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Vault 111 elevator platform as you leave the vault is invisible


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Did you add that under [Display]ÃÃÂ or under a different header in the .ini file?

It goes under display.

 

If it's not already there then it's possibly in fallout4custom.ini .

 

Another possibility is that a mod like spring cleaning is adding it when you start the game up.

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Maybe if you delete the ini files from Documents my games fallout 4 and then, run Fallout 4 to create new

 

or delete any other folder, at user folder, where a mod manager program create a folder to add files and keep the plugins or other files

 

Mod organizer make and keep plugins and Fallout 4 ini files, where it install, if someone decide to use this from the start

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  • 4 weeks later...
Yep. Pretty much all scrap mods add the ini line because you can't just scrap individual things without it. You actually don't need preculled meshes if you have a 1060ti or similar graphics card as they precul meshes themselves. Personally I just put up with the invisible elevator.
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  • 1 month later...

Yep. Pretty much all scrap mods add the ini line because you can't just scrap individual things without it. You actually don't need preculled meshes if you have a 1060ti or similar graphics card as they precul meshes themselves. Personally I just put up with the invisible elevator.

 

Scrap Everything provides the ini edits as an option for people who want to use mods like Conquest and scrap anywhere and everywhere. It works fine without it (at least in vanilla settlement bounds), because it is very easy to apply those changes on a per cell (or per 3x3 cell grid for Previs). Spring Cleaning only gives the ini option because it hasn't been updated since before the Cell Reset bug was fixed by Bethesda. That bug meant that any plugin that touched a cell and didn't have the ESM flag would cause the Cell to reset all the time (including things like containers and power armor). SC also has an ESM version, but as an ESM it is very easy for a later mod to undo the breaking of precombineds/previs by touching that cell in a way that doesn't break precombineds/previs.

 

I put a ton of warnings on the ini options*, but a lot of people ignore them and then complain about the problems I warned about, so I am making them a separate download next update. That way I have proof that they used them.

 

Honestly, if someone wants to use a mod like Conquest and be able to scrap anywhere, I would recommend using Geth7n's mod. Either the plugin or the script, making sure that it only gets applied to exterior cells. If you use mods that rely on Cell edits (like some lighting/sound mods), I recommend a combination of the two (Geth7n's plugin loading before them, with the script applied to those so that you get the affects of both.

 

*among other things, disabling previs in interior cells re-enables room bounds and portals, and Bethesda did a very lazy, half-assed job on them for FO4 since they are not used unless you break previs), resulting in many things (like the elevator) being invisible unless viewed from the right spot

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  • 1 year later...

 

Yep. Pretty much all scrap mods add the ini line because you can't just scrap individual things without it. You actually don't need preculled meshes if you have a 1060ti or similar graphics card as they precul meshes themselves. Personally I just put up with the invisible elevator.

 

Scrap Everything provides the ini edits as an option for people who want to use mods like Conquest and scrap anywhere and everywhere. It works fine without it (at least in vanilla settlement bounds), because it is very easy to apply those changes on a per cell (or per 3x3 cell grid for Previs). Spring Cleaning only gives the ini option because it hasn't been updated since before the Cell Reset bug was fixed by Bethesda. That bug meant that any plugin that touched a cell and didn't have the ESM flag would cause the Cell to reset all the time (including things like containers and power armor). SC also has an ESM version, but as an ESM it is very easy for a later mod to undo the breaking of precombineds/previs by touching that cell in a way that doesn't break precombineds/previs.

 

I put a ton of warnings on the ini options*, but a lot of people ignore them and then complain about the problems I warned about, so I am making them a separate download next update. That way I have proof that they used them.

 

Honestly, if someone wants to use a mod like Conquest and be able to scrap anywhere, I would recommend using Geth7n's mod. Either the plugin or the script, making sure that it only gets applied to exterior cells. If you use mods that rely on Cell edits (like some lighting/sound mods), I recommend a combination of the two (Geth7n's plugin loading before them, with the script applied to those so that you get the affects of both.

 

*among other things, disabling previs in interior cells re-enables room bounds and portals, and Bethesda did a very lazy, half-assed job on them for FO4 since they are not used unless you break previs), resulting in many things (like the elevator) being invisible unless viewed from the right spot

 

Some people just lack a brain when it comes to performing the most basic things, don't let it get to you.

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