To enable display collision geometry in game for objects in radius of visibility enter TCG to the console. Do not use savegames that were made with this command for regular play, restart the game if you want to start regular play.
Should this be used alongside NVMIM? Or is it a "pick one or the other" type of deal? If they can be used together, should I load this before or after NVMIM?
Yeah you can use them both, load this after NVMIM if you want better gameplay (Bullets not hitting thin air). Load NVMIM if you care more about performance but the performance difference is not massive at all so I would recommend having this mod overwrite NVMIM.
Know it's been a while, but really appreciate @Inthegrave your comment here, as i go through my game mod-by-mod trying to optimize and improve my list.
i had to change my mod load order but apparently its wrong now because the collision meshes aint working anymore. I cant change the load order manually because there is no plugin for the update or the original mod. Reinstall doesnt do anything either because Vortex automatically does the same load order that i set again.
I just cant do anything to get the same window to popup with the load order as when there is conflicts and because of that its impossible for me to fix this I never had any problems with Vortex eventhough i know its cursed but i do feel like its getting more and more useless the more time passes, remember the days when you were required to set your load order manually?
Vortex has an issue with mods which are versioned like this one is, where the update-only has its own version number, eg. '1.6.3' and '1.6.4'.
When you download the update, the app doesn't know it needs both the old and new archives, merged.
The show in you Mods pane as two mutually exclusive versions of the same mod. They are both installed, but only one at a time can be enabled. If you choose the latest version, you break the mod. So that may be where your problem comes from.
My take is to 1) install both, 2) manually copy the main file in to the update mod (in 'Vortex/Staging') so Vortex shows the latest version, 3) enable the "Update" version and remove the original mod
Its tricky to know how to deal with this Version-versus-Update ambiguity, and I probably have some body-less updates in my load order right now.
thanks but thats not it, starting a new game fixed and i never had any issues before so i dont really bother what version is applied. I had to change my load order because i installed LODGen. I think i overwrote the meshes with the LODGen but most of the new high detail models dont appear for some reason.... only when i get closer, i dont understand what i did wrong. Maybe you wanna help me out with that instead?
It is unsurprising there is conflict. Both are partly bugs fixes. I assume YUP and CM are both adressing the same meshes errors. Best way to adress this is looking into it in FNVEdit.
But although i didn't check yet in FNVEdit, i guess installing both is fine.
Just found small mistake in both F3 and FNV versions of the mod: dinertable01's data has incorrect collision sound of wood (when you step on it, you're hearing sound of wood) instead of stone as other diner tables have. This is incorrect strictly to the mod, as vanilla have correct collision data. You need to change FO_HAV_MAT_WOOD to FO_HAV_MAT_STONE. Also, don't you mind to ask about that fixed mesh for HotelDesk02?
Has anyone else experienced this mod causing issues with NPCs? Every time I install it I get problems with pathfinding and collision glitches. To name a few - Ranger Milo fumbles helplessly around the overlook at Nelson during his quest, several NPCs in Zion Canyon get stuck in rocks, and Major Polatli has fallen through the world and ended up at Black Mountain. Every time my bullets get blocked by BS hitboxes I get an urge to install this mod again, and then when I do, the AI starts bugging out and I have to uninstall.
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http://www.nexusmods.com/fallout3/mods/21946
Show collision geometry:
To enable display collision geometry in game for objects in radius of visibility enter TCG to the console.
Do not use savegames that were made with this command for regular play, restart the game if you want to start regular play.
If they can be used together, should I load this before or after NVMIM?
Load NVMIM if you care more about performance but the performance difference is not massive at all so I would recommend
having this mod overwrite NVMIM.
is still useful.
I just cant do anything to get the same window to popup with the load order as when there is conflicts and because of that its impossible for me to fix this
I never had any problems with Vortex eventhough i know its cursed but i do feel like its getting more and more useless the more time passes, remember the days when you were required to set your load order manually?
---starting a new game fixed it.....
When you download the update, the app doesn't know it needs both the old and new archives, merged.
The show in you Mods pane as two mutually exclusive versions of the same mod. They are both installed, but only one at a time can be enabled. If you choose the latest version, you break the mod. So that may be where your problem comes from.
My take is to
1) install both,
2) manually copy the main file in to the update mod (in 'Vortex/Staging') so Vortex shows the latest version,
3) enable the "Update" version and remove the original mod
Its tricky to know how to deal with this Version-versus-Update ambiguity, and I probably have some body-less updates in my load order right now.
But although i didn't check yet in FNVEdit, i guess installing both is fine.
Also, don't you mind to ask about that fixed mesh for HotelDesk02?
works well in a vanilla+ setting. thank you <3