Thanks for putting your music down the drain! No, er, I should rephrase that. How about: I'm glad your career is now in The Sewers? Hmm, maybe not, but I'm available if you need a promoter... Anyways, much appreciate the link - spooky atmospheric stuff. Cheers!
Any tips for VR users. This mod crashes my game in certain areas (specifically, from testing, just south of Tenpines Bluff by small dump in a valley), More Wildlife crashes while loading game (before intro) and two of your ambiance mods didn't seem to work for me in VR (I was silent but didn't hear anything new). I really like the concepts of your mods, but can't seem to get them to work properly in VR (sewers seemed to work, but as I said- CTDs). I wanted to download the rooftop mod but expect to have similar issues. Any suggestions or thoughts?
Hello Zorkaz or Anyone... I use a google style map,mod and have just installed this the description said there would 2 with a map marker to get started , just I'm not seeing either of them... and thats soomed in, I looked all over for starter ones.. I also on annew game just to use this mod only 2-3 discovered icons , I could just easile use tmm 1,0,0 and turn on all undiscovered map icon but would rather not...
Thank you Zorkas, sorry, I was under the impression there'd be already undiscoverd map markers already showing on the map, the yes those 2 will do just fine thanks!!!
This is probably something weird on my side but figured it could be useful for other VR players if they also have this issue.
When I have this mod activated I randomly get additional weight in my inventory like there's invisible items (checked with player.showinventory and there were none). The bug happens whenever I load a save.
I use the Mad God's Overhaul VR modlist. I've also added like another 20 mods to this modlist so my problem may be very unique.
Is THAT what's happening? At first I thought it was invis items but showitems says I don't have any, then I noticed I kept gaining more and more weight seemingly randomly. I'm going to have to remove this mod and see if that fixes my issue.
Future me - From what I can tell, disabling this mod has gotten rid of my seemingly random increase in weight. I've tested it by making new saves and reloading and as far as I can tell, it's fixed. Sadly, I had to reload a fairly old save in order to 'fix' the bug, but it was either that or start a new game, and I figure I can live with 8 LBs of invisible weight.
Did you renumber the FormID's > XX000800 in xEdit? Because if you didn't then only some of the mod would load and you would get some strange glitches like the weight increase. As this was made or edited in a newer version of CK it includes FormIDs lower than XX000800 which F04VR cannot load - so you have to renumber them in xEdit manually - then everything should be ok :)
Great mod but I wonder, is there a way to get rid of some npcs inside the sewers themselves, there's a ton. I can delete the Non Player Characters on xEdit but after that will it break anything or is it all good
Edit: so if anyone ever needs less enemies in a mod, go into xEdit, find the esm of the mod, click on Non Player Character and whichever npc you want to get rid of click on it, then click "Referenced By" down below, and delete however many references you need to stop them from spawning
So for some really weird unknown reason this mod crashes my game while approaching the USAF satelite station up near Tenpines Bluff. I used Buffout 4 to diagnose the issue and it pointed at The Sewers as the culprit so I uninstalled the mod and the crash no longer happens. The crash log mentioned one other interesting thing which was something to do with Goodneighbour which I believe has an entrance to the sewers somewhere near? The only thing with that is why on earth would the game crash while entering a cell almost at the other side of the map?
Any insight as to why this happens would be appreciated, it would be great to be able to play this mod as it looks fanastic!
I just test played this for you and was able to run right up to the station from Tenpines, fought some molerats there, at which point I got called to help a nearby checkpoint (within sight immediately to the west), and then jogged back to the station. Smooth as silk. The only difference might be I'm still on v2.1 of this mod, not v2.2, but looking at the changelog I seriously doubt that's to blame.
I suppose you could try v2.1. Suggest you also try removing Buffout, see if you still crash - seriously. However, I suspect all that's happened is either you're reading the log wrong or it's a false flag. Or it's detecting a victim and not the real aggressor - i.e. mod A screws something up (or installed wrongly by you or a mod manager, or simply a bad load ordering) and causes a conflict stopping mod B or some game element working. Then mod C, which relies on that mod or element, crashes the game and a detector may report to you it's mod C definitely breaking your game. Either way, I've had Sewers (v1.8, v2.0, then v2.1, among 100 or so mods in my load order. Haven't had a crash anywhere with it - not yet anyways. Come to think of it I've never known a Zorkaz mod cause a crash.
Well streetyson beat me to it, but yeah, no issue whatsoever when walking to or from Olivia from any direction. However, and keep in mind i installed Sewers after i saw the update it got so it was last on my LO, i had missing textures INSIDE the station, not the outside. Now i do have a mod that changes the interior of Olivia (https://www.nexusmods.com/fallout4/mods/59993), so being curious as i was i placed it after Sewers, making IT the last on my list. Everything fixed itself afterwards, and considering ive been using his Mods for a long time now, i don't think it's this Mod that has an Issue with the location, but something else in your Load Order Crabbeh. Im currently running 288 Mods on this playthrough, with 300+ plugins so far, and im finding new issues all the time. Ive clocked in almost 1500 hours in this game, and ive been using mods even before i finished my first go around. And i still get baffled by s#*! that happens with modded games.
I just wanted to comment that I have this exact problem, exactly how you describe it. Had to remove this mod unfortunately. The goodneigbour reference in buffout is TSGoodneighborparttSCOL
Tried disabling my goodneigbour mod "better goodneigbour" still crashes at Olivia Disabling TheSewers mod prevents the crash.
UNRELATED TO THIS MOD (but not the problem) : I had been working on a fresh install and new modlist. No combination of mods would work with PRP 69 or 74, just couldn't get it to stability. Sanctuary bridge disappearing, Olivia walkways and bunker flickering, and skybox shimmering. Worked on that s#*! for days, new saves, waiting in a sanctuary house for half an hour while the game loads scripts, nothing. Maybe that's your problem too.
You just need to renumber the FORMID's in Xedit - this was updated using the newer CK so you need to renumber anything below XX000800 - Instructions here: https://www.reddit.com/r/fo4vr/comments/vf70hp/guide_mod_does_not_load_in_fallout_vr_and_how_to/?context=3
Have you heard of Ashland Station and Subway Runner? I ask because there's comatibility for them in such a way where the two mods link together so while exploring ashland station, you're also in the subway runner too. I was wondering if there would be a future where we could see this mod also link up with the two mods so that the sewer systems could have access points "To and from" at Ashland station/Subway Runner?
I tried a mod that expanded the subways once, don't recall the name, but uninstalled it because the lighting was just awful. It was just a flat imagespace template, that was too bright and lacked any character. Because of that experience, I was reluctant to try this mod but I'm very glad I did. The lighting is really good with dark areas where you'd expect them to be dark and in need of a good flashlight along with well-lighted areas where you'd expect them. All in all it has depth and atmosphere. Well done and thanks!
178 comments
The Tunnels
I use a google style map,mod and have just installed this the description said there would 2 with a map marker to get started , just I'm not seeing either of them...
and thats soomed in, I looked all over for starter ones..
I also on annew game just to use this mod only 2-3 discovered icons , I could just easile use tmm 1,0,0 and turn on all undiscovered map icon but would rather not...
sorry, I was under the impression there'd be already undiscoverd map markers already showing on the map, the yes those 2 will do just fine thanks!!!
also can't you just tell us where the entrances are - i did the BH one and it was good but walking around trying to find manholes isn't :)
would be good for you to put them up but as a spolier
When I have this mod activated I randomly get additional weight in my inventory like there's invisible items (checked with player.showinventory and there were none). The bug happens whenever I load a save.
I use the Mad God's Overhaul VR modlist. I've also added like another 20 mods to this modlist so my problem may be very unique.
Future me - From what I can tell, disabling this mod has gotten rid of my seemingly random increase in weight. I've tested it by making new saves and reloading and as far as I can tell, it's fixed. Sadly, I had to reload a fairly old save in order to 'fix' the bug, but it was either that or start a new game, and I figure I can live with 8 LBs of invisible weight.
I can delete the Non Player Characters on xEdit but after that will it break anything or is it all good
Edit: so if anyone ever needs less enemies in a mod, go into xEdit, find the esm of the mod, click on Non Player Character and whichever npc you want to get rid of click on it, then click "Referenced By" down below, and delete however many references you need to stop them from spawning
Any insight as to why this happens would be appreciated, it would be great to be able to play this mod as it looks fanastic!
I suppose you could try v2.1. Suggest you also try removing Buffout, see if you still crash - seriously. However, I suspect all that's happened is either you're reading the log wrong or it's a false flag. Or it's detecting a victim and not the real aggressor - i.e. mod A screws something up (or installed wrongly by you or a mod manager, or simply a bad load ordering) and causes a conflict stopping mod B or some game element working. Then mod C, which relies on that mod or element, crashes the game and a detector may report to you it's mod C definitely breaking your game. Either way, I've had Sewers (v1.8, v2.0, then v2.1, among 100 or so mods in my load order. Haven't had a crash anywhere with it - not yet anyways. Come to think of it I've never known a Zorkaz mod cause a crash.
The goodneigbour reference in buffout is TSGoodneighborparttSCOL
Tried disabling my goodneigbour mod "better goodneigbour" still crashes at Olivia
Disabling TheSewers mod prevents the crash.
I ask because there's comatibility for them in such a way where the two mods link together so while exploring ashland station, you're also in the subway runner too. I was wondering if there would be a future where we could see this mod also link up with the two mods so that the sewer systems could have access points "To and from" at Ashland station/Subway Runner?