Have updated the template version which slightly alters the atrium layout to help AI pathing, but to fully solve you need to re-snap all the floor pieces in game (it doesn't take as long as you think) don't know why but placing pieces in the Creation Kit doesn't form the navmesh properly in game, so the AI cant navigate the vault. But re-snapping the pieces in game fixes this and allows the AI to successfully navigate the vault, to test I found it easiest to use a follower and tell them to go to which bit you want to test and see how they get there.
Have also added lighting to every bit of the template so far, mainly for the fact that its a right pain to place lights in game, especially in the atrium. Obviously you need power to them first so use the Vault Power Conduits to transmit power to them. Also I use the mod "Better vault lights" linked in the recommended mods section on the description page which enhances the light produced. With that mod the lighting I have placed is spot on imo.
I wont add anymore to the atrium area now as I think that's a decent template with all lighting in place. But I will be adding more sections in vault 88's other areas to use as a template at a later date.
Please update to 1.20 to fix issues with: -Workshop objects not placing correctly (seem to be invisible) in some places in the cell -Unable to place objects on the floor in the entrance area
Please use the bug reports tab to report any more bugs you find so I can fix ASAP.
Been a long time since I looked at this but am very thankful for the support, downloads and endorsements. Not modded since I last posted here for RL reasons but would be happy to go back and look at any issues and try to fix them/make improvements.
So I’ll go through your comments and see if there’s anything I can help with :)
Adding this here as a technical note for compatibility, I have no beef with the author of the mod or the contents.
Both versions of the mod disable previs in the cell by design and disable several precombined references. If you use PRP or an equivalent precombine fix mod, do not use this mod.
You basically don't understand the concept of the mod. There are two separate systems for performance in F4, Room Bounds and Portals, and Previs / Precombines. This mod uses the former for performance thus there is no need for Previs or PRP for that matter.
There is no problem if one is chosen over the other entirely or partly. Bethesda only skipped Room Bounds and Portals because it was more time taking to setup than Previs.
The major benefit is that there is no need to make the bounds and portals again, unless the room proportions are changed, whatever changes happening inside are of no concern. Previs on the other hand has to be regenerated with any change.
Made an experimental optional patch against the main file for PRP that may actually further improve the work done by taking into account the updated room bounds with the updated previs generation.
I see that you know how to create room boundaries. Maybe you can help me. I have expanded Vault 57 and would like to add room boundaries there too. That way you can build a lot more. Can someone help me with that?
So my dumb ass failed to read the part in red that said this mod should be installed after clearing out Vault 88, and I've run into an interesting issue in which all the sources of radioactive scrap still give rads even tho there's nothing there to scrap. I may have to start this playthrough over, which kinda sucks, but that's what I get for not fully reading the description.
So, just to clarify... I already have the main atrium built and roughly 40% of the cave system filled with Vault rooms & stuff by now. If I load this mod, will all of that be gone and I have to re-do it? Because in most Vault 88 I get 1-8fps. Anywhere else in the game, I get 60fps or just under.
Hi there, first of all, thanks for inspiring me with the room bound system.Im actually doing a remake of vault88 for myself, so i broke the precombined to get the roombound working properly. But i have one problem i saw from the other users on the post tab : opening the workshop shows invisible elements inside the room i stand, but if i stand right next another room and build into the previous one, it works. ps : i only use the ck vault piece, not the ones from the workshop ingame, because of variety and less face rendered. thanks for futur reply dude!
Hey no worries! So just to be clear after opening the workshop you see invisible objects in the room you opened it in, do you place the object and what happens when you do? If you go to another room the object is then visible?
it’s been a long time since I looked at this so would have to do some experimenting myself but I do remember having a similar issue when I first created the mod, but pretty sure I solved it.
also just to clarify are you having this issue in your own build of vault 88 using roombounds?
Hey! yeah, i have different issue from different room, for example opening workshop in ROOM A, shows invisible object or furniture, BUT when i PLACE and DRAG it to ROOM B, it works... i can fix this type of issue by extend the roombound upside and downside under the ground in CK, maybe it doesn't work well with those 'DLC06VaultWorkshopBuildArea01' box. i can send you mine .esp to experiment, and why not gets inspired too if you want (still wip by the way)
I would have to take a look in detail but if you wanted to try, try just the optimised version since that only adds roombounds and portals which should still help with performance. Also load mine after that mod.
Love your mod. Endorsed. Just a heads up, you missed a couple decals from the trailer. They're kind of hard to see because they're horizontal planes at eye level but there none the less.
Posted a reply in Bugs but I'll also post here, I think I figured out what's causing the Template to not receive power from the Vault Reactor that already exists in Vault 88, and it might also be the source of the borked navmesh.
Workshop isn't registering the template as connected pieces.
Why Workshop isn't registering the template as connected pieces I don't know, and removing and replacing pieces does get Workshop to register them as connected (and that's probably why it also fixes the Navmesh).
While annoying and sad, it might be a good idea to offer a template without... details. No lights, signs, decorations, or doors. To allow the player as little frustration in removing and replacing the components of the template as needed.
Sorry for late reply, yes you do have to essentially go through and re-snap the vault pieces together to get the workshop to recognise the pieces. It was a while ago I looked at it but don’t think I could find a way around it since the pieces were placed in the CK. Thanks for the feedback about not including lights etc though, you have point with that.
83 comments
Have updated the template version which slightly alters the atrium layout to help AI pathing, but to fully solve you need to re-snap all the floor pieces in game (it doesn't take as long as you think) don't know why but placing pieces in the Creation Kit doesn't form the navmesh properly in game, so the AI cant navigate the vault. But re-snapping the pieces in game fixes this and allows the AI to successfully navigate the vault, to test I found it easiest to use a follower and tell them to go to which bit you want to test and see how they get there.
Have also added lighting to every bit of the template so far, mainly for the fact that its a right pain to place lights in game, especially in the atrium. Obviously you need power to them first so use the Vault Power Conduits to transmit power to them. Also I use the mod "Better vault lights" linked in the recommended mods section on the description page which enhances the light produced. With that mod the lighting I have placed is spot on imo.
I wont add anymore to the atrium area now as I think that's a decent template with all lighting in place. But I will be adding more sections in vault 88's other areas to use as a template at a later date.
Again any problems let me know :)
-Workshop objects not placing correctly (seem to be invisible) in some places in the cell
-Unable to place objects on the floor in the entrance area
Please use the bug reports tab to report any more bugs you find so I can fix ASAP.
So I’ll go through your comments and see if there’s anything I can help with :)
Both versions of the mod disable previs in the cell by design and disable several precombined references. If you use PRP or an equivalent precombine fix mod, do not use this mod.
I have no plans to make a patch for it.There is no problem if one is chosen over the other entirely or partly. Bethesda
only skipped Room Bounds and Portals because it was more time taking to
setup than Previs.
The major benefit is that there is no need to make the bounds and portals again, unless the room proportions are
changed, whatever changes happening inside are of no concern. Previs on the other hand has to be regenerated with any change.
edit: I've noticed that a single rad scanner doesn't work and there is z-fighting in a couple of ceiling lights, but these issues are minor.
Hi there, first of all, thanks for inspiring me with the room bound system.Im actually doing a remake of vault88 for myself, so i broke the precombined to get the roombound working properly. But i have one problem i saw from the other users on the post tab : opening the workshop shows invisible elements inside the room i stand,
but if i stand right next another room and build into the previous one,
it works. ps : i only use the ck vault piece, not the ones from the workshop ingame, because of variety and less face rendered. thanks for futur reply dude!
it’s been a long time since I looked at this so would have to do some experimenting myself but I do remember having a similar issue when I first created the mod, but pretty sure I solved it.
also just to clarify are you having this issue in your own build of vault 88 using roombounds?
yeah, i have different issue from different room, for example opening workshop in ROOM A, shows invisible object or furniture, BUT when i PLACE and DRAG it to ROOM B, it works...
i can fix this type of issue by extend the roombound upside and downside under the ground in CK, maybe it doesn't work well with those 'DLC06VaultWorkshopBuildArea01' box.
i can send you mine .esp to experiment, and why not gets inspired too if you want (still wip by the way)
Thanks for the reply!
Workshop isn't registering the template as connected pieces.
Why Workshop isn't registering the template as connected pieces I don't know, and removing and replacing pieces does get Workshop to register them as connected (and that's probably why it also fixes the Navmesh).
While annoying and sad, it might be a good idea to offer a template without... details. No lights, signs, decorations, or doors. To allow the player as little frustration in removing and replacing the components of the template as needed.