I suppose you can load an earlier save after move the esp to the largest order number place. For FO4, it seems to be quite common that mods, which just edit stuff outside, would lead to overlapping, flickering, modification failure, even terrain errors. And some of these annoying problems might still be there even you change the load order and load a save 'polluted' by the game. I encountered these for several times, and I have to say, it's hard to avoid them completely when you handle with worldspace editing.
I was curious about that, i'm gonna reinstall the original and this so they are both at the bottom and throw a new save over to it. Thankyou for the response
Picture number 4 has a problem. USA or American Flag is not supposed to be on the floor! Reference Flag Codes! Ref. 4 U.S. Code § 8 - Respect for flag Paragraph B.
We all love Old Glory in whatever shape or form it is!
Well, you have better not use the Dartmouth Penthouse with this, because they not only edit the same world space area, but also actually share the same function. (The Dartmouth Penthouse is just the version with all Interior stuff removed.)
Yes, discovered when first went to this door and then double-checked and saw that they are the same function, just unfurnished (as you said). So, went into an interior cell, logged out, disabled and then reloaded, then discovered that the door still didn't appear (due to previsibines issues I gather) and had to lower your mod below the PRP.esp to get the door to show properly.
What's the PRP? I suppose that the door disappears because of the changes on navmesh, since I encountered it either while I loaded it in old saves with navmesh edited(not updated yet). The exterior stuff mods of FO4 seem to be quite fragile because any modification, or just the original data, could lead to conflicts. :-)
A lot of times when mod authors touch existing vanilla assets or when two mods touch the same cell, it breaks the previsibines and you get blinking textures, floating objects, invisible objects, hidden doors (as in this case) --> usually hidden a small amount below another texture. There are a lot of previs patches for various mods, PRP is just fixing the vanilla broken previsibines I think.
Yes, this mod already contains the settlement of the top floor, so you will have two workshop workbenches on the top if you load both, and I suppose that you don't need another. lol
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For FO4, it seems to be quite common that mods, which just edit stuff outside, would lead to overlapping, flickering, modification failure, even terrain errors. And some of these annoying problems might still be there even you change the load order and load a save 'polluted' by the game. I encountered these for several times, and I have to say, it's hard to avoid them completely when you handle with worldspace editing.
We all love Old Glory in whatever shape or form it is!
Thanks! (From all good Americans!)
Also, there is a conflict with the Dartmoth Penthouse (and perhaps other Back Bay player homes that use this space)
The exterior stuff mods of FO4 seem to be quite fragile because any modification, or just the original data, could lead to conflicts. :-)
A lot of times when mod authors touch existing vanilla assets or when two mods touch the same cell, it breaks the previsibines and you get blinking textures, floating objects, invisible objects, hidden doors (as in this case) --> usually hidden a small amount below another texture. There are a lot of previs patches for various mods, PRP is just fixing the vanilla broken previsibines I think.
just a minor report but the candles in the bathroom are floating. They aren't connected to the tile.
Dunno if you wanna fix it but I thought I'd bring it up to you.
Also, awesome job on bringing this back. =D
PS: how did you get your companions in to the loft? I have Cait with me and she stays at the bottom of the stairs by the workbench.
Best regards.