I bought the GOG Fallout 4 GOTY recently. Early game I had a problem with the Mechanists Lair, in that I could get so far in and then for no apparent reason the game would crash. I tried varying my approach, but the crashes would always occur shortly after getting past the first multi-door (you know the exxagerated security of lots of doors for one door).
So I wondered what the problem could be. At the time I only had the Unofficial Fallout 4 Patch, and a few texture replacers. UFO4P couldn't be the problem so I assumed there was something wrong with the GOG GOTY version of the game.
I searched around, and found a reddit post suggesting to use the Mechanists Lair Overhaul (yes the one with the deleted navmesh) .. It did solve the problem, but then later I found out about the deleted navmesh and realised I was sitting on a ticking time bomb with that mod installed.
I then found your mod. It only fixed Nav Meshes and pathfinding for NPCs, but I gave it a go. Went back to a save before installing the Mechanists Lair Overhaul, after uninstalling MLO, and then installing your mod ..
I no longer get any crashes in the Mechanists Lair.
.. I get why you developed this mod, but maybe you are not aware for us new adopters of the GOG GOTY version of the game, your mod also stops the crashes we get in the Mechanists Lair.
Ouch, that's an unfortunate problem to run into. I'm glad it resolves the issue for you!
The game does have some crashes that the lair is more prone to, and npc pathfinding problems can lead to crashes in the wrong circumstances. I don't personally have a copy of the GOG version, so I can't do testing on my own to see what my mod is potentially fixing for you.
Sadly this didn't work for me. Gog version, very light mods. CTD every time i get near the lockers in the entance. Buffout 4 states a pathfinding glitch. Only fix is to sprint through.
Wow, I never tried sprinting through. I always had to look at the floor and never see the lockers. I thought lowering graphics to their lowest possible helped but that may have been placebo, still couldn't look at those cursed lockers.
Are there any recommendations for the better or best compatible mod for fixing the inherent previs/precombine of the locker area after the first door in the Mechanist Lair? I am using Mechanist Lair Deep Clean placed 8 from the last in load order (first among other previs mods), but I still get white or missing walls/floors. No CTD like without it, but something must be better.
Thank you for reading. I get the impression I'm shadow banned or something. I haven't had a response to any post in while, so any response would be appreciated. Thanks in advance!
I'm not aware of anything made specifically for deep clean. I would recommend checking the list of mods that require it - you might get lucky and someone has made a previs patch and added it as a required file.
Edit: I just double-checked and apparently deep clean has its own previs. Have you tried moving it all the way to the bottom of your load order just to verify there isn't a conflict causing that issue? I know you said it's only eight up from the bottom, but it's worth checking.
Thank you! I just tried and it does work when movedall the way to the end, but this is 100 hours into the game. Next fresh game it will be at the end for sure. Just one single mod may add one seemingly innocuous object that makes a black hole sucking textures into the void across the map, checking for conflicts is a wall of red text.
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Spoiler to make for quicker reading ->My only problem with this result is the same for every other fix that requires moving the mod in question to the bottom. There is only one bottom, and I've already had a few that required being moved to the bottom for similar reasons. Playing whack-a-molerat-mod ovah here. Normally I'd ditch the bad mod but this is one of only 6 DLC and building/modding robots is very cool, it would be like tossing out Far Harbor because the Red Death mission wouldn't end.
But again, thank you. Also, I've never had an issue with ANY of your mods, using over 10 now, more next game. You also respond, and helpfully. It's refreshing.
It looks like there are some wild edits to the nav mesh info map 0xFF1. When you get a chance could you post a fresh version? It was making the Sole Survivor fall to their death in the pre-war (during-war) Vault 111 elevator. So I was unable to start a new game. It happens with some versions of some mods. (I updated to the latest ELFX-PRP patch #64990 2.1.5 and the game quit working. 2.1.4 worked OK.) I deleted all the NVMIs that weren't for the Mech Lair. I wasn't sure what to do with the preferred pathing info, NVPP, it looked like it was all exterior locations. Thanks for all the mods!
That is not a wild edit, and it is not the cause of the bug you described. Any mod that includes navmeshing should include a copy of the navmesh info map, since that record is merged at runtime and used by the game to determine what navmeshes connect to each other when they're not loaded. It is also automatically generated by the creation kit and removing it is done at your own risk.
If you are having issues with Vault 111, that involves a mod that actually edits the Vault111Cryo cell.
Is there a version of this mod that does not make the settlers go to the Isabels back rooms. there hanging back in the control room using the idle animations the game up there. i tried to get the mechanist lair expanded V3 and V4 to work but it wont let me build so i can scrap the animations with my scrap animations mod. if u know a way or have an idea i am open to try. if this is out of the reach of the discussion lmk and i will drop it.
I haven't made a version that prevents that, no. If you want to adjust it directly, the thing you need to edit is the sandbox primitive the settlers use to figure out where they're allowed to go. That should be the reference named DLC01LairWorkshop_SandboxMarker. In the creation kit, you can select that and then press 2 (not on the numpad) to bring up the scale widget, and shrink it so it no longer covers the control room.
Would this conflict with snapdragon2's Interior NavCut Fix? I installed this first sometime ago on my current SS2 run before I realised the navcut mod was highly recommended for SS2.
I installed this mod before going into the Mechanist's lair for the first time and experienced a bunch of missing/invisible textures for walls, ceilings, floors, etc. Here's an Imgur link to screenshots showing this. The only mods I have from your list are compatible ones, being Scrap Everything (I have this mod loading before Scrap Everything as you said to) and the Unofficial patch. Any thoughts on why this is happening? Thanks.
You have a mod that is providing precombines for the mechanist's lair. Any mod that provides precombines should be as close to the bottom of the load order as possible to prevent conflicts like the one in your screenshot. If you move this mod closer to the top of your load order, you should be able to resolve the issue.
Technically speaking, if you want Scrap Everything to work as desired for the mechanist's lair you should move that as close to the bottom of your load order as you can. Whatever is providing or reverting precombines for the lair is below scrap everything in your load order, judging by the screenshot.
Well I was able to resolve the textures missing by adjusting the mod order but now the settlers or dismissed companions don't walk around at all in the Mechanist's lair. They just stand in one spot for seemingly ever. I assume this is due to another mod conflict I have somehow since no one else is reporting this for your mod.
I don't think any, at least none that I directly chose for that reason, aside from maybe Scrap Everything. Below is all of the mods I have installed in their load order. I assume the only likely candidates are MechanistLairWorkshopFix and Scrap Everything.
The only relevant mods you appear to have are this one, the settler population limit mod, scrap everything, and the mechanist's lair fix. None of the others directly conflict with this pathfinding fix, but having too many NPCs in one place can cause behavior issues with NPCs.
Scrap everything ultimate edition provides new precombines for the mechanist's lair, which would explain the issue you had at the start if it was before MechanistLairWorkshopFix.esp in your load order. Do you still encounter issues if you move MechLairPathfindingFix.esp to be right above Scrap Everything in your load order? If you do, the most likely causes are:
The thing I mentioned above, where having too many NPCs in one place makes them misbehave
Something built in the lair may be interfering with pathfinding. This can happen if you place floors directly on top of floors, for example.
Sometimes a save just has issues for a variety of potential reasons. Those reasons vary from bad data from mods, mods that have been removed at some point, and occasional problems just tied to imperfect saves of a complex game.
Sorry for the delayed reply. Moving MechLairPathfindingFix.esp to be right above Scrap Everything's in the load order didnt' seem to make a difference sadly. As for your other suggestions, I only currently have one companion (Ada) in the Mechanist's lair for testing the mod, and I haven't built anything yet so that should eliminate both of those potential things causing problems. It could be a problem with the save, not sure. I've tried waiting, fast traveling out and back, so on, they just stand there. Either way I'm just going to not use the mod as I can't seem to get it to work. If there's one thing I've learned about Fallout 4 mods or Fallout 4 in general it's that it is the classic for "Works on my machine but doesn't on theirs." I'm sure there's something on my end that's causing the problem I just don't know what, so no big deal.
I know this is months old, but I would suggest that you learn to use xEdit and see with your own eyes directly what is conflicting with what instead of blindly rearranging your load order. Learn to use that program and you will be making your own resolution patches in no time. Best of luck to your modding future.
I am getting loads of missing textures in the Mchanist's Lair. I know this is not because of this mod, I've heard it's actually caused by the HD textures DLC. I bring it up here because I was hoping someone might know of a fix that doesn't involve deactivating the HD textures DLC. I paid good money for this RTX 4080 and by God, I'm gonna use it!
Can I suggest ditching the HD DLC and getting any one of several AMAZING UHD packs instead? Optimized and ready to bring jaw dropping graphics to your game..
It looks great, but it would be even better if there were a MOD that could fix the abnormal behavior of those damn NPCs stuck in vault 88 some place and rubbing against the wall, In that case, it would be very helpful for me to rebuild the entire commonwealth.
38 comments
I'll list mods that people ask about here, along with their compatibility and resolution status.
Compatible Mods:
- All Settlements Extended: No special load order necessary.
- Boston Airport Home Plate and the Mechanists Lair are Settlements: No special load order necessary.
- Home Plate - Mechanist Lair - Full Workbenches: Load Mechanist's Lair Pathfinding first.
- Mechanist Lair Deep Clean: Load Mechanist's Lair Pathfinding first.
- Mechanist Lair Lighting: No special load order necessary.
- Mechanist's Lair - expanded corrected and fixed (Fix Only): No special load order necessary.
- Mechanist's Lair - expanded corrected and fixed (Versions 1-3)): No special load order necessary.
- Mechanist's Lair - expanded corrected and fixed (Version 4): Load Mechanist's Lair Pathfinding second.
- Mechanist's Lair Patch for Scrap Everything and Interiors Enhanced: Load Mechanist's Lair Pathfinding before Scrap Everything.
- Mechanist's Lair Performance Mod: No special load order necessary.
- Mechanist's Lair Workshop Unlocked: No special load order necessary.
- Open- and Closeable Mechanist's Lair Doors: No special load order necessary.
- Previsibines Repair Pack (PRP) Stable Branch: Load Mechanist's Lair Pathfinding before PRP.esp.
- Scrap Everything: Load Mechanist's Lair Pathfinding first.
- Unofficial Fallout 4 Patch: No special load order necessary.
Incompatible Mods:
- Mechanist Lair Overhaul (Lore-Friendly Restoration and Cleaning Plus Expansion): I cannot safely patch against the deleted navmesh.
- Remove the invincible Tesla turrets in Mechanist Lair Overhaul: Requires an incompatible mod.
Redundant Mods:
- FO4 Fixes And Technical Enhancements (FATE Patch): FATE includes this mod in its entirety, so there is no need to install it separately.
If you have concerns about a mod not already listed here, feel free to ask and I can probably check it in short order.
I bought the GOG Fallout 4 GOTY recently. Early game I had a problem with the Mechanists Lair, in that I could get so far in and then for no apparent reason the game would crash. I tried varying my approach, but the crashes would always occur shortly after getting past the first multi-door (you know the exxagerated security of lots of doors for one door).
So I wondered what the problem could be. At the time I only had the Unofficial Fallout 4 Patch, and a few texture replacers. UFO4P couldn't be the problem so I assumed there was something wrong with the GOG GOTY version of the game.
I searched around, and found a reddit post suggesting to use the Mechanists Lair Overhaul (yes the one with the deleted navmesh) .. It did solve the problem, but then later I found out about the deleted navmesh and realised I was sitting on a ticking time bomb with that mod installed.
I then found your mod. It only fixed Nav Meshes and pathfinding for NPCs, but I gave it a go. Went back to a save before installing the Mechanists Lair Overhaul, after uninstalling MLO, and then installing your mod ..
I no longer get any crashes in the Mechanists Lair.
.. I get why you developed this mod, but maybe you are not aware for us new adopters of the GOG GOTY version of the game, your mod also stops the crashes we get in the Mechanists Lair.
The game does have some crashes that the lair is more prone to, and npc pathfinding problems can lead to crashes in the wrong circumstances. I don't personally have a copy of the GOG version, so I can't do testing on my own to see what my mod is potentially fixing for you.
Thank you for reading. I get the impression I'm shadow banned or something. I haven't had a response to any post in while, so any response would be appreciated. Thanks in advance!
Edit: I just double-checked and apparently deep clean has its own previs. Have you tried moving it all the way to the bottom of your load order just to verify there isn't a conflict causing that issue? I know you said it's only eight up from the bottom, but it's worth checking.
But again, thank you. Also, I've never had an issue with ANY of your mods, using over 10 now, more next game. You also respond, and helpfully. It's refreshing.
It was making the Sole Survivor fall to their death in the pre-war (during-war) Vault 111 elevator. So I was unable to start a new game.
It happens with some versions of some mods. (I updated to the latest ELFX-PRP patch #64990 2.1.5 and the game quit working. 2.1.4 worked OK.)
I deleted all the NVMIs that weren't for the Mech Lair. I wasn't sure what to do with the preferred pathing info, NVPP, it looked like it was all exterior locations.
Thanks for all the mods!
If you are having issues with Vault 111, that involves a mod that actually edits the Vault111Cryo cell.
Technically speaking, if you want Scrap Everything to work as desired for the mechanist's lair you should move that as close to the bottom of your load order as you can. Whatever is providing or reverting precombines for the lair is below scrap everything in your load order, judging by the screenshot.
Unofficial Fallout 4 Patch.esp
MechLairPathfindingFix.esp
BetterJunkFences.esp
EasyHacking.esp
GunsNoDismemberNoExplodeAioV1.esp
HidePipboy.esp
IncreasedSettlerPopulation50.esp
LooksMenu.esp
MechanistLairWorkshopFix.esp
Mossberg500.esp
move that workbench!.esp
NoNegativeAffinity.esp
no-disintegrations.esp
Nuka Girl - no Helmet.esp
RemoveSpecialMod.esp
RemovedRadiationOnFoodItems - WeightlessJunkandotheritemspatch.esp
SnapBeds.esp
StartMeUp.esp
VeryRichMerchants.esp
WeightlessJunk.esp
3dscopes.esp
Scrap Everything - Ultimate Edition.esp
Scrap everything ultimate edition provides new precombines for the mechanist's lair, which would explain the issue you had at the start if it was before MechanistLairWorkshopFix.esp in your load order. Do you still encounter issues if you move MechLairPathfindingFix.esp to be right above Scrap Everything in your load order? If you do, the most likely causes are:
Either way I'm just going to not use the mod as I can't seem to get it to work. If there's one thing I've learned about Fallout 4 mods or Fallout 4 in general it's that it is the classic for "Works on my machine but doesn't on theirs." I'm sure there's something on my end that's causing the problem I just don't know what, so no big deal.
https://mods.bethesda.net/en/fallout4/mod-detail/4222006