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ShanxTadeu2

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  1. Mods that load last overwrite other conflicting mods yes.... But not when a mod edits game files globally . Imagine that i tried various load orders with the previs repair pack vs one of my mods and it still wrecked my location...Until i finally uninstalled it completely ( not just disabled...i mean totally deleted) for my mod to work again. Thanks for your reply! Well, I guess I have to remove all mods than, and test the game only with the mod that modifies the problematic exterior cells. Or buy a fricking high end machine with a gtx 3090 and an insane cpu and mark the exterior cells with the no previs flag in the FO4Edit. Damn...
  2. Nope, I had the bUseCombinedObjects=1 on my Fallout4Custom.ini Deleting the inis and starting a new game didn't solve it. I don't know how to solve this thing. Works for interiors, it doesn't for exteriors. Damn!
  3. Thanks for your reply! I follow your instructions, to see what will happen, and post a feedback here, later. About your question, it's a common sense that such mods only break precombines if the object you scrapped was a part of a precombine. I use the Scavenger mod and I didn't find any issues (i didn't scrap anything in the cells I have issues)
  4. Bump, anyone knows the reason behind it? Can someone point my error? Thanks! I was looking for an answer in the the optimization thread, but I didn't find a solution for it
  5. Thanks for your reply. kk, but I always thought that a mod with a higher load index overwrites any information modified by another nod with a lower load index I guess not... EDIT: Uninstalling Boston FPS fix didn't solve it, and, besides that, the only one who edits the cells I have a problem with is Unofficial Fallout 4 Patch, which I shouldn't uninstall. I really don't have a clue why isn't working
  6. If youre running a previs repair mod any method you use wont work... Even Boston FPS Fix? You see, first I execute a World > Precombine Geometry for Current Cell in the cell I want to regenerate. Next, I execute a Visibility > Generate Visibility for All Loaded Cells and Visibility > Generate Precombine Visibility for All Loaded Cells, respectively. I have uninstalled it, and my custom previs correction esps, located in the bottom of my load order, didn't fix the exterior cells I want to. I have another mod that fixes some interior cells. Should i uninstall both? Thanks!
  7. Good question, I wanna know how to proceed too. Your first approach only works for interior cells for me, for exterior cells it didn't work
  8. Hello guys! Recently I created an .esp inside the CK, to regenerate the precombine meshes and previs data for the CabotHouseExt we found in the vanillar game. Following the instructions found in the Red Rocket TV video, I regenerate, using the World > Precombine Geometry for Current Cell and both Generate Visibility for All Loaded Cells and Generate Precombine Visibility for All Loaded Cells, for the CabotHouseExt cell. I have archived the precombine and previs data on a .ba2 archive, called MyEsp - Main.ba2, and I have it in the bottom of my load list. Ain't work at all. The funny thing is that I did the same procedure for some interior cells and the flickering/invisible meshes thing, caused by precombine and previs issues, was fixed, but it didn't work for an exterior cell. What Am I missing here? Here is a video of the process I done, the key moments are 00:00:58, 00:08:36, 00:09:16, 00:27:39, 00:47:40 , and the gameplay starts at 00:52:20 Even after finishing the regeneration process, the issue remains... Any help will be appreciated!
  9. Hello guys! Recently I created an .esp inside the CK, to regenerate the precombine meshes and previs data for the CabotHouseExt we found in the vanillar game. Following the instructions found in the Red Rocket TV video, I regenerate, using the World > Precombine Geometry for Current Cell and both Generate Visibility for All Loaded Cells and Generate Precombine Visibility for All Loaded Cells, for the CabotHouseExt cell. I have archived the precombine and previs data on a .ba2 archive, called MyEsp - Main.ba2, and I have it in the bottom of my load list. Ain't work at all. The funny thing is that I did the same procedure for some interior cells and the flickering/invisible meshes thing, caused by precombine and previs issues, was fixed, but it didn't work for an exterior cell. What Am I missing here? Here is a video of the process I done, the key moments are 00:00:58, 00:08:36, 00:09:16, 00:27:39, 00:47:40 , and the gameplay starts at 00:52:20 Even after finishing the regeneration process, the issue remains... Any help will be appreciated!
  10. Hello guys! Recently I created an .esp inside the CK, to regenerate the precombine meshes and previs data for the HarborGrandHotelExt02 cell, found in the Far Harbor DLC. Following the instructions found in the Red Rocket TV video, I regenerate, using the World > Precombine Geometry for Current Cell and both Generate Visibility for All Loaded Cells and Generate Precombine Visibility for All Loaded Cells, for the HarborGrandHotelExt02 cell. I marked as masters he Fallout4.esm, DLCRobot.esm, DLCworkshop01.esm, DLCCoast.esm, DLCworkshop02.esm, DLCworkshop03.esm and the DLCNukaWorld.esm, just to be sure. I have archived the precombine and previs data on a .ba2 archive, called MyEsp - Main.ba2, and I have it in the bottom of my load list. Ain't work at all. The funny thing is that I did the same procedure for some interior cells and the flickering/invisible meshes thing, caused by precombine and previs issues, was fixed, but it didn't work for an exterior cell. I also tried to tried to regenerate precombine and previs data not only for the HarborGrandHotelExt02, but for the other 4 cells related to the hotel too. It didn't work neither. What Am I missing here? Here is a video of the process I done, the key moments are 00:00:58, 00:08:36, 00:09:16, 00:27:39, 00:47:40 , and the gameplay starts at 00:52:20 Even after finishing the regeneration process, the issue remains... Any help will be appreciated!
  11. Hello guys! Recently I created an .esp inside the CK, to regenerate the precombine meshes and previs data for the HarborGrandHotelExt02 cell, found in the Far Harbor DLC. Following the instructions found in the Red Rocket TV video, I regenerate, using the World > Precombine Geometry for Current Cell and both Generate Visibility for All Loaded Cells and Generate Precombine Visibility for All Loaded Cells, for the HarborGrandHotelExt02 cell. I marked as masters he Fallout4.esm, DLCRobot.esm, DLCworkshop01.esm, DLCCoast.esm, DLCworkshop02.esm, DLCworkshop03.esm and the DLCNukaWorld.esm, just to be sure. I have archived the precombine and previs data on a .ba2 archive, called MyEsp - Main.ba2, and I have it in the bottom of my load list. Ain't work at all. The funny thing is that I did the same procedure for some interior cells and the flickering/invisible meshes thing, caused by precombine and previs issues, was fixed, but it didn't work for an exterior cell. I also tried to tried to regenerate precombine and previs data not only for the HarborGrandHotelExt02, but for the other 4 cells related to the hotel too. It didn't work neither. What Am I missing here? Any help will be appreciated!
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