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Proxima Dust

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ProximaDust

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39 comments

  1. Pluto91
    Pluto91
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    Hey, the elevator entrance doesn't open up for me after installing the mod. What did I do wrong?
  2. Kabuto999
    Kabuto999
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    A kind of a weird issue (might be a conflict or smth) - i decided to start yet another playthrough and had this mod in the line-up from the start.
    So, after i get the Ripperdoc quest I, just like usual, head out of H10, past an inactive fast-travel point on V's floor, when suddenly it activates out of nowhere and has a tutorial pop up on the screen. I then opened up the worldmap and saw:
    1. H10's FTP was not present on the map and it did not appear there until after Dex's intro as per usual;
    2. but the one next to mansion (on screenshots) was already present as if I had discovered it earlier.
    1. ProximaDust
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      Not too sure about this one, I didn't add the FTP so if anything a conflict might stem from the original mod that opens up the mansion and something else. But it might also be a vanilla bug?
  3. rachael296
    rachael296
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    Hey great job for mod, really love it
    just want you know the OCT24 last update break my game..crash on load save
    after roll mod version back to OCT23 fix the problem...
    1. ProximaDust
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      That's very odd, my mods don't really cause crashes and I haven't experienced any.

      Can you check to ensure your core mods are updated fully? CET and Archivexl. Then try reinstalling the most recent version of my mod.
  4. Packed149
    Packed149
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    Hey!
    Do you know why I'm getting clipping ads?
    I'm using the animated ads mod
    1. ProximaDust
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      So I encountered a bug like this when I had multiple archives created by OS installed at the same time. I think the creator of OS is looking into it, but removing the additional .archive files fixed the problem for me (to be clear, there are a lot of different mods that use .archives, so you don't have to remove them all... but you'd need to locate ones that are part of 'world presets', i.e. adding objects to the world).

      If that's not the problem, I would guess your animated ads mod is duplicating some of the placed ads (I note that ads I didn't place are not affected by the flickering). You could try removing/disabling that mod and see if it helps, but if it doesn't, it's almost certainly the issue I described above.
    2. Packed149
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      Thanks ! Fixed it after disabling your other mod

      I thought they would've worked together since they don't cover the same area and I gave V's mansion priority over jig jig street unleashed
    3. ProximaDust
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      I've fixed the problem, if you download the new version of this mod (with missing door/wall fix) and Jig Jig Unleashed, they will both play well together. No more flickering ads!
    4. Packed149
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      Awesome! 🙏
      You've fixed it so fast, thank you very much
  5. ItalianSupreme
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    Oddly the wall in your third screenshot is invisible for me. The rest of the mod is working, the garbage bin and rest of the door and trash have been renovated. Apartment still works fine. All core mods are up to date so not really sure what it could be other than a conflict with another mod. Any idea what incompatibilities would look like?
    1. ProximaDust
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      I've read that the 'general AIO optimization' mod (or something like that) has caused issues with accessing the elevator and seeing the entry. People have been reporting it on the Mansion's page, so give a look see if you've got something like that intalled and let me know if removing it fixes the issue.

      If that's not it, can you share a screenshot?
    2. ItalianSupreme
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      I also tried this on a quick start with phantom liberty afterwards to see if it was a "old save" issue, no dice. Im sure it's a mod conflict but honestly Im just out of ideas for what. A window texture mod perhaps?
    3. ItalianSupreme
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      Idk why nexus isn't letting me edit comments and the link didn't seem to work so give me a few hours and I'll make a proper bug report.
    4. ProximaDust
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      I found the problem and fixed it, wasn't showing up in my earlier version of the build. >.<
    5. ItalianSupreme
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      Can confirm it's fixed! Thanks for the quick work as always!
  6. hitman666999
    hitman666999
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    excuse me~ In 'V's Edgerunners Mansion ' i've found the elevator, however there are no prompts to interact. V2.1. How to do? thanks a lot. 
    1. ProximaDust
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      Make sure you've installed the V's Edgerunners Mansion mod and all of its required mods are installed and udpated as well (CET, ArchivXL).

      If that doesn't work, someone mentioned that a mod called something like 'general AIO optimizations' is causing problems. So make sure you don't have that mod installed.
  7. Sequolia
    Sequolia
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    Great Mod! Does anyone know what vehicle was used in the pictures?
    1. ProximaDust
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      Mizutani Shion MZ2, I probably bought it using the PC in V's place. xD
  8. BlazingTommy
    BlazingTommy
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    OMG how did you do this! I tried using AMM and Night City Trash Removal to make a garage preset outside the Corpo plaza apartment but this approach seems much better! I'm just learning how to use wolvenkit so I'm still far away from achieving it tho
    1. ProximaDust
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      I used a few mods that aren't exactly new, but have been improving a lot recently to the point that IMO they've eclipsed the building mods used in the past. That said, the recent versions aren't posted on Nexus yet (the mod author is working them to a release-ready state, doesn't sound like it will be very long). You can find them on Github though.

      entSpawner (also called Object Spawner) is what I use to build, it replaces AMM and is virtually identical in terms of UI experience. The big caveat is that it doesn't have thematic categories, but there is a search field-- and more important, it taps directly into the game's database and so unlocks virtually everything.

      Red Hot Tools and Removal Editor are what I use to find objects in the world, and purge vanilla objects. The first mod is used for scanning to find items and then list them, the second one is a quality of life mod that makes it easier to create the xl file for removed props.

      I'm hoping to have time to create a tutorial video for all of this soonish, and am just waiting for the release-ready versions so I don't give advice related to things that are likely to change in the near future.
    2. BlazingTommy
      BlazingTommy
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      Oh nice, Removal Editor sounds super useful, I just spent a lot of time with Red Hot Tools to remove the planter benches outside the corpo plaza apt, the dirt decals and the sewer lids manually by creating an xl file (Using your youtube tutorial, btw, so thanks a lot!).
    3. ProximaDust
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      Great to hear folks are making use of the videos. ^^

      If you can find Removal Editor on github it's quite nice. You just open it up, create a new group, click Edit underneath it, which opens the file up for new additions. Then when you're finding objects with RHT, click on one of them to see its details, and you'll see two buttons at the bottom. One of them will send the relevant prop data to Removal Editor so the object is added to the file. Then you just need to check the Data folder inside of Removal Editor (CET > Mods) to find the xl file.

      It's so much faster than the manual approach and prevents typos from ruining your day. xD
    4. BlazingTommy
      BlazingTommy
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      Yes, i just tried it out and it's a marvelously easier way. Still gotta learn how to use it correctly tho, I managed to delete the concrete benches in the corpo plaza exterior but as soon as I turned around the distant LOD appeared and now I have a blurry version of them...
    5. ProximaDust
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      Yea that's common for a lot of medium/large objects, but is usually an easy fix. Just scan close to the blurry blob and type a search for 'proxy'. The ones that appear when an object is removed are typically 'generic proxy', if that helps narrow things down, but I find it's usually easy to intuit which one to remove. And in cases where the proxy only appears from a distance, just increase the range on RHT's scan, it'll populate a crapload of items in the list but there shouldn't be many proxies (especially generic ones).

      One caution though: Always be mindful that a proxy node can be much larger than anticipated. For example, I tried to move one of the staircase supporting pillars for this mod, and removing the vanilla pillar caused a proxy node to appear, which I removed. But when viewing the spot from some distance I could see that the proxy mesh was actually for the entire staircase and bridge, so there was all sorts of stuff just hanging in the air.

      Ultimately I had to add that proxy back in and abandon moving the pillar. xD  So yea, be quite careful with proxies that intersect with achitecture. But proxies for individual items like a garbage can should be fine to nix.
    6. BlazingTommy
      BlazingTommy
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      Thanks for the tips! 
  9. 100571
    100571
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    Will this work with 2.12a, or do I need 2.13?  I'm on 2.12a, but there are empty/missing items where the new mod items should be.  I've had the mansion mod installed and working properly prior to installing your mod.  I wish to stay on 2.12a, for various mod related reasons.

    Thanks.
    1. ProximaDust
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      I just responded to your bug post, but first thing is check ArchiveXL is installed and updated (backup your 2.12 copy if needed). There's a pretty good chance that's the cause of your problem, the question is whether the newest version will still work well with your 2.12 installation and its mods.
  10. TriggerHappy128
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    There is an entrance, but the elevator doesn't come.Cannot enter the mention.
    1. ProximaDust
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      Make sure you download the Edgerunners Mansion mod, it's listed under requirements. That adds the mansion (though it costs 75000 eddies to purchase, you'll get a prompt when you approach the elevator door).
    2. JACKAL6568
      JACKAL6568
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      The elevator is dodgy with the mod. Needs fixing mansion mod end. 
    3. TriggerHappy128
      TriggerHappy128
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      Which part should I fix?
    4. ProximaDust
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      Honestly I've never had issues with the Mansion mod / elevator. I just redownloaded it a few days ago to make this mod, and it worked fine.

      Make sure you've installed and updated Archive XL and Cyber Engine Tweaks.

      I also saw a post on the Mansion mod's page suggesting this:

      "FYI to everyone who's seeing a brick wall and can't use the elevator, the general optimizations mod is the problem. Took me a few hours to figure it out, but general AIO optimizations is messing with the mod. Delete it from the engine folder and it should work."

      If that's not the problem you're seeing, it's probably due to some other conflict with a different mod.
    5. TriggerHappy128
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      Thank you for your advice.This definitely works now.
      Thank You So Much!
    6. ProximaDust
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      Good to hear! ^^