Yes, it still causes flickering buildings around Hangman's Alley (i.e. the entire cell) and around Bunker Hill (the big ole mutant skyscraper, forgot the name). The performance impact is negligible for the fact that you'll have to rebuild the data yourself following the instructions of the comment below.
Avoid. edit: I actually get 10 fps less with this mod installed, and that is even with all of the textures in the cell being see-through. Incredible.
The PreVis data for this file seems to be broken or not correctly generated. Like others have mentioned it causes disappearing buildings in the areas around Bunker Hill. If you are a little familiar with the creation kit you can generate PreCombines and PreVis data for Hangman's Alley and Bunker Hill yourself which will probably fix it, but i'm sure many would be thankful if the mod author could fix it him/herself.
Will update to see if generating PreCombines and PreVis myself fixes it.
EDIT: After going through the process myself the issue seems to have disappeared. I may post a tutorial here or on the main mod page if anyone is interested.
this mod is work but because this mod generating precombine, but it will break ur game when u have such mod as scrap everything or some mod that add object to game or sometimes this type of mod not get along with other fix mod like boston fps fix but u can repair it by setup right load order.
D'oh! I don't have Fallout 4 installed anymore, though I can point you guys in the right direction. This was the video that I followed while doing it: https://www.youtube.com/watch?v=hPENZq2ub1c
Just do the things said in the video but for the following cells: FensRaiderCampExt (Hangman's Alley) FensRaiderCampExt02 (Hangman's Alley)
Also, if you're using Scrap Everything, you should load this patch AFTER Scrap Everything or the precombines will be broken again like vixied said. You won't be able to scrap things in Bunker Hill that weren't scrappable before, but you will spare 30-40 fps.
I know why you are here. You use Sim Settlement 1 mods and now the security guard won't go on top of his/her post right above the entrance in hangman alley right? And you install ASE to extend the border now you want this patch to increase the FPS around hangman alley or bunker hill settlement. You want to avoid this one, this mod cause a massive broken visual on building around bunker hill.
for some reason it causes me building flickering on the street north east of bunker hill, the one that connects to bunker hill. Perhaps it is because I didnt install the bunker hill .esp yet have this patch enabled, which is a shame because I still have hangmans alley enabled.
Im kinda glad its not because for some reason this mod causes textures/buildings flickering on one of the streets that connects to bunker hill just north east of it.
Heads up to HAIA(Hangman's Alley Interior Apartments) users. This mod MUST be loaded before HAIA, but LOOT/Vortex will not do this automatically. If you dont do this, you will encounter that the entrances to the apartments are blocked off.
Thanks for this patch, it worked great for me, until I decided to throw in 'BeanTown Interiors' into the mix, along with it's BostonFPS fix. Then I ran into some issues. I'm tinkering with these three patches to try and make them play nice with eachother but so far I'm unsuccessful.
In order for BostonFPSFix to play nice with BeanTown Interiors, there's a patch called 'BTInt_OptimizationAIO.esp' (Available under Misc files over at: "https://www.nexusmods.com/fallout4/mods/26286?tab=files"
This works fine, until I throw in the most important (your <3) patch in the mix, it's either I get flickering buildings, flickering settlements or settlements that don't let me scrap the things that your patch lets me scrap.
I'll continue tinkering and see what I can come up with and update this comment if I am successful in any way. Thanks for your patch though, I might scrap BeanTown Interiors if it comes down to it.
Edit: Couldn't get it to work well, so decided to remove BTI
37 comments
Avoid.
edit: I actually get 10 fps less with this mod installed, and that is even with all of the textures in the cell being see-through. Incredible.
Will update to see if generating PreCombines and PreVis myself fixes it.
EDIT: After going through the process myself the issue seems to have disappeared. I may post a tutorial here or on the main mod page if anyone is interested.
Just do the things said in the video but for the following cells:
FensRaiderCampExt (Hangman's Alley)
FensRaiderCampExt02 (Hangman's Alley)
BunkerHillExt (Bunker Hill)
BunkerHillExt02 (Bunker Hill)
BunkerHillExt03 (Bunker Hill)
Also, if you're using Scrap Everything, you should load this patch AFTER Scrap Everything or the precombines will be broken again like vixied said. You won't be able to scrap things in Bunker Hill that weren't scrappable before, but you will spare 30-40 fps.
Not available for a mod like this. ESL is loaded before ESP, and ASE ?has to be loaded first.
"
I believe an ESP can be flagged as ESL if you use fo4edit and the file is small enough? That should preserve plugin order rules.
Correct?
Does the ESL need a patch?
In order for BostonFPSFix to play nice with BeanTown Interiors, there's a patch called 'BTInt_OptimizationAIO.esp'
(Available under Misc files over at: "https://www.nexusmods.com/fallout4/mods/26286?tab=files"
This works fine, until I throw in the most important (your <3) patch in the mix, it's either I get flickering buildings, flickering settlements or settlements that don't let me scrap the things that your patch lets me scrap.
I'll continue tinkering and see what I can come up with and update this comment if I am successful in any way.
Thanks for your patch though, I might scrap BeanTown Interiors if it comes down to it.
Edit: Couldn't get it to work well, so decided to remove BTI