RedRocketTM Posted January 10, 2017 Author Share Posted January 10, 2017 @TheGadget: Well it's not that I need the Castle desperately, other than for the quests there. There are far nicer places in the game. I mean... yeah it's the MM base, but well I have Preston with me all the time anyway, and the rest of my team so we're practically doing everything on our own anyway so screw that old ruin... :D I already have a nice home somewhere, that's enough. @Jimmy: I already tried that mod, but it only works for certain areas. I haven't had much trouble with flickering LODs in my settlements or other exterior cells anyway, except with College Square which I tried to mod and disabled it until I found out about disabling culling for good. My REAL problem were interior cells. Modding them resulted in... either totally invisible textures, although the object was still there. It wasn't scrapped as it should have been there, but it was invisible. Turning on the pip boy light, you could see the object as a shadow. And off course there were these didsappearing textures of objects in certain camera angles. Both could be solved by scrapping or, if that didn't work disabling the affected object and replacing it with a fresh workshop item - as far as I had these items in my workshop. But there were items which I did not have at all, or areas, where the workshop couldn't be accessed, which made the whole thing a true bother. So I gave up on it, disabled all preculling and every object is now in its place as it should be, and it is visible, no matter the viewing angle. I haven't seen this happening in any other game before FO4, and it's not funny given that you should be able to mod the game... :P Link to comment Share on other sites More sharing options...
damanding Posted January 10, 2017 Share Posted January 10, 2017 There are only vanilla settlements in the list, except for the Institute Safe House, which is a player home (interior cell) with its entrance linked to the door of an unused building in Concord. I even tried to disable that one, to see if it helps, but no luck here. Also, I can open the workshop inside the institute - I can only scrap stuff that suffers from the disappearing texture bug AND is added by other mods (Director's Quarters in my case) but... I shouldn't be able to open the workshop in there in the first place. God knows why this is even possible if I don't have the Institute as a settlement mod active. (If I do have it active, it doesn't appear in the workshoplist though)Some things persist in saves and that's why some mods are not safe to uninstall mid-way through a game. All mods which touch the settlement system, even if they don't touch the Castle directly are potential culprits. All mods which touch the power system are potential culprits. And sometimes mods you wouldn't expect to touch those systems are in fact touching them. Unless you know a fair amount about how mods work behind the scenes you can't pass judgement on which mods are "definitely" not responsible. Even if you do know quite a bit about how they work, sometimes a mod will do something you wouldn't have expected. This is why it really is important to know what your entire mod list is, and not just the ones you're currently running, but also the ones you disabled in your testing. Just because you disabled a mod doesn't mean that it's no longer affecting your game...if it had anything in it with persistence, it's still affecting your game. Given the problems you're having, I'm guessing that something with persistence is the culprit. Link to comment Share on other sites More sharing options...
damanding Posted January 10, 2017 Share Posted January 10, 2017 Just to give an example of how surprising a mod can break a game, the mod Welcome to Goodneighbor which adds a quest and new locations to Goodneighbor breaks the quest you do with the Minutemen in Sanctuary when Preston, Mama Murphy and the gang all first move in. You know the quest where you have to build beds, plant crops, and set up defense for Sturgis? I'd have never guessed that Welcome to Goodneighbor was responsible for breaking that quest (and other settlement functions). Plus, once a mod has been installed in a game, some of the damage is permanent, simply uninstalling the mod doesn't fix everything. Link to comment Share on other sites More sharing options...
RedRocketTM Posted January 16, 2017 Author Share Posted January 16, 2017 Hey guys! Just a quick update on the whole issue - after defending the caste from the institute's attack everything seems back to normal again. O.oI can use anything power related, I can use wires, and I do not get thrown out of workshop mode because fo some invisible borders or whatever anymore...I have no idea why it was bugged before, nor why it is working again, but hell, I'm glad it does! Thanks for all your suggestions anyway! :) Link to comment Share on other sites More sharing options...
JimmyRJump Posted January 16, 2017 Share Posted January 16, 2017 Sounds like things for some reason derailed but the train was put back on the right track thanks to a normal line of pursuit -which re-enstated things as they should have been- and its logical continuation... :smile: Link to comment Share on other sites More sharing options...
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