should NOT be in the mod.
I think the weird issues could have to do with installed NavMesh mods, or pre-combine breaking mods (in .INI files):
bPreCulledObjectsEnabled=1
bUseCombinedObjects=1
bUsePreCreatedSCOL=1
NO "=0" (zero). Always "=1".
If all or one of the entries are present with "=0", there will be weird nav mesh or other issues.
Either you delete the entries or change to "=1".
Or any scrapping mods, like cleaning of settlements, or scrapping mods (like Scrap Everything). I have Scrap Everything and PRP mods and had almost no or very rare nav mesh issues. I recommend both of you to install Settlement Dead Zone Fixes mod (SDZF) too (that I also have isntalled).
I did NOT install this mod yet, because it is very new mod. So I can not tell if it breaks pre-combines or not. But the issues with weird environment and flying items could have to do with mods that I mentioned. And, of course, with wrong installation AND plugin load order.
Beyond that - it's all good.
In realy world most prepeprs focus on food and water and shelter and one or two guns with some ammo first.
Once u been doing it for years you will build up more stuff.
This is good IMHO.