In the past I have asked you all to disable pre-culling to ensure no flickering. This is now an obsolete idea as I have resolved the issue of the flickering simply by going in and adjusting certain vis/meshes. So keep your preculling on. DO NOT EVER DISABLE IT.
It should usually look like this: [Display] bUsePreCulledObjects=1 < Oh yeah, bai.
not bUsePreCulledObjects=0 <<< no, bad doggie, just no.
Note: You might need to load this in the same bracket as Scrap all type mods. Although, I am running this on normal, and haven't foreseen any issues. Your Mod list may differ, respectively speaking. Note: You may need to make a compatibility patch for the previs patch if you are using another previs mod. The SAFF_SLDI only edits the SLDI cell, so it may not be an issue. Again your mod list may differ.
Anyway that's the update. I am a little tired right now, so I might edit this. Dunno.
And as always, Have a Great Game!
[edit]
Fixed the fomod previs tab so you have the option to either enable them according to selection, or simply pick "none". I did this for people that have other means of previs(be it a mod or a self programmer), or are dedicated to a serious game save which rely on disabled pre-culling. Enjoy.
Updated mod to 3.4.2 which adds workshop support for building on diner roof via new fomod optional tab "collision adjustment". It should be compatible with everything as long as the other mods don't edit values under the base objects I needed to edit. Theoretically, even if something is edited withe the same value it shouldn't interfere, but it's best to be safe then sorry and utilize this feature with kit gloves.
Changes values under Collision via Edit Base values for Parent Static objects:
*DinerCorner01- added value WorkkshopStackableItem
*DinerWallStraight01-added value WorkshopStackableItem
*DriveinBrokenWing01-added value WorshopStackableItem
Thanks for your continued support, and Good luck out there!!
I am currently playing Fallout 4 with SS2a [Sim Settlements 2 - All].
I can say for now I haven't had any issues when installing all of the mods on this page when using SS2. So, if you were wondering if it were compatible. For now I can say it is. DO not use the Starlight Expander file for SS2. Under investigation workshop areas can be affected, and possibly "bugout". So, it will remain an optional file forever.
If you have any issues with SS2 not working correctly (with these modifications) please let me know in the Bugs section. -TYVM
So it's been a little while. I just wanted to post an update on this mod. I have gotten rid of the fo-mod process as it is a little annoying to set up, and we have no clue what Bethesda is up to these days. All files except skeleton remover is on there (There are better scrap mods like scrap all for that), because the way this mod is currently set up it just adds to an unnecessary mod slot being taken. I went in and attempted to correct a lingering navmesh issue, and hopefully xedit/foedit doesn't laugh at me anymore. : )
Things are going okay here in the real world. I can't complain. A roof over my head, and food in my belly. Working on getting good at my drums again thanks for asking. Anyway thanks all, and hope you enjoy the mod! (Updated for Fallout Version NextGen update.)
So I am still using the old gen version, because I am running the GoG version of Fallout 4 and don't have to update. I assume that this will not work with the 1.10.163 version of the game correct?
Back up your save, and try. If it doesn't work correctly I have left the old file there just in case. I believe it is backwards compatible as being all it does is edit landscape, mesh and base objects. No scripting really, -gl
hey was using your mod and another mod called prp and i put your modules under prp but im also running sim settlements 2 but it seems to be that your previs /precombines seem to be clashing with each other and breaking the previs of concord the church and surrounding areas, but if i put your modules above the prp.esp concord previs return but none of your fixes to starlight work. i was wondering if there was anything you could do to try and fix this.
Reading this back, and reading many other forums it is not a good idea to use previs files together. Use only the starlight one if you don't want flickering in the starlight doorway/wing. If it doesn't bother you it flickers it is not game breaking, just slightly annoying. You can continue using prp in an earlier save prior to installing the SL previs. Either way if you don't have a save prior then you will unfortunately have to start a new game. Good luck!
have you thought about doing a version of this but for the castle? love your mod and it is a constant in my load order! also saw that you don't use PayPal so could I donate a premium membership to you?
Thanks for your support, and I am glad you are enjoying the mod. I am not planning on new creations as of late, and I may look into donations in the future. As of right now I have a lot of things on my plate in life, and simply am not in the mindset to work on things. Only update them.
That was awfully kind of you, but I do not use pay-pal now. It kept acting up saying I needed to verify things that I had already verified. I am just happy that this is helping people, although I have been tinkering with the DP feature.
If I remember right the screen is part of a precombine, correct? Im looking at a way to remove it as it is the one reason I don’t use Starlight, despite it being an excellent location with a canvas of a plot. It never made sense to me why such a simple structure wouldn’t be scrappable for a good stack of steel and aluminum.
If I recall, it’s mesh is attached to the projector. Or part of it. Any input from someone who has delved into this location would be appreciated.
I have updated the mod to keep it up to date. I updated my gamer/m.a. name, so it will also be reflected in the mod file. Nothing in the data has been changed, but file verification.
Hi, this mod is partially working for me...the roof is collapsed but in an unbroken manner, doors are there and working, the smaller section of roof is perfect. I tried both formats, having the 2 files at the top and bottom of my load order, "resetquest patch_1_6" (unrelated but for some reason on this new playthrough i have to use it because i now get that bug) only mods i am running for that specific settlement is one that slightly extends the workshop range. I am using HD texture packs from Nexus though, but figured neither of those above would be an issue. thanks for the mod
Yeah. I will take a look at it sometime soon. I noticed it was doing the same thing to me the other day. I am not sure if it's because the esl, or another mod like SS Conqueror interfering with the build collision. I do know when I created it was working fine. So odd.
Okay so I went in, and reinstalled. It works fine on my game after reinstalling. I am guessing it is interfering with something like Sim Settlements Conqueror collision. Are you using that mod, or something similar? Try reinstalling, and get back to me. It shouldn't break anything. I used both esl, and esp. They are both working. :D
[edit] A response would be just wonderful. : ) Just, when you get the time... lol.
Due to living situation, and lack of funds I will be retiring for a short period from modding. I hope to be back to modding in the next year when my living situation improves. ~ty, and have a great time! :D ~daroule1982
[edit] 11/17/2019 My living situation is okay enough to do small projects. I will be monitoring my visible mods for the time being. ~cheers
I am not sure. Just install, and worse case scenario it may bleed into another mods work. In any event just use w/e makes your game seem more enjoyable. Good luck, and sorry for the late reply. ;)
[Edit] 11/17/2019 I am using ASE now, and have no issues so far. I hope that helps even though it's been a few months. If anything it helps someone reading this forum. Heh.
53 comments
In the past I have asked you all to disable pre-culling to ensure no flickering. This is now an obsolete idea as I have resolved the issue of the flickering simply by going in and adjusting certain vis/meshes. So keep your preculling on. DO NOT EVER DISABLE IT.
[Display]
bUsePreCulledObjects=1 < Oh yeah, bai.
not
bUsePreCulledObjects=0<<< no, bad doggie, just no.Note: You might need to load this in the same bracket as Scrap all type mods. Although, I am running this on normal, and haven't foreseen any issues. Your Mod list may differ, respectively speaking.
Note: You may need to make a compatibility patch for the previs patch if you are using another previs mod. The SAFF_SLDI only edits the SLDI cell, so it may not be an issue. Again your mod list may differ.
Anyway that's the update. I am a little tired right now, so I might edit this. Dunno.
And as always, Have a Great Game!
[edit]
Fixed the fomod previs tab so you have the option to either enable them according to selection, or simply pick "none". I did this for people that have other means of previs(be it a mod or a self programmer), or are dedicated to a serious game save which rely on disabled pre-culling. Enjoy.
Changes values under Collision via Edit Base values for Parent Static objects:
*DinerCorner01- added value WorkkshopStackableItem
*DinerWallStraight01-added value WorkshopStackableItem
*DriveinBrokenWing01-added value WorshopStackableItem
Thanks for your continued support, and Good luck out there!!
I can say for now I haven't had any issues when installing all of the mods on this page when using SS2. So, if you were wondering if it were compatible. For now I can say it is. DO not use the Starlight Expander file for SS2. Under investigation workshop areas can be affected, and possibly "bugout". So, it will remain an optional file forever.
If you have any issues with SS2 not working correctly (with these modifications) please let me know in the Bugs section. -TYVM
Things are going okay here in the real world. I can't complain. A roof over my head, and food in my belly. Working on getting good at my drums again thanks for asking. Anyway thanks all, and hope you enjoy the mod! (Updated for Fallout Version NextGen update.)
I assume that this will not work with the 1.10.163 version of the game correct?
i was wondering if there was anything you could do to try and fix this.
thanks.
Dizzy.
Cheers!
Im looking at a way to remove it as it is the one reason I don’t use Starlight, despite it being an excellent location with a canvas of a plot.
It never made sense to me why such a simple structure wouldn’t be scrappable for a good stack of steel and aluminum.
If I recall, it’s mesh is attached to the projector. Or part of it.
Any input from someone who has delved into this location would be appreciated.
Cheers.
As always, have a great game!
[edit]
-added Skeleton Remover upon requests.
I tried both formats, having the 2 files at the top and bottom of my load order, "resetquest patch_1_6" (unrelated but for some reason on this new playthrough i have to use it because i now get that bug)
only mods i am running for that specific settlement is one that slightly extends the workshop range. I am using HD texture packs from Nexus though, but figured neither of those above would be an issue.
thanks for the mod
[edit]
A response would be just wonderful. : )
Just, when you get the time... lol.
[edit]
11/17/2019
My living situation is okay enough to do small projects. I will be monitoring my visible mods for the time being. ~cheers
I am not sure. Just install, and worse case scenario it may bleed into another mods work. In any event just use w/e makes your game seem more enjoyable. Good luck, and sorry for the late reply. ;)
[Edit]
11/17/2019
I am using ASE now, and have no issues so far. I hope that helps even though it's been a few months. If anything it helps someone reading this forum. Heh.