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Remnants Bunker mod trying to fix one problem with it


dragonslayer2k12

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I posted a lot over there but the comments section seems to be dead https://www.nexusmods.com/fallout4/mods/42323

 

I can't remember now if I originally grabbed a version from their discord or from nexus but I did iron out many bugs. The only problem left is I can't actually build anything in the main bunker area. I can activate the workshop and I can try to build stuff but it builds as an invisible item. I navmeshed the place to death already and I finalized the navmesh in all interior cells made by this mod. I added roombounds and portals so the performance loss is gone now. I just can't get the dam workshop in the main bunker to actually build something visible. There are two workshops one is the main bunker area and the other is something called the build area which is another cell that you can go to from the main bunker area. That other cell workshop actually works just fine but not the main bunker area workshop wth... I noticed that the main area did not have an encounter zone selected and of course two of the most important things that are usually checked off for an encounter zone are cell doesn't reset and is a workshop. When I made an encounter zone for it since it seemed to missing one for that cell and applied it in CK I loaded a previous save before entering or going anywhere near the place and tested it. Of course that didn't fix it of course because bethesda:-( I'm guessing it is something to do with the initialization quests but the script is pex not pes so I can't see it in the CK.

 

Has anyone tried to fix this mod yet other than me?

 

EDIT

 

Just checked the original version of the file I downloaded since I made a copy of it before starting work on it and... of course because bethesda I can use the workshop normally in the main bunker area and the build area too but my version still doesn't work right. Now I have to figure out what changed between the original and what I did with it ugh:-(

Edited by dragonslayer2k12
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Rename one of the esp files to something slightly different, have both esps in your data folder, then load JUST those two esps (and their masters.... no choice there) in xEdit, and have a look at the differences. If I recall correctly, I think there is even a menu option to show the differences.... (but, even without that, things will be color coded for overrides and such.

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Ok that comparing idea helped a lot I actually found a compare to option in xedit so I could just load the file I had been working with and then click compare to and select the original file as read only. I fixed a lot of stuff this way it seems the creation kit really screws up some stuff. For some reason the CK was switching the location around for the main bunker cell but even after fixing that and a bunch of other things the problem is still there, I can't build anything visible in the main bunker. I think it is the navmesh alterations I have made. The original mod did not have the little yellow triangle under the door markers that is the first thing that stands out to me. I could use xedit to toss out ALL alterations I made to the navmesh but there is a section of the navmesh that had to be moved over since I added one extra hall piece to make room for the roombounds so they would not overlap. I could try just deleting and recreating those yellow triangles under the door markers but as far as I know those are actually needed in an interior cell.

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I think it is because I am using roombounds and portals that I can't build anything visible in this mod. The main bunker area is where I added the roombounds and portals but the build area or second workshop room where it is just a few pieces and a workshop there are no portals and roombounds, that room works just fine regardless of what I change elsewhere. I tried a simple thing I loaded up the original mod in the CK then loaded the interior cell and loaded another cell from the same mod then saved the the file with the CK and exited. I loaded the saved file with xedit and did a compare to option to see what it changed. Other than screwing up some armor addon bone data and rearranging data on the location entries it doesn't seem to change much other than the navmesh data here and there. So I tried that saved file in game and I can build in there just fine. This tells me the CK by itself is not causing this particular problem for me.

 

Then I tried doing a compare to option again in xedit and I compared the original mod file to the altered file I have been working on with the roombounds and portals in it. I dragged over all the navmesh data from the original mod just to see if it was my navmesh alterations that were causing the problems. Loaded it up in game and still had the same bug can't build visible items in the main bunker area. The only thing left to do is do a compare to again in xedit and toss out all my roombound and portal work to see if it makes a difference and if that fixes the problem then well, that sucks. It would mean I would have to go with previs and precombine option instead of roombounds and portals which means higher load on the fps since everything will still be rendered all at once just a little faster because of precombined. It would also mean no support for material swaps on the precombined meshes although I'm not sure that applies to this mod I will have to check.

 

 

I was thinking what if it is the roombounds and portals that would suck, I mean surely one of those CC mods have run into this problem by now like neon flats mod maybe I haven't checked it yet. I did check vanilla interior cells the player can build in like homeplate but it doesn't have roombounds or portals and neither does noir penthouse. I suppose I could look at mechanist lair or vault88. If beth did get it to work, how? and why does this problem happen with roombounds and portals? Every search I try for info on roombounds and portals turns up youtube links to creation kit tutorials that don't tell me a dam thing about this problem.

 

 

 

Well I found my answer before even trying removal of roombounds I found it here https://forums.nexusmods.com/index.php?/topic/6183538-baffled-i-am-haunted-by-invisible-objects-at-internal-settlements/page-1

 

 

Seems I'm not the only one trying to figure this out. From reading there it seems that roombounds and portals can work alongside precombines which I didn't think was possible since I read somewhere else earlier that checking the previs option for a cell would disable roombounds and portals. SIGH............ all that work I did on this thing is about to get flushed down the drain and it really sucks. I will have to go with precombines/previs now.

Edited by dragonslayer2k12
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Well I went around slapping in occlusion cubes almost 25% of the cell before trying to create a portal between two cubes lol portals can only be created between roombounds. So if I want to go the occlusion route it would have to be planes only so about FOUR planes around each doorway and get them all just perfectly lined up too. I bet the only way this invisible objects bug gets fixed is if some evil CC mod tries to make a large interior settlement. Hell I would think vault 88 would have done that already though.

 

EDIT

 

Tried some occlusion planes around the big elevator room and ran into some buggy problems and of course when trying to build a chair in the big elevator room from just the other side of the door (where I stopped the occlusion planes around it) the chair is invisible until I step through the door then it works again. So it looks like precombine/previs only for this mod.

Edited by dragonslayer2k12
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  • 1 year later...

Hello. This mod, used to work, before some years. i don't know why, don't work now and i don't see the settlement at Pip-boy. i put a recruit beacon and yes, it works and settlers go there. Why just that ? So they grow at number and i decide if i send some of them to other settlements ? i don't know, why some modders, when someone write something to a mod page, so important, they ignore it. is there a reason for that ? Well, i can use the extra menu and build a ...remnants vault... outside too. Funny. That's all. Thanks.

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