You will read around they Cell reset has been "fixed" a few patches ago that is only the Failsafe rendering is more hard core nothing has been fixed in my understanding just better sticky tape and glue. Most Scrap mods rely on the FO4 Failsafe to function and in most cases (Not All) scrapping large objects causes cell reset as well. This mod is inspired by Spring Cleaning but more immersive and less 'aggressive' with the objects. Scrap is well balanced and matches size and materials of the scraped objects. Clean up your settlements and scrap all that trash, junk and debris. Makes more objects in your settlement scrapable. this then calculates everything from scratch (60fps down to 20fps) if it encounters an error you will see it in the papyrus logs if the error is critical then CTD with no warning. This is an Addon for my Mod 'Immersive Scrapping'. Scrap mods remove the precombined objects from the worldspace in some areas so you can remove stuff (this causes performance issues) as the game is continously rendering on the fly so much so that it can just CTD due to Pre vis being rendered from defunct navmeshes from scrapped objects.įO4 game engine (in my limited understanding) when you have a broken area goes into failsafe mode. Fixed NPCs not pathing properly in the Castle. IF you scrap too much the game get's unstable and saving inside vaults or instances seems to be the only reliable way to keep a save. No more duplicated objects -No more returning objects (See known issues if you used 2.01) -No more missing objects -Fixed furntiture placement in the Castle and Covenant homes.-Fixed Wetness not appearing on ground in settlement cells. If you save the game inside this "rock' and try to load the game it will CTD as it cannot workout how you are inside the terrain as the game still sees the precombined 1st not your save. You scrap object 3 say a rock then run through that area the game renders the precombined and you step on the scraped "rock" you will either be standing in mid air or in the place where the rock was. Navmesh issues are when you have a mod like 3Dnpc + BTI in the same area and cell 1 from BTI thinks vanilla mesh is in cell 2 but 3DNPC is there and then you CTD when stepping over this "edge"Īdding objects in settlements the Navmeshes "weld" together they are special zones Requirements are base game, DLCs and unofficial Fallout 4 patch. If you delete a vanilla building the original 'ground' navmesh remains the visability i.e what you see lighting and weather effects are generated off this mesh so you get oddities not ctd. The mod linked below does everything Spring Cleaning does and it doesn't kill your FPS or make weird glitches happen where stuff would disappear and reappear after extensive scrapping. Fallout remover applied to remove embedded iron particles (from brake & rail dust) Clay bar treatment to remove bonded contaminates Rewash vehicle Clean. I have used spring cleaning have it at the very very top above everything else The first box in the description of mods is the 'requirement' tab which will tell you what mods are required. you can't run in some places also if you run around scrapped areas the terrain vanishes FPlayerDisableSprintingLoadingCellDistance=0 fixes sprint bug i.e.
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