Please stop asking if "x" mod is compatible with this. The short answer is no, probably not without a patch. Overhaul mods like this often require patches, that's the norm.
A nice thing that I've noticed while testing this mod is that you combined some vanilla meshes that were modular into one mesh and as a result, it reduces draw calls. It's a little thing, but it really makes me happy to see that kind of care for mods.
Hi, I like this mod and changes it makes a lot. But I'm having the same issues outlined in the Interior Visual Bug, except I can't find anything indicating a mod conflict and it's put near the top of the load order.
Check FNVEdit. Just because Pleasant Primm loads last doesn't always mean everything will be groovy. For me, it was this mod (ExRB) I installed long ago and forgot all about. I would bet money this is your issue if you are seeing that culled hallway by the kitchen. If you really wanna use that mod with this one, just delete the entries in that mod affecting Bison Steve cell.
I only gave this a cursory glance, but this seems to be compatible with Less Empty Primm! Neat! I love both, so it's nice that they don't have any objects clipping with eachother. Navmesh seems fine too!
Hello, great mod i had fun with it on a previous playtru. But im having issues now when I disable the mod, it removes the vanilla assets it was replacing from primm, the walls are gone and all the buildindings near the nrc camp are gone, only their tents remain. when i enable the mod everything works as it should in the mod. Is there a safe way to uninstall?
Great mod but where is Ruby Nash ? She have completly disappeared from Primm, i want my Radscorpion stew. Anyone know if it's a bug or she's just elsewhere. I don't have any other mod that alter Primm.
i used console command to spawn her, and she seems to have normal behavior, dunno where the issue is.
Edit : to be sure i used console command to tp myself to her, she's between sloan and quarry junction, since i use noo mod that alter behavior i'm assume it's coming from this one. (or the quarry junction one).
Same issue, I think it has to do with the nav mesh changes and another mod. The High Desert might be part of the issue? Not sure. I fixed it for awhile I thought but it's back again.
LOD is generated with the static collection, if that mesh doesnt have LOD in the base game the SCOL also wont have LOD. Regardless, feel free to upload any files to nexus, I make my mods with the vanilla game in mind first and foremost
The weird thing is that the walls placed in vanilla are much more detailed than these! It could be that I'm using many LOD mods that enhance the detail of meshes so yours stayed vanilla-like and I noticed the difference - anyway, thanks for the mod, I've been using it for a while now and I can't imagine going back!
I like the mod but my only complaint is that the sandbag fortifications added around the NCR camp seem to be a different asset than the vanilla ones, causing them to not be effected by retextures like this mod. This causes an ugly look with 2 different types of sandbags, the modded ones don't blend in with the rest.
Great mod but it contains tons of deleted vanilla game navmeshes, with brand new navmeshes of yours being added. You need to either restore the original navmeshes and merge your changes into them via xEDIT (Best solution for compatibility) Or disable all the deleted record (Not as good as the first solution but at least better than deleting them).
Okay then your mod may cause game breaking glitches if someone uses a mod that adds a load door to the areas you edit. Which could be avoid if you at least disable the deleted navmeshes which could be done in like 2 seconds in xEDIT. Your edits are not proper modding technique.
But if you are okay with that then more power to you.
I'm not trying to be hostile here, Why not just disable them in 2 seconds? Proving it would take longer than updating your mod (Which I'm not opposed to)
Im just fuckin' around, I *might* update it at some point in the future but compat patches could be made. If two mods edit nav they conflict regardless. Really low on my list of priorities.
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Edit : to be sure i used console command to tp myself to her, she's between sloan and quarry junction, since i use noo mod that alter behavior i'm assume it's coming from this one. (or the quarry junction one).
This is how it appears up close:
This is how you see it from afar:
Needless to say, the lack of steel fence is noticeable.
I fixed it for myself but I'm sure not everyone's willing to do so since it's kinda tedious.
You need to either restore the original navmeshes and merge your changes into them via xEDIT (Best solution for compatibility)
Or disable all the deleted record (Not as good as the first solution but at least better than deleting them).
Which could be avoid if you at least disable the deleted navmeshes which could be done in like 2 seconds in xEDIT.
Your edits are not proper modding technique.
But if you are okay with that then more power to you.
prove it
(Which I'm not opposed to)
As far as proof, Wall_SoGB has a post on the xNVSE discord where he confirms to another user deleted navmeshes can cause issues.
If you were curious.
But yeah keep up the good work man, I love your mods.