My question is, why did Bethesda block off what appears to be a bathroom and a few other redundant rooms? Did their PCs crash when entering the museum or smth?
This mod completly f*ckls up my savegame, no matter wich interrior I visit after installing it all is glitched and brocken constantly the level skips between visible/invisible and flashbangs one like that ONLY INSTALL WITH A BACKUP or well ... not at all since it's brocken
It won't touch your save game before you installed it, unless you overwrote that (intentionally or unintentionally) with this mod installed. Personally, I disable all autosave methods in the game, only way I have a save is if I do it intentionally. Ex. I have save game in Root Cellar for testing mods, just like this. I load mod in MO2, load my Root Cellar save and go test the mod - once done I uninstall it and either keep or delete it. When I load up that Root Cellar save again, this mod (or any mod I test for that matter) will be nowhere to be found in that save game.
I dont know how you can mess a mod up so bad to where when you uninstall it, it still stays installed and breaks your game. This mod need an update so bad
No, it's not mod's fault that you don't make back-ups of your saves and uninstall mods from currently used save. Just don't overwrite your save if you are not sure if you want to keep the mod. If you install something and load your save and overwrite your save so whatever you installed stays in your save FOREVER. You can prevent it by loading previous save when the mod was not installed. Always make back-ups of your saves and NEVER uninstall anything that has .esp file from your current save.
This mod stays active after you remove the mod and on new play throughs, so your point about it being this guys fault is both invalid and idiotic on your part.
Quonton@ You aparrently has very limited knowledge about modding, and you should take that into concideration before braggin up !
This mod is an esp and nothing more, if you delete that - and use a fresh save or a new game, I can asure you that there's NO trace of this mod in your game !!
I'm using MO2, and even after deleting the mod, and going back in and making sure the ESP is deleted, the mod was still breaking my game. Even after a fresh install of Fallout it was still broken. I had to go into xedit to remove everything this mod did to my game. I dont know what the dev did but this mod is seriously fucked.
Towards deleted124462618 Stupid statement, even if you don't save your game after installing this mod congratz. you need a clean start since it completly fucks up your game doesn't matter if you properly deactivate/deinstall and remove everything
What you say is impossible if you install it in MO2. .ESP's don't permanently write into other .ESP's in a virtual file system - so once you uninstall it in MO2 it's gone for any future game launch. Ex. UFO4P injects records into the games master file, but it has to do that every time you launch the game because every time you do MO2 is working with the pristine master file - for obvious reasons.
The only way you could still have it in MO2 after uninstalling it is if it's in your Overwrite folder - because it would get loaded into your game if it was in the Overwrite folder. The $64 question would be how you got that into your Overwrite folder to begin with.
I will say this though, I don't really get the point of this mod. Usually restoring cut content brings back something worthwhile. i.e. new dialogue option, a better insight into the game lore, new NPC's, new Quests, something. All this adds in is a few lootable containers with random loot you'd find anywhere.
I am thankfully having none of the problems listed earlier and never have had. When looking from the Official Museum into the Restored section, there's a visual of Concord's landscape bare of buildings and Pre-war to boot, like Narnia or something, but crossing causes no harm and the restored content's all there, nothing out of place. (For that matter, looking out from the restored section into the Official Museum causes the same effect and proves to be just as much of a non-issue.)
For anyone that manually installed the content into the game files, the only way on God's green earth it'd be present after uninstalling the mod, you need to uninstall and reinstall Fallout 4 and do it up from scratch. Frankly, doing it with this mod means you likely did it with enough mods you need to in any event.
FIXES: Navmesh does not allow NPCs to enter the area but this is not an issue and is not awkward here. Some things glitch. Using FO4Edit I disable/remove these glitching items and corresponding items including the red wall mirror outline. The code for the exit sign is not below, I just disabled/removed everything with the words exit sign. I also removed the skeletons because they would do that before fixing the lights and such but the code for them is not below either.
There is a 1/2 a door on the second floor that open to the center of the museum and a drop. If you stand below this spot and look up you see dirt on the floor that is not there. I added that dirt to the mod and marked it disabled 0001ce88.
I did try marking these items as FULL LOD then I tried removing all precombines but the glitching was unaffected.
60 comments
Ex. I have save game in Root Cellar for testing mods, just like this. I load mod in MO2, load my Root Cellar save and go test the mod - once done I uninstall it and either keep or delete it. When I load up that Root Cellar save again, this mod (or any mod I test for that matter) will be nowhere to be found in that save game.
If you install something and load your save and overwrite your save so whatever you installed stays in your save FOREVER. You can prevent it by loading previous save when the mod was not installed.
Always make back-ups of your saves and NEVER uninstall anything that has .esp file from your current save.
This mod is an esp and nothing more, if you delete that - and use a fresh save or a new game, I can asure you that there's NO trace of this mod in your game !!
.ESP's don't permanently write into other .ESP's in a virtual file system - so once you uninstall it in MO2 it's gone for any future game launch.
Ex. UFO4P injects records into the games master file, but it has to do that every time you launch the game because every time you do MO2 is working with the pristine master file - for obvious reasons.
The only way you could still have it in MO2 after uninstalling it is if it's in your Overwrite folder - because it would get loaded into your game if it was in the Overwrite folder. The $64 question would be how you got that into your Overwrite folder to begin with.
I will say this though, I don't really get the point of this mod.
Usually restoring cut content brings back something worthwhile. i.e. new dialogue option, a better insight into the game lore, new NPC's, new Quests, something. All this adds in is a few lootable containers with random loot you'd find anywhere.
(For that matter, looking out from the restored section into the Official Museum causes the same effect and proves to be just as much of a non-issue.)
For anyone that manually installed the content into the game files, the only way on God's green earth it'd be present after uninstalling the mod, you need to uninstall and reinstall Fallout 4 and do it up from scratch. Frankly, doing it with this mod means you likely did it with enough mods you need to in any event.
Navmesh does not allow NPCs to enter the area but this is not an issue and is not awkward here. Some things glitch. Using FO4Edit I disable/remove these glitching items and corresponding items including the red wall mirror outline. The code for the exit sign is not below, I just disabled/removed everything with the words exit sign. I also removed the skeletons because they would do that before fixing the lights and such but the code for them is not below either.
Removed items:
0?00175a
0?00175b
0?00175c
0?00175d
0?00175e
0?000fac
0?000fa2
0?000faf
Items marked Initially Disabled:
0007eda8
00191550
There is a 1/2 a door on the second floor that open to the center of the museum and a drop. If you stand below this spot and look up you see dirt on the floor that is not there. I added that dirt to the mod and marked it disabled 0001ce88.
I did try marking these items as FULL LOD then I tried removing all precombines but the glitching was unaffected.