File information

Last updated

Original upload

Created by

Lime

Uploaded by

LimeMods

Virus scan

Safe to use

59 comments

  1. LimeMods
    LimeMods
    • premium
    • 733 kudos
    Locked
    Sticky
    Important:

    • Do not uninstall this mod mid-playthrough! no exceptions.
    • If you find that the gate is open but you still need to interact with an invisible wall to enter the fort:
    Ensure you have Fort_Open.esm loaded after Improved AI (Navmesh Overhaul Mod)
  2. LongJohnsTreasure
    LongJohnsTreasure
    • member
    • 0 kudos
    is this mod incompatible with encounters of the mojave - the fort and the fort arena overhaul?
  3. exitiumverum
    exitiumverum
    • supporter
    • 0 kudos
    Does mid-playthrough apply if im playing TTW and havent visited New Vegas yet? Sorry if this is a stupid question in advance, thanks.
    1. LimeMods
      LimeMods
      • premium
      • 733 kudos
      If you haven't visited the area yet, there should be no issues.
  4. jedp15
    jedp15
    • supporter
    • 28 kudos
    So this conflicts with your own 'Fort Overhaul' - as far as landscape & nav's are concerned. Which one should load last? Or I guess, how compatible are they together? Thanks!
    1. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Load this after the fort overhaul
    2. jedp15
      jedp15
      • supporter
      • 28 kudos
      Awesome, thanks.
    3. bubaknh
      bubaknh
      • supporter
      • 10 kudos
      Thanks! Both of those mods are great. Would it be safe/possible to merge Fort Open in to Fort Overhaul ? 
    4. LimeMods
      LimeMods
      • premium
      • 733 kudos
      For the sake of compatibility with other mods I'm keeping them seperate for now.

      It should be possible and safe to merge it yourself though - but do test it yourself.
  5. IXREDMENACEXI
    IXREDMENACEXI
    • member
    • 2 kudos
    do we need the navmesh mod too?
    1. LimeMods
      LimeMods
      • premium
      • 733 kudos
      No, but I'd recommend it 
  6. TheBigIronOnMyHip
    TheBigIronOnMyHip
    • member
    • 0 kudos
    Does it open the door to explore the camps that we can see down there on the river?
    1. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Nope, there's not much down there unfortunately that would make it worth doing.
  7. An excellent mod! I honestly don't know why Obsidian put a loading screen here, because getting rid of it entirely nets better performance!
    1. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Thanks dude, honestly the improved performance from not maintaining the "Vanilla" behaviour was sort of unexpected but welcome regardless.

      The damn forced autosave at the top of the hill also contributed to performance issues.
  8. stooshorama
    stooshorama
    • supporter
    • 0 kudos
    Is This Compatible With Nova Arizona?
  9. WastelandWildman
    WastelandWildman
    • premium
    • 1 kudos
    any chance for a version that doesnt cause npcs to disappear? also for some reason theres an area next to Caesars that also triggers the npc despawn 
    1. CovenantTurtle
      CovenantTurtle
      • premium
      • 36 kudos
      I made an override plugin that, in theory, should stop the despawning at the cost of leaving all NPCs permanently enabled, which might affect performance. It also turns off autosaves when crossing the old gate position, as well as some print statements in the console. Note that I haven't actually tested this yet, but all it took was a few minor script changes, so not much can go wrong.

      https://files.catbox.moe/bkn43m.esp

      Don't be sketched out by the URL; catbox.moe is just a convenient drag-and-drop file host that doesn't need an account. If you're still not convinced, then feel free to message me and I'll send it to you some other way.
    2. tereconu
      tereconu
      • member
      • 1 kudos
      @CovenantTurtle Sorry but how do i make this ESP work? i've put it in the mod's file, enabled it but no change.
    3. LimeMods
      LimeMods
      • premium
      • 733 kudos
      I can consider changing this in mainline, although I expect a performance hit.

      The area by the tent causing spawns *might* be a conflict with my map marker mod. (Are you using that by any chance?)
    4. Queli
      Queli
      • premium
      • 19 kudos
      thank you for the plugin.  matter of fact, it increased performance for me.  the only place i was lagging was while passing through the gate.. your plugin fixed that and caused no noticeable fps drops elsewhere
    5. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Likely because it disables the autosave at the top of the hill.

      The current version of this mod maintains vanilla behaviour but I'm considering offering a version that removes the autosave / npc spawn scripts.
    6. LimeMods
      LimeMods
      • premium
      • 733 kudos
      FYI @CovenantTurtle - feel free to upload your patch to Nexus if you like.

      I'm likely going to offer an alternate version of my mod that doesn't play with NPC spawns at some point - but until then I think your plugin is probably useful.
    7. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Autosave and NPCs made persistent with the latest version. Use the MAIN version of the file.

      The old vanilla behaviour version will remain availiable for download.
    8. NabeGewell
      NabeGewell
      • member
      • 0 kudos
      What command/cellID would I use to correct missing NPCs? I've been using the old Vanilla Behavior version on my modlist, (just saw the update) and its still mostly empty past the gate. Antony & the Fight Pit Legionnaire are missing, for example. Using "ResetInteriorAlt TheFort" brings back an error.

      Reloading on an older save & entering the fort for the first time fixes the issue, but if it's possible to avoid. The only mod referencing FortAntony, etc. is YUP.

      EDIT: Going from that new save, they are there on first load, but seem to disappear after the securitrons have been activated, even with the new version. Most NPCs in the camp do, except Lupa and anyone past the gate. Sorry for the spam.
    9. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Bit of a tricky one,

      Generally not a good idea to swap between the different "behaviour" versions after you have visited the fort. (Updating is usually safe, unless I say so in the patch notes)

      You can try:

      FortInteriorNPCParent.Enable
      FortExteriorNPCParent.Enable 
       
      or

      FortInteriorNPCParent.Disable
      FortExteriorNPCParent.Disable 

      Edit: that being said I think I should be able to add something that adjusts for cases like this. I'll provide an updated version soon.
    10. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Okay, I tried to make the mod able to fix this itself should anyone end up in a similar situation.

      Fast travelling to the fort main gate will re-enable NPCs (Unless you are using FPGE and completed the game)
    11. NabeGewell
      NabeGewell
      • member
      • 0 kudos
      I hadn't expected such a quick fix, thank you! I still have the older save, I'd tried to just push through with placing NPCs, (since I keep mentioning Antony specifically, it was for Rex's brain ^^') but it is a Legion playthrough, so I'd been noticing a lot.

      I'll test on both current and old, and see how it goes. Thanks again!!
      (And thank you for the commands as well, just in case)

      UPDATE: Works beautifully on all saves- newest, first load and 2nd. Thought it had been an issue with directly fast traveling into the fort that caused it, but FTing in worked perfectly. I'd been seeing it happen on the strip with new map markers, when not going through loading zones.
      Sorry, rambling a bit. Gonna send a donation to you as soon as I can. Thanks again for fixing my one person problem, lmao.
    12. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Thanks dude, glad it works!
  10. ZhangYueZhi
    ZhangYueZhi
    • premium
    • 16 kudos
    Superisingly, this has a better performance than vanilla fort which is stuttering and crash prone.
  11. lozeldatkm
    lozeldatkm
    • supporter
    • 1 kudos
    Maybe the reasons aren't obvious enough to me... why not open up Caesar's tent? I want to lob grenades in from the outside...
    1. LimeMods
      LimeMods
      • premium
      • 733 kudos
      Scripts on the doors, etc

      His tent is a separate worldspace entirely so it's not as simple as just removing a load door.
    2. IXREDMENACEXI
      IXREDMENACEXI
      • member
      • 2 kudos
      cause you arent supposed to take npc companions with you
    3. LimeMods
      LimeMods
      • premium
      • 733 kudos
      That's another reason lol