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Posted (edited)

The worldspace patch? all of concord is "patched" it's the simplest just play through or run around check out all the open building interiors.

 

Should be a wonderland of stuff it you have not used any of these mods before

Scary, scary ... May take me a bit to get there. I want to finish what I'm doing first.

 

By the way, what exactly is culling?

Edited by rayhne
Posted

culling is "I think" people trying to describe the flickering in and out of objects in game. in this case it actually a VIS (Visibility) issue  causing it. (By It I'm talking about the 2nd building from red rocket.)

 

usually you put planes/boxes in an instance so the game stops rendering behind it to give you more FPS there are many of these throughout the Worldspace in cities.

 

None in this building

 

so if you cant see things properly the PreVis is not being rendered correctly making objects pop in and out of existence. 

Posted

culling is "I think" people trying to describe the flickering in and out of objects in game. in this case it actually a VIS (Visibility) issue  causing it. (By It I'm talking about the 2nd building from red rocket.)

Yeah, that's what I was talking about.  BTW, I moved my load order around to look more like yours and the freeze-ups on entering Concord went away.  Can't say which one did the trick, but it was plainly my load out, not yours.

 

Every day it gets a little more stable.  As long I can stop adding mods and salvaging landscape.

Posted (edited)

@c0c0c0

 

Good to hear, Very odd about the order change. Only mods in the Wiki that can cause the "Lockups" or Micro freeze i.e. loading a Cell while you enter it. Are:

  • Scrap mods that remove the precombined
  • Beantown (as it has the No Pre Vis Flag for MAX compatibility)
  • Fallout 4 HD Reworked Project Revised

It's simple to work out what sort of mods affect this(As long as the authors don't start adding it to scripts).

 

If you open your modlist in FO4Edit and expand them all 1 at a time check if they have a WORLDSPACE section if so expand that and see if it's being overwritten by the modwiki V3 if not it should contain all the XPRI/XCRI if its missing all that info then FO4 will go into Failsafe mode when entering that zone and start rendering every object one at a time (sprint bug/lowered FPS/Micro stutter)

Edited by Gernash
Posted (edited)

Still haven't left Sanctuary; kind of like to have things done before I leave. Since I use Scrap Everything I am noticing the flickering of things but I think I'm actually used to it. :P

 

Opinion time ... is it worth it to use Subway Runner and/or Lexington Interiors? I love new places to explore as long as they don't whammy a low-level me with high level enemies (LI anyone?). I'm still thinking of adding them before I leave Sanctuary.

 

Current mod list/load order

 

 

# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
DLCUltraHighResolution.esm
Homemaker.esm
Snap'n Build.esm
HUDFramework.esm
ArmorKeywords.esm
Arbitration - Resources.esm
ConcealedArmor.esm
ZW's F4 Overhaul Master.esm
Elys - SettlementBuildMaxSize.esp
Homemaker - Greenhouse and Bunker Disabler.esp
Homemaker - Streetlights Use Passive Power.esp
OCDecorator - No Experience.esp
OCDispenser.esp
Evan_Modular Kitchen.esp
MasterworkArchitectureProject.esp
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
Snappy_HouseK.esp
Snappy_DecoKit.esp
WorkshopRearranged.esp
Ground_Vanilla.esp
CWSS Redux.esp
FunctionalDisplays.esp
FunctionalDisplays-Collectibles.esp
BetterModDescriptions.esp
Decal Stain Remover REDUX - All DLC.esp
ZW's F4 Overhaul - Power Armor.esp
DrunkenGnomes_Gnomepocolypse.esp
BTInteriors_Project.esp
AutoDoors.esp
Settlements - Lights Out.esp
FunctionalDisplays-MISC-VIS.esp
MojaveImports.esp
ImmersiveGenericDialogues.esp
Ephla's Unique Chems.esp
Armorsmith Extended.esp
CleanSettlement Greenhouse.esp
The Collector's Guides AIO.esp
Eli_Armour_Compendium.esp
FallComplete.esp
Goodfellow's Diamond City Defences.esp
Diverse Cats.esp
TrashcanFix.esp
WET.esp
Plenty 'O' Exploration.esp
Immortal Cats 2.esp
CartographersMapMarkers Commonwealth.esp
Binoculars.esp
OCDecorator.esp
OCDecoratorDLC.esp
StumbleUponInteriors.esp
Charles River Cell Correction.esp
AkaWaterWorld.esp
SettleObjExpandPack.esp
DogBed.esp
SnapBeds.esp
AES_Renovated Furniture.esp
aes_rendeco.esp
SH Prewar Expansion.esp
OWR.esp
OWR_CraftableDecor.esp
OWR_CraftableDecor_CW.esp
WRPatchesMerged.esp
Friffy_Fixed Rugs.esp
Friffy_Fixed Curtains.esp
dinoshelf.esp
dinoshelf_extra_ammo.esp
dinoshelf_retex.esp
CREAtiveClutter.esp
FAR.esp
Waterworld.esp
Waterworld - Puddle Fix.esp
Pip-Boy Flashlight.esp
DynamicInteriorFogRemoval.esp
HoloTime_2.esp
No more monochrome - Color setting for the Pipboy!.esp
Arbitration - Button Lowered Weapons.esp
BetterModDescriptionsZWF4OPA.esp
MoreWeaves.esp
BetterModDescriptionsMW.esp
dD-Enhanced Blood.esp
SkjAlert_All_DLC.esp
QuickTrade.esp
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Faction and Quest Requirements.esp
Craftable Armor Size - Fix Material Requirements.esp
ShellRain.esp
QuickEnterFromStand.esp
QuickExitToStand.esp
Realistic Death Physics - ALL DLC.esp
Scavver's Toolbox.esp
AnS Wearable Backpacks and Pouches.esp
mso_sms.esp
Craftable Animal Glue - Adhesive Recipes.esp
Ephla's Unique Beverages.esp
Pet - Call -Feed Dogmeat.esp
Farm.esp
SaveManager.esp
SafeTrunkContentsReworked.esp
RealComics.esp
ComicCollector.esp
Armorsmith All DLCs Patch.esp
ConcealedArmor.esp
Craftable Armor Size.esp
BetterModDescriptionsCAS.esp
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
Consistent Power Armor Overhaul.esp
FALLOUT4WT.esp
LegendaryModification.esp
BetterModDescriptionsLMNormal.esp
LegendaryModification - DLC Far Harbor.esp
Laurent's Robot Skins.esp
Anchorage Power Armor.esp
RealTroughs.esp
ZWPAO - Nuka World Patch.esp
free_downgrades.esp
Weaponsmith - VIS Icon Patch.esp
CutWeaponModsRestored.esp
CutWeaponModsRestored-Automatron.esp
CutWeaponModsRestored-FarHarbor.esp
CutWeaponModsRestored-NukaWorld.esp
CWMR-Patch-AWKCR.esp
CWMR-Patch-ValdacilsItemSorting-AllDLC.esp
LegendaryModificationMisc.esp
BetterModDescriptionsCWMR.esp
BetterModDescriptionsLMMiscNormal.esp
EveryonesBestFriend.esp
HushDogmeat.esp
SettlersRename.esp
BetterSettlers.esp
BetterSettlersCleanFacePack.esp
BetterSettlersNoLollygagging.esp
My_Minutemen.esp
AA Lots More Settlers and Enemies.esp
RaiderFaceVariety_2.0.esp
DX Adventurer Outfit.esp
Glowing Animals Emit Light.esp
VisibleCompanionAffinity.esp
BrighterSettlementLights.esp
BetterCompanions.esp
ModdableRobotSettlers.esp
CompRedo.esp
QuieterSettlementsMerged.esp
UncappedSettlementSurplus.esp
Guards.esp
Randomized DC Guard Outfits.esp
Old World Plaids.esp
GruffyddsSignsAndPosters.esp
PowerArmorHUD.esp
XnjguyFilledMods_AIO.esp
RequestTimeAIO.esp
NoMoreRandomTurretMks.esp
VendorVariety.esp
LaundryDay.esp
DishWashing.esp
Power Conduits and Pylons Overhaul.esp
Ground_Farm.esp
Northland Diggers New.esp
MoreColorfulHarvest.esp
Weapon Rack Extended.esp
SettlementGarageSale.esp
Hermetic_PA.esp
EvilViking13_MinutemenMorale.esp
TakeCover.esp
UMD - A.esp
DeadBodyCollision.esp
Perk Magazine Material Fix.esp
No More Fake Puddles - Nuka World 1-0.esp
NullifyMoleratDisease.esp
Remove Overweight Cant Run Message.esp
ShelteredBeds.esp
QuestsTags_00_NotAllDLC.esp
minutementweak.esp
Standalone.esp
LootInVaultLockers.esp
Immortal Cats - Cat Meat to Cat Food.esp
K9TacticalHarness.esp
ZWPAO - MegaPatch.esp
SettleObjExpandPack-AutoDoorsPatch.esp
AD_DLC.esp
QuestsTags_DLC01_Automatron.esp
QuestsTags_DLC03_FarHarbor.esp
SkipHSH1_6.esp
QuestsTags_DLC04_NukaWorld.esp
QuestsTags_DLC06_VaultTec.esp
BetterModDescriptionsAE.esp
Synth Overhaul.esp
CleanSettlementsMerged.esp
FunctionalDisplays-AID-VIS-WI.esp
FunctionalDisplays-Patch-DLC-ALL-VIS.esp
spacefiddle_Follower-Stealth-Distance-Fixes.esp
VerticalConduits.esp
More Realistic Cats.esp
SH Expansion Leveled List.esp
CartographersMapMarkers FarHarbor.esp
CartographersMapMarkers NukaWorld.esp
MojaveImports - SafeTrunkRework.esp
NoVanillaRadiantDLCLocations.esp
BetterSettlersFarHarborPatch.esp
Eli_Crafting Shiz 9000.esp
AA LMSE_FarHarbor.esp
TrapperFaceVariety.esp
LMSE Patch.esp
Immersive HUD.esp
MODWiki - CORE - Edited - Patch.esp
MODWiki -Power Armor-Edited-Patch.esp
MODWiki-CraftingRedirect-Edited-Patch.esp
Merged Patch.esp
Scrap Everything - Core.esp
Scrap Everything - Far Harbor.esp
Scrap Everything - Nuka World.esp
CleanSettlement Greenhouse Scrap Everything Compatibility.esp
Scrap Override Patch.esp

 

Edited by rayhne
Posted

Subway Runner :OK (It's a dungeon crawl)

Lexington Interiors :I've come to the sad conclusion that I will be removing this from the modlist as some of the alterations in this mod cause issues with my patch and are unresolvable (I don't think it's because of my limited knowledge just how some edits have been done.) I will keep an eye on it in case it changes.

 

They can be added and removed during playthrough.

 

POT: is a bit of a Zomby fest with high level mobs. (i.e. Zone in doors)

 

BTI will always be the GOTO mod though if you just use that it adds so much added atmosphere.

 

Your modlist ZOMG there are a lot of mods that have LL injection I've not looked at them so I cannot advise.Hmm I might make a Modlist Safe list ot something

 

CartographersMapMarkers - Good luck with this one and DEF_UI

 

 

Let me think about it a bit


OH And I like 3DNPC too it has Quests and stuff and interesting NPC's not PEWPEW 20 Zombies.

Posted

Is there a problem with CartographersMapMarkers?

 

Yes, I do tend to go mod heavy ... it's an addiction, you know ...

 

I've done some tweaking with the leveled lists and put them in the merged patch.

Posted

CartographersMapMarkers no issues with mod just the map markers may not be compatable. it's because the map you use and the Markers themselves get altered in the swf files I've seen the problem but Not had time to delve into SWF files and find a clean solution or an injector for them.

 

(Basically when you use the HOLOTAPE the item dont appear on the map)

Posted

Various weapons that I've found don't have icons. When I do the drop and transfer into workbench, the names will sometimes change. Is the Beratta 470 suppose to be shotgun?

Posted (edited)

https://www.google.com.au/search?q=Beretta+470&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwi6_5qHjNLSAhVLv5QKHafPD_4QsAQIHQ&biw=1172&bih=867


Various weapons that I've found don't have icons. When I do the drop and transfer into workbench, the names will sometimes change. Is the Beratta 470 suppose to be shotgun?

If some items will not change they are not linked to the INNR and will have to be scrapped. All new items (MOB Drops and crafted) should function (if you come accross something like that please tell me.) I've added all the DLC weapons but I may have missed something

 

I only bug catch when Playing I know I've spelled resource wrong for lead or missed a bracket or something

Edited by Gernash
Posted (edited)

Most times the pipe pistol will not get an icon. I have maybe 3-4 of them and only one has an icon.

 

The short double-barreled shotgun starts off with no icon but when I do the drop it and transfer to workshop, it gets one and the name changes to Beratta 470.

 

The Short pipe bolt-action rifle starts off no icon but gains it with the drop-and-transfer trick.

 

The bread box has no icon. may just be my set up. That I fixed but the two above look correct.

Edited by rayhne
Posted

Yep normal Scrap broken item new items will work It's how it all works just for ever more use the icon patch with any load out and items will be iconified.

Posted

I've tried to have it the same naming as all the modern weapons as most mods seem to use the naming convention as well as the caliber rounds in most mods.

 

Very few mod authors keep the Vanilla naming convention.

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