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Walking around causes objects to disappear and reappear at random.


Kyotra

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So I'll be walking around in my modded game, when suddenly one or two objects will suddenly disappear (textures disappear, however the object still exists). Once this starts, further steps will cause more objects to disappear, until everything is invisible and I'm looking straight at the skybox. After a few more steps everything will pop back in.

 

Aside from a few texture replacement mods (which were installed AFTER this problem started) I have no idea what could be causing this. All I've ever installed are armor and weapon mods, and True Storms. I just need some idea as to what this problem could be tied to so I can pinpoint the issue myself.

 

EDIT: After some testing, it seems one thing that consistently triggers it is walking through the middle of Sanctuary, near the playground.

Edited by Kyotra
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Did you remove any larger objects like hedges or even buildings with some sort of scrapping mod or by deleting them via console? Many of these are used for LOD rendering and will lead to this kind of visual glitch when standing/walking in the place where they used to be. That's the reason, why Spring Cleaning (the Scrapping mod with the most reasonable approach and the least bugs in my opinion) for example does not allow scrapping these by default. Edited by wax2k
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Did you remove any larger objects like hedges or even buildings with some sort of scrapping mod or by deleting them via console? Many of these are used for LOD rendering and will lead to this kind of visual glitch when standing/walking in the place where they used to be. That's the reason, why Spring Cleaning (the Scrapping mod with the most reasonable approach and the least bugs in my opinion) for example does not allow scrapping these by default.

 

I'm having this problem exactly, only with the Scrap Everything mod. Funny thing - it's only started happening after the 1.3 patch. Mod worked perfectly before the patch. Same settings, mods, load order... the only difference is 1.3.

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The mods do the same as before: they allow scrapping stuff. It's not the mods that trigger that glitch, it's you removing certain objects from the game, that are used in LOD rendering. It doesn't matter if you do that by using a mod or by deleting them manually via console commands. The issue was the same before Fallout 1.3. You obviously just didn't notice it before.

Edited by wax2k
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I've scrapped the hedges in Sanctuary, would that cause this? I don't have any mods like Scrap Everything (trying to avoid cell reset), I was surprised I could even do it. Would it be Homemaker that is allowing me to do this? While I can delete the hedges I still cannot delete the buildings, so I thought whatever was allowing me to do this was A-okay.

 

Also, this tends to happen even when walking in places that didn't have those objects in them.

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I've scrapped the hedges in Sanctuary, would that cause this?

Yes, as I already stated in my first post.

 

Would it be Homemaker that is allowing me to do this? While I can delete the hedges I still cannot delete the buildings, so I thought whatever was allowing me to do this was A-okay.

No. Neither Homemaker nor vanilla game allow the large hedges to be scrapped. As I stated: either you used some kind of scrapping mod (Spring Cleaning for example, which doesn't trigger the cell reset bug. Could maybe also be one of those "Repair xyz" mods, though I haven't used them, so I wouldn't know), or you used console commands to delete them.

Edited by wax2k
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No. Neither Homemaker nor vanilla game allow the large hedges to be scrapped. As I stated: either you used some kind of scrapping mod (Spring Cleaning for example, which doesn't trigger the cell reset bug.

 

 

Okay, see, this is baffling me, because the only scrapping mod I am using is "Scrap Dead Things", and that mod only works on NPC corpses. Nothing else. My only guess is one of my settlement crafting mods (Snap n' Build, NX Pro) has added the ability to scrap all the dead plants around Sanctuary in a recent update.

Edited by Kyotra
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None of the settlement workshop mods that I know of, allows for scrapping hedges. And I use(d) most of them and at least all three you mentioned yet. Post your full load order in spoiler tags please an we'll see if something leaps to the eye.

Edited by wax2k
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0 0 Fallout4.esm
1 1 ArmorKeywords.esm
2 2 SettlementKeywords.esm
3 3 Robot Home Defence.esm
4 4 Snap'n Build.esm
5 5 Homemaker.esm
6 6 Worsin's Garage.esm
7 7 Loads.esm
8 8 CROSS_CosmeticFramework.esm
9 9 Armorsmith Extended.esp
10 a CROSS_Cybernetics.esp
11 b CROSS_Cybernetics_NoRobotFootStepSounds.esp
12 c CROSS_ExoFrame.esp
13 d CROSS_Gear.esp
14 e CROSS_Uni_Scarf.esp
15 f CROSS_Uni_BosUniform.esp
16 10 CROSS_Uni_Headset.esp
17 11 Armored General by Hothtrooper44.esp
18 12 NanoArmor.esp
19 13 DX Courser X-92 Power Suit.esp
20 14 B-90.esp
21 15 DX Chem I Care Outfit.esp
22 16 DX Commonwealth Mini Dresses.esp
23 17 DX Commonwealth Shorts.esp
24 18 DX Vault Girl Shorts.esp
25 19 AlternateSettlements.esp
26 1a Eli_ArmourCollection.esp
27 1b Rangergearnew.esp
28 1c Armorsmith Unoctium Extended.esp
29 1d Synth MegaPack.esp
30 1e Wasteland Sniper by Hothtrooper44.esp
31 1f Armorsmith Hothtrooper44 Extended.esp
32 20 Eli_Accessories.esp
33 21 Vasstek_VaultSuit.esp
34 22 NanoHelmet.esp
35 23 AnS Wearable Backpacks and Pouches.esp
36 24 AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
37 25 AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
38 26 AnS Wearable Backpacks and Pouches - AWKCR.esp
39 27 Craftable Armor Size - Fix Material Requirements.esp
40 28 BrighterSettlementLights.esp
41 29 Brighter Mirror Ball Light (Disco Ball).esp
42 2a DD_build_a_castle_01.esp
43 2b Simple Intersection.esp
44 2c ConstructionLight_ExtraBright_Shadows_Wireless.esp
45 2d DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp
46 2e AllCamoUniforms.esp
47 2f ValdacilsItemSorting-Misc.esp
48 30 BobbleGirl.esp
49 31 NewCalibers.esp
50 32 New Calibers - VanilliaWeapons.esp
51 33 DD_fire_lights.esp
52 34 Dont Throw Stones.esp
53 35 DD_Columnsandstuff_1_0.esp
54 36 DDP_Ramps_mark1.esp
55 37 DD_Michael_Faraday_Time_yo.esp
56 38 DD_Spiral_staircases.esp
57 39 DD_flag_poles.esp
58 3a DD_I_Ran_Out_Of_Funny_Names.esp
59 3b Crafting Workbench.esp
60 3c Crafting Workbenches - Ammo.esp
61 3d Crafting Workbenches - Ammo Special.esp
62 3e Crafting Workbenches - Faction and Quest Requirements.esp
63 3f ExpandedSettlementBuildings.esp
64 40 Friffy_Fixed Rugs.esp
65 41 Northland Diggers.esp
66 42 OCDispenser.esp
67 43 OCDecorator.esp
68 44 BetterJunkFences.esp
69 45 AzarPonytailHairstyles.esp
70 46 HairVariations_YoungAtHeart.esp
71 47 HairVariations_FairyTails.esp
72 48 HairVariations_Elegant.esp
73 49 HairVariations_Sophisticate.esp
74 4a CraftableCookingOil.esp
75 4b NX Pro - Farm Core.esp
76 4c ValdacilsItemSorting-AidReducedWeight.esp
77 4d Wastelander's Cookbook.esp
78 4e WeaponRacks.esp
79 4f WeaponRacks-Weapons-Vanilla.esp
80 50 MojaveImports.esp
81 51 MojaveImports_NukaColaCherry_ValdacilsItemSortingPatch.esp
82 52 MojaveImports_ValdacilsItemSortingPatch.esp
83 53 [PPE] Wastelander's Cookbook + Mojave Imports [Patch].esp
84 54 WCB - ViS Sorting Patch.esp
85 55 N7-Armor-Standalone_by_Ruddy88.esp
86 56 N7-Armor-Standalone_by_Ruddy88 - AWKCR Compatibility.esp
87 57 GlovesOfTheCommonwealth.esp
88 58 GlovesOfTheCommonwealth - AWKCR Compatibility.esp
89 59 ValdacilsItemSorting-Mods.esp
90 5a More Power Armour Mods.esp
91 5b ValdacilsItemSorting-ArmorByClass.esp
92 5c WIPAG - Mod Overhaul.esp
93 5d Jetpacks Unlimited Master.esp
94 5e CSAnavy.esp
95 5f EferasBetterBeds.esp
96 60 Business Settlements.esp
97 61 BusinessSettlements-SKPatch.esp
98 62 DD_Floor_brace.esp
99 63 Homemaker - SK Integration Patch.esp
100 64 MYBlackWidowBed.esp
101 65 Guard Rug - D3.esp
102 66 Guard Rug - D6.esp
103 67 Guard Rug - D1.esp
104 68 NX Pro - Harvest Overhaul.esp
105 69 NX Pro - Farm Core - Homemaker.esp
106 6a NX Pro - Farm Core - Valdacil's Item Sorting.esp
107 6b ScrapDeadThings.esp
108 6c SkjAlert_RS+.esp
109 6d Snap'n Build - Modules.esp
110 6e MiscHairstyle.esp
111 6f BetterArmorModDescriptions.esp
112 70 EndorsCustomCombatArmor.esp
113 71 EndorsCustomCombatArmor_AE.esp
114 72 Craftable Armor Size.esp
115 73 BetterArmorModDescriptionsAE.esp
116 74 BetterArmorModDescriptionsCAS.esp
117 75 EndorsCustomCombatArmor_CAS.esp
118 76 BetterWeaponModDescriptions.esp
119 77 LegendaryModification.esp
120 78 BetterArmorModDescriptionsLMHard.esp
121 79 ValdacilsItemSorting-Ammo.esp
122 7a ValdacilsItemSorting-CosmeticsByType.esp
123 7b ValdacilsItemSorting-ExplosivesSortTopWeightless.esp
124 7c ValdacilsItemSorting-Junk.esp
125 7d ValdacilsItemSorting-Perks.esp
126 7e ValdacilsItemSorting-Weapons.esp
127 7f VIS-PatchWeaponRacks-SortTop.esp
128 80 AK47.esp
129 81 NewCaliber-AK47Patch.esp
130 82 AK47 - AWKCR Compatibility.esp
131 83 Carbon Fiber Combat Rifle.esp
132 84 Carbon Fiber Combat Rifle - AWKCR Compatibility.esp
133 85 BattleRifle.esp
134 86 G67-BWMDPatch.esp
135 87 Glock20.esp
136 88 IF88TacShotgun.esp
137 89 IF88TacShotgun - AWKCR-Compatibility.esp
138 8a IF88TacShotgun-LOADS.esp
139 8b Parang Machete.esp
140 8c Parang Machete - AWKCR Compatibility.esp
141 8d Rhino.esp
142 8e RangerSequoia.esp
143 8f RangerSequoia-LOADS.esp
144 90 AK2047.esp
145 91 R91M.esp
146 92 M14.esp
147 93 G3.esp
148 94 BetterWeaponModDescriptionsG3.esp
149 95 R91M - AWKCR Compatibility.esp
150 96 AK2047 - AWKCR Compatibility.esp
151 97 M14-LOADS.esp
152 98 M9.esp
153 99 M9 - AWKCR Compatibility.esp
154 9a NewCaliber-CloudsGunsPatch.esp
155 9b BattleRifle - AWKCR Compatibility.esp
156 9c Eli_Utility Jumpsuits.esp
157 9d Eli_Sleeveless Outfits.esp
158 9e VIS-PatchWeaponRacks-Tools.esp
159 9f WeaponRacks-Tools-Vanilla.esp
160 a0 Eli_RuggedOutfits.esp
161 a1 Armorsmith Elianora Extended.esp
162 a2 KerriganGlasses.esp
163 a3 Kerrigan.esp
164 a4 StealthSuit.esp
165 a5 Armorsmith Prototypes Extended.esp
166 a6 KerriganColorChange.esp
167 a7 JU Worsin's Edition (Compact).esp
168 a8 WIPAG - Paint Garage - Style 1 (Easy).esp
169 a9 WIPAG - Paint Garage - Style 2 (Easy).esp
170 aa WIPAG - Paint Garage - Style 3 (Easy).esp
171 ab WIPAG - Paint Garage - Style 4 (Easy).esp
172 ac WIPAG - Paint Garage - Style 5 (Easy).esp
173 ad WIPAG - Paint Garage - Style 6 (Easy).esp
174 ae WIPAG - Decal Station.esp
175 af WIPAG - Materials Overhaul.esp
176 b0 WIPAG - Model-X.esp
177 b1 WIPAG - Super Patch AKW.esp
178 b2 DX Adventurer Outfit.esp
179 b3 Armorsmith DeserterX Extended.esp
180 b4 CCOFO4 - Traits and More Perks.esp
181 b5 SettlementContainers_NoRespawn.esp
182 b6 RebuiltSeriesPrewarHouses_scnr.esp
183 b7 Dogmeat's Backpack.esp
184 b8 DesertEagle50AE.esp
185 b9 SkibsWH77LSW.esp
186 ba SkibsWH77LSW-LOADS.esp
187 bb mk14.esp
188 bc RaiderOverhaul.esp
189 bd Raider Overhaul - AE Patch.esp
190 be AK-M14Standalone.esp
191 bf AK_AK2047Standalone.esp
192 c0 AK_AK47Standalone.esp
193 c1 AK_CarbonFibreStandalone.esp
194 c2 AK_G20Standalone.esp
195 c3 AK_G3Standalone.esp
196 c4 AK_G67Standalone.esp
197 c5 AK_IF88Standalone.esp
198 c6 AK_LeveledLists.esp
199 c7 Skibs223Pistol.esp
200 c8 BetterWeaponModDescriptions223P.esp
201 c9 Skibs223Pistol-LOADS.esp
202 ca USP 45.esp
203 cb AK_M9Standalone.esp
204 cc AK_NCRAMR.esp
205 cd AK_ParangStandalone.esp
206 ce AK_R91Standalone.esp
207 cf AK_RhinoStandalone.esp
208 d0 AK_USP45Standalone.esp
209 d1 AK_WH77Standalone.esp
210 d2 AK_MK14Standalone.esp
211 d3 DD_M79_Launcher_woooot.esp
212 d4 TrueStormsFO4.esp
213 d5 TrueStormsFO4-ClimateSettings.esp
214 d6 TrueStormsFO4-GlowingSeaExtraRads.esp

 

 

Alright, there ya go.

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No known or quite obvious primary suspect mod related to this. If I had to guess, I'd probably go for RebuiltSeriesPrewarHouses_scnr.esp, although that shouldn't affect Sanctuary according to the description.

 

But you could make a small test: keep your current mod setup and start a new game. Go to sanctuary and see if you really can scrap the hedges there. If yes, try disabling this mod and see if it still works. And you can do the same for any other mod you suspect. And if you can't scrap them with your current mods, you probably just don't remember using a scrapping mod or deleting them via console.

 

Btw. since you mentioned wanting to avoid the cell reset bug: that mod does trigger it in all cells edited by it. And the required SettlementContainers_NoRespawn.esp is just a workaround for containers, not for power armor frames. Placing a found power armor frame in one of the cells affected by RebuiltSeriesPrewarHouses_scnr.esp will have it reset on fast traveling or spending enough time away from the location.

Edited by wax2k
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