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Ashens2014

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Ashens2014

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About this mod

GECK Imposter region addons

Compatibility between a selection of Imposter region using mods -

Mostly used for Aircraft, boats and vehicle mods - increasingly being using for Imposter Lod and environment mods

Requirements
Permissions and credits
Changelogs

Description

Quick description
This mod allows a selection of Imposter region using mods to work together well as opposed to completely incompatible - if you have any queries about this be sure to message me.

This mod does nothing by its self, so only download it as a requirement for GIR mods.

Important 
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Just to give some clarity - Although this mod was alot of work to create it is not doing anything fancy - Its just a bunch of "squares" which are drawn over the map, which if objects are placed in allows them to be seen when within that region . its very simple stuff . The reason this mod was needed is because every mod that wishes to use "new regions" instead of trying to rely on patching together base game imposter regions, will on large scales be pretty much incompatible with any other mod that does the same thing . so I just decided to create "GIR", which would act as the mod holding all the Region edits which other mods could use. 

so its basically an extension to the games available imposter regions to make this feature more "usable" and "accessible" without the issues of "universal incompatibilities" as the extension has dedicated mods that can work together well while using this feature. 

The mods name comes from my intention to use this as a way to get a couple of my aircraft mods loaded in at the same time without needing patching - so "Global" was added to imply map wide loading in but the mod has moved more towards Global, sector and fragment loading. I have gotten pretty used to using the term "GIR" to describe mods which rely on this resource, but the name is slightly inappropriate - it could be something like "GECK Imposter region addons/extension" 




Updates - changes to GIR
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16/09/2024 - Nova arizona 0.18 patch 
couple versions behind but I had it in my files - 
current NA is version 0.20

23/06/2024 - GIR now covers alot more

Updated a bunch of mods which had placed objects, so everything will be pretty much perfect now with 2.66.209 - if you do see any issues in FNVedit they are likely extremely unimportant, as it will likely just be a cell issue out of bounds for aircraft mods.


22/06/2024 - Consistent Light Pollution

if you have had issues with SLRF and GIR -  I made a mod called Light Pollution Manager - Consistent Light Pollution (GIR) - This is what you would use instead - download the optional version called "CLP" and that is what you would use as a fix for this small issue . I am working on trying to get some more  region using mods in a plug and play state with GIR, so hopefully it could be very simple to use all this stuff very soon :) . 

28/05/2024 Nova Arizona Patch - GIR Checker update for 2.66.209

This updates GIR checker to have a "cell validator" in all worldspaces - so you can check if GIR is winning on the strip, freeside, westside, campmcarran and other places given GIR version 2 now supports all "interior" and "mini" worldspaces. 

Nova Arizona Patch made for most recent version of both of mods - 
- Important - This patch only exists as this NA mod has a lot of substance and I enjoy the project much - typically the idea is that the mod developers would create a version of their mod using GIR imposter regions as opposed to me Creating an alternate version of GIR so this is likely the only patch like this I will support. 

24/05/2024 - Version 2.66.209

This Update brings 150 new regions to this resource - 

adds support for all other world spaces  - Bringing the mod back to its "alpha" functionality . 

Brings a new "fragment"  region set to the mod - which is basically collections of Regions supposed to be used in conjunction for the loading of same objects distantly that cannot be targeted by LOD.  A mod which explored this idea was "Distant visible vultures" This is an expanded version of that. 

It comes with optimizations for all "old" regions and a lot of standardization -
A lot of the used regions have been adjusted to  remove loading when in Black canyon to increase performance. 

- downside - The only ramification ( This has also been true for every release ) of version 2 is that all mods released prior to this version which have "Placed objects", will have issues within the 1 cell where the objects are placed . so for instance, the 1 cell where the "vultures" are placed will lead to any mods using Version 2 regions to unload (The map has 3721 cells ) but mods using the older regions will be fine. This is a very small issues, and will likely go unnoticed and is easily fixable with small updates. 

03/05/2024 - Cube Validator 

Download this to quickly test that GIR is working in your load order. if you can see the cube it will likely be working correctly in most of the Main worldspace. 
This will only appear in the main wasteland, so don't try and see the cube from inside the strip,freeside,westside,interiors,DLCS - only the main wasteland. 

if you run around a bit with GIR checker installed and the cube appears and disappears its because another mod is beating GIR for control of that 1 cell, it is up to you to decide if you would rather have GIR win or that mod (this is based on load order, the lower GIR is the more cells it wins control of). most of the time you should let GIR loose, as it will work in most other places. 

But if you wanted to do it yourself, all you have to do is go grab all of GIR regions and add them to the objects region section - in nveditor

2/05/2024 - 7 sector regions added for Imposter LOD mods
added 7 new sector regions to Main wasteland - all to be used for Imposter LOD - 

it is only essential to update if you intend to use new GIR mods or a GIR mod you use has been updated.

16/04/2024  - GIR beta release - Thanks for 10k users
The mods alpha release proved to be very stable so I worked on updating GIR to beta - 

Every mod that worked with Alpha GIR  will work with beta GIR

Positives 
The "beta" removes almost 100+ poorly made regions that were unused, and I expect to not be used. but better regions will be added in future updates when I need them.

Optimizations to existing unused and used regions.

not sure if these mean anything, but might give you an idea of why I needed to update it - 

The Alpha release of the mod would take 5 minutes to save, the beta release takes 5 seconds to save.

The alpha release had almost 60k records
The beta release has nearly 10k records


Possible negatives
The old mods inefficiencies existed as I wanted to account for mods that worked out of bounds, so about 5 regions were massive, which bloated the ESP heavily - these were removed, and replaced with new regions which focus on play area - removing out of bounds viewing. 

if a modder wanted to create a mod with the current beta version they would be limited to "new regions" that are only drawn in the Main wasteland - "interior" regions were all removed . but this will change in hopefully a subsequent update.

-----------------------------

Other stuff -

now I am super uncertain of this, but the alpha release might have been causing stuttering during cell changes - I didn't notice this once during the beta version - but it might just be all in my head. so if you are more experienced playing with the Alpha and you switch to beta and all of a sudden your games smoother. I would love to hear. 

16/04/2024 - GIR log 
 
when editing a base game "placed object" a hierarchy which stores data about its location includes information about "regions", only regions which exist during its creation are stored . which appears to mean that in the 1 cell a base game object is moved or edited we will see incompatibilities with any future GIR versions in that edited cell.

13/04/2024 - Possible GIR changes (decided to not do it)
The mods alpha release was made with the assumption that region data was immutable  - and any slight changes rendered a dependency incompatible, but this is not true- so the mod is likely moving over to the "lite" version which will just be renamed to GIR - but from then on the mod will need new updates for every release but this might allow me to explore incorporating imposter patches from other creators into GIR itself.

benefits - 
Regions will no longer need naming like "xxglobalimposterregion" as the mod no longer need "standardized" data
file will be smaller - 
adding new logical sectors for regional loading can be more precise. 

12/04/2024 - GIR + nova -
This patch version will no longer be using Lite as its too time consuming to update - it will just be compatible now will Full GIR

12/04/2024 - Lite update 1.11.5 - adds 4 regions - Last update for hopefully a long time
adds support for Vultures GIR mod to Lite

11/04/2024 - Lite update 1.11.0 - Optimizations to 2 regions + new region added
The original version of this didn't support Searchlight jets - now supported - optimizations made to 2 massive regions - reducing esp size again . - 

Keep in mind that if you use lite - it will likely get frequent updates for any New GIR mods. 

11/04/2024 - Patch release 
Version Of lite released that works alongside Nova Arizona

10/04/2024 - update

if you use my mods in your FNV sandbox then you have probably seen all the updates I released for dependent mods lately, well that is because they couldn't accept updates to GIR, well now they can. so this "master" file can be updated and all children will accept it, meaning that GIR can have patches made for SLRF for instance. and with this new freedom I released "GIR lite" as a experiment . so feel free to playtest and tell me how it went. 

The regular version has around 154 new regions added - the Lite version reduces this to 11 so it removes 143 currently unused regions

Sort of an experiment - This version will allow all the GIR mods released as of 05/04/2024 to work together but at half the ESP size - removes tons of unused regions - I am not certain if this has any benefits, its just a very focal version of the mod.


Mod released in 2025 - 
  • satalite Impact Animation for OWB

Mods released in 2024 - 
  • B29 Unrecommended edition.
  • freeside sign 
  • Searchlight Animated Jet
  • Distant Vulture flocks loading
  • distant Nipton black smoke
  • red rocket imposter region 
  • NCRCF searchlight distance improvement
  • Hoover Dam Jets Restored and Distant
  • Satellite Dish Imposters (GIR)
  • Farm Barn Imposters for North Vegas 
  • Light pollution manager
  • Lucky 38 Exterior Remastered (GIR)


Mods released in 2022 - 
  • Animated Cargo Plane
  • Animated Race Track
  • Wild wasteland UFOS
  • Placeable Wasteland architecture
  • Come fly with me
  • Tugboat ferry
  • Cargo Vertibird(GIR)

PlayTesting - 
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MasterKingly - comment 

"Honestly, I use almost all your GIR mods and haven’t noticed any performance impact at all. My last playthrough was 400 hours with at least 4/5 installed from the start and the saves worked fine all the way through. It’s absolute dynamite, mate. Made my game way better.
I’m an OG user so didn’t move over to lite. Never had any problems with the full version, so I’ll probably just keep that installed unless I need to change over. Can’t play the game now without vertibirds and planes wizzing over my head!"

elwiin - Comment
it's really been plug-and-play, haven't encountered any pop in/FPS drop that I can remember
whether it be with the vertibird stuff or buildings like satelite dishes, it all works really well
using the GIR patch for the Lucky 38 Remastered even fixed stuff for that mod, so its really been a flawless experience so far. thanks!


Mod Developers - Creating Compatibility 
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Mod developers wanting to Use Imposter Regions:

  • GIR Compatibility:
    If your mod uses imposter regions and you want it to be compatible with GIR, create an ESP alternative that utilizes GIR's regions for imposter purposes.
  • Vanilla Regions:
    Mods that simply add imposters to existing vanilla regions flagged for imposters will naturally work with GIR. This compatibility is why mods like AmaccurzerO's integrate well with GIR.
  • Editing Vanilla Regions:
    Any modifications to vanilla regions will not be compatible with GIR, similar to what SLRF encountered.
  • Adding New Regions:
    Introducing new regions into your mod will also result in incompatibility with GIR, as seen with Nova Arizona and Hoover Dam water jets.

Ensuring GIR Compatibility:
  • Avoid altering base game regions or introducing new ones.
  • Open your mod in a state before any region additions, with GIR set as a master file.
  • In the region selection window, you'll find new regions labeled "Global Imposter" or "Sector Regions."
  • Use these for your imposter needs, ensuring you don't select a region already used by another GIR mod to maintain native compatibility.

Region Usage:
  • A list of used regions is regularly updated on the GIR mod page. Using a region from this list means your mod won't work alongside the corresponding mod.

Region Types:
  • Global Regions: Typically encompass the entire map.
  • Sector Regions: Usually cover smaller, logical map sections.
  • Fragment Regions: Groups of sector regions which form a Global region if all used in conjunction - Fragments are based on Map topology and are based on Mountains, hills, flatlands and other logic to hopefully allow the most optimized loading-

Adding to GIR:
  • If existing regions don't meet your needs and you wish to add your mod to GIR, I can update GIR during my active modding periods.



Regions in use -
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Global Regions 
  • XXGlobalImposterRegion - ( Animated Cargo Plane)
  • XXGlobalImposterRegion1 - (Wild wasteland UFOS)
  • XXGlobalImposterRegion2 - (Placeable Wasteland architecture(GIR))
  • XXGlobalImposterRegion3 - B29 - Unrecommended edition
  • XXGlobalImposterRegion4 - old world blues satallite
  • XXGlobalImposterRegion5 - Come fly with me
  • XXGlobalImposterRegion6 - Cargo Vertibird(GIR)
  • XXGlobalImposterRegion7 - lucky38 remastered
  • XXGlobalImposterRegion9 - Vulture(GIR)
  • XXGlobalImposterRegion13 - LPM - Consistent light pollution region
  • XXGlobalImposterRegion14 - Searchlight Engines
  • XXGlobalImposterRegion20 - GIR Cube - Tool for checking if GIR is working for you
  • XXGIRTStripWorldnew1 - cube
  • XXGIRboulderCW1 - cube
  • XXGIRFreesideFW1 - Cube
  • XXGlobalFreesideNW1 - Cube
  • XXGIRFreesideWorld1 - Cube
  • XXGIRGamorrahW1 - Cube
  • XXGIRLucky38W1 - Cube
  • XXGIRTheFortWorld1  - Cube
  • XXGlobalImposterregion13 - LPM - Consistent light pollution region
  • XXglobalImposterRegion7 - lucky38 remastered
  • XXGlobalWastelandmini2 - lucky38 remastered
  • XXGIRTStripWorldnew2 - lucky38 remastered
  • XXGIRfreesideFW2 - lucky38 remastered
  • XXGIRfreesideNW2 - lucky38 remastered
  • XXGIRGamorrahW2 - lucky38 remastered
  • XXGIRfreesideworld2 - lucky38 remastered
  • XXGIRTstripWorldnew3 - Freeside Sign - Strip distantly viewable model
Sector Regions

  • XXsector1 - Animated Race Track
  • XXsector18 - Tugboat ferry
  • XXsectorX16 - Freeside sign
  • sector2 - Vultures
  • sector8 - Vultures
  • sector12 - Vultures
  • sector11 - Nipton smoke
  • sector31 - NCRCF Searchlight improvement
  • XXsector6 - hoover dam Jets(GIR)
  • sector32 - satellites
  • sector33 - satellites
  • sector34 - Farm Imposters
  • sector35 - Farm Imposters
  • sector36 - Farm Imposters
  • XXsector31 - LPM - NCRCF 

Fragment Regions

  • XXFragment3P1 - Hoover dam Legion fort Inclusion update
  • XXFragment1P1 - LPM - Mojave outpost Imposters
  • XXFragment4P1  - LPM - CampGolf imposters


Advice for GIR users

make sure GIR is loaded above mods which are dependent on it- if GIR isn't loaded above dependencies you will not see anything - 

The mod Placeable Wasteland Watch Tower was made specifically so you can further enjoy the content these mods add. 
Placeable Wasteland Guard Tower


compatibility
if you have any queries relating to compatibilities for mods that use regions - be sure to ask as its pretty easy to find out-
The incompatibilities are only visual ones, meaning one will show up and one will not and its rare mods edit region data, so 99% of mods work with this out the box. 

The mods being discussed below are ones that do stuff with regions.

Weather mods 
Blank for now

compatible -  
mods in this section will work out of the box with GIR  - 

Camp McCarran Animated Monorail
AmaccurzerO's Animated Mojave
NV Animated Zeppelin
Better Strip View
Less Empty Primm - A Primm Town Overhaul

Load order compatible/Minor incompatibilities -  -
Mods in this section are compatible with GIR if they are loaded in a certain order

FPGE - Functional Post Game Ending
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- The primary issues are localized to 6 cells in red rock canyon - just let YUP win this its not a big deal unless you want to create a patch-  The cells 

000DAE33
000DAE3B
000DAE3C
000DAE3D
000DAE43
000DAE44
000DAE45

what does this mean ? This means that my objects will not be able to be seen if you are within these 6 cells. 


The Living Desert - Travelers Patrols Consequences Increased Population and more
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its an ESM so it will win regardless - 
2 conflicts  - very minor impact on GIR - will work together well. except for 2 cells

Uncut Wasteland
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load GIR after 

You will loose out on Water being added to Jacobs town but other than that they work fine- you can easily create a patch for this. 

special Jacobstown water mod
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load GIR before
let this mod win - you will have the pond - but around and in the pond my stuff will not be observable - 
the issues are very minor


Hoover Dam Jets Restored and Distant
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Version exists of this that works perfectly with GIR now - 
https://www.nexusmods.com/newvegas/mods/86383

load GIR before
if using the GIR mod "Starlight Engines" then Zedas mod is incompatible with black canyon flight path - cottonwoodcove to thestrip is not impacted and will work fine if zedas mod wins overwrite. 

The cells that zedas targets for This change - will not massively impact my mods as its in the black Canyon, hoover dam and caesar fort were you cant see most of my stuff anyway - 
its also very easy to create a patch for these two mods due to how well localized zedas made the mod 




Yukichigai Unofficial Patch - YUP 
Spoiler:  
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load GIR before

- The primary issues are localized to 6 cells in red rock canyon - just let YUP win this its not a big deal unless you want to create a patch-  The cells 

000DAE33
000DAE3B
000DAE3C
000DAE3D
000DAE43
000DAE44
000DAE45

what does this mean ? This means that my objects will not be able to be seen if you are within these 6 cells. 

incompatible - 
mods in this section will not work with GIR

Strip Lights Region Fix  
Spoiler:  
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if you want to use GIR, you don't need SLRF - you just use a dedicated mod for GIR called Light Pollution Manager - Consistent Light Pollution (GIR) 

The reason they don't work together is because SLRF drew a new square on a base game region causing new cell data for whole playable map.

 



Old mod page - Archive


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If you are planning to take advantage of imposter regions in your mod and want it to work with GIR, try creating an alternative version of your ESP that uses GIR regions for its imposter needs.

Vanilla Regions: If you plan on using an existing vanilla-drawn region and just adding an imposter to an already flagged imposter region, then your mod will work with GIR anyway. This is why the amazing mods of AmaccurzerO’s work alongside GIR.
Editing/Refining Vanilla Regions: This will be incompatible with GIR, which is what SLRF did.
Adding New Regions: If you add a new region to your mod, this will also be incompatible with GIR, which is what Nova Arizona and Hoover Dam water jets did.
To make your mod work alongside GIR: Ensure you don’t edit base game regions or add new regions. Open your mod in a state where no region additions have taken place with GIR as a master. Then, in the region selection window, you should see a bunch of new regions called “Global Imposter” or “Sector Regions.” If you use these regions for your imposter needs and you don’t use a region that is already in use by another GIR mod, then we will see native compatibility.
Used Regions: I update a list on this mod page with all the currently used regions. If you decide to use the same region, your mod will not work with that specific mod.
Global Regions: These usually cover the whole map.
Sector Regions: These cover smaller, usually logical parts of the map.
New Regions: If you want to add your mod to GIR but no regions are good enough, then I can update GIR when I am actively modding.

abstract for mod developers - 

Quick word for mod developers or patch makers

delete all region edits from the base mod - open that mod With GIR in the Geck - replicate those Imposter placements but within GIRs many custom regions/ or vanilla regions, also review the list below labelled "used" regions and don't use them -  mod should then be compatible. 

If you need any further assistance don't hesitate to send a message! 

Description - 
if two mods either add or adjust existing regions in the game then they are incompatible and will require patching - this mod could fix that by providing a parent file which adds tons of new imposter regions which mod developers could use as a "middle man" to avoid conflicts with each other. This is mostly for me and my mod users to be using , but if you are a mod developer who has either added a new imposter region, or edited existing ones and would like your mods to be compatible with my existing and future mods then please leave a comment as we we will need to designate your mod to  specific regions.

The benefits:
if two mods use this mod correctly they will be compatible 
will require no FNV editing for modders
Allows me and potentially others to create more mods using imposter regions
Allows you to pick and choose which mods you want to use

Why did I make this? 
after I made my Animated cargo plane mod I was pumped to get started on a whole lot of other mods, but during development of my Race track I came across an unfortunate truth, they would all be incompatible with each other, and other peoples mods if they adjusted the regions in FNV. That is why I made this, as it will allow me to share the ESP which edits the base game regions among many mods completely removing the needs for merging and patching. However although this can hopefully allow me to get my stuff working with other peoples mods, its mostly for mine, and one day I will likely merge all my esp based mods into a single file but it will still be useful for custom mod selections and of course others mod. 

Further explanation for mod developers 
The esp must be loaded earlier than dependant mods


Further explanation for mod developers
I must put emphasis on the fact that in order for this to be used correctly, we must communicate to designate you a region - When I am actively modding I will list used regions on this mod page, when I am gone and you would like to use this, please leave a comment here saying which region is in use, and when listing this as a requirement specify which region - for instance "XXGlobalImposterRegion1" . 

It is also very important that you do not edit the Master files Regions - This will cause incompatibilities with every mod that uses this - Also you cannot request new regions are to be added or edited as this would also do the aforementioned . 

Also please be aware I made this knowing this would allow myself and other modders to make our imposter region using mods compatible, But I am under the impression that I would be the only one using this, so this is why the mod is being published with what could be seen as a small amount of regions but as of publishing its alot, and because of this the mod is being listed as "Alpha". 

Each world space has been given new regions:

Global Imposter Regions usually cover the entire World space and are to be used for mods similar to my Animated cargo plane mod. so if you have or are creating similar mods you would use this. 

Sector Regions are more specific areas of the map that you can use.

Regions being used - 
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  • XXGlobalImposterRegion - ( Animated Cargo Plane)
  • XXsector1 - ( Animated Race Track)
  • XXGlobalImposterRegion1 - (Wild wasteland UFOS)
  • XXGlobalImposterRegion2 - (Placeable Wasteland architecture(GIR))
  • XXGlobalImposterRegion5 - Come fly with me
  • XXSector18 - Tugboat ferry
  • XXGlobalImposterRegion6 -  Cargo Vertibird(GIR)
  • XXGlobalImposterRegion3 - B29 - Unrecommended edition.
  • XXSectorx16 - Freeside sign
  • XXGlobalImposterRegionStrip - Freeside sign
  • XXGlobalImposterRegionx13- Freesidesign Lights
  • XXGlobalImposterRegionx14 - Searchlight Engines
  • XXGlobalImposterRegionx9 - V(GIR)
  • sector2 - Vultures (GIR)
  • sector8 - Vultures (GIR)
  • sector12- Vultures (GIR)









What is an Imposter Region?
it is a region that is drawn over the fnv map, and it allows for certain areas to have certain attributes. the base game has many regions drawn across the map that decides things such as Imposters

so lets say you have a region which covers the whole map, and within the attributes of this region you declare that it will have imposters, so you place your asset reference within this regions imposter list. whenever the player in game is within this region that asset will be loaded in. Which differs from the games normal way of loading objects when they are within your object render distance.