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fnv Oct 16, 2024 @ 3:23pm
dissapearing and flickering objects
the issue here seems to be related to desperados overhaul or badlands 2, and it happens only in certain areas the most prominent one being USAF satellite station olivia.
Trees for some reason reappear when they shouldnt and the whole building starts flickering, indicating thats probably a precombine related issue, im currently using Actually Working desperados 2 and badlands LOD, i have many mods, most of them being weapon, gameplay and workshop mods, however only ONE affects precombines, which is a fix for fourville, ive tried to disable it but it doesnt seem to be the issue.
it seems really weird to me, this happened AFTER i uninstalled my entire collection of mods, and reinstalled (most) of them along with a few new ones, this didnt happen before, i am starting to think it has to do with the fact that desperados recently got an update along with prp, i installed both updates when i was reinstalling them and now this is happening, i can send pictures of my modlist, its based on "simple load order guide" and i doubt its the issue, since desperados, badlands, PRP and the LOD are in the place they should be, on the intended order too
Originally posted by Zekiran:
You might ask the mod maker or their comments section, since the combination of mods is likely the problem here.

visibility issues occur at the drop of a hat in this game. Removing a big tree or a container, on up to entire buildings... if any of the mods change any sort of vanilla scenery, whatever location it is, is prone to being wonky anyway.

Just because you believe only one of your mods might be the culprit, it's highly possible that numerous others are contributing factors. If you know which one might be a LOCATIONAL mod, try moving it lower in the load order to see what happens. Disabling it might not work, but moving them around a little is something you can basically do on the fly.
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Zekiran Oct 16, 2024 @ 3:51pm 
You might ask the mod maker or their comments section, since the combination of mods is likely the problem here.

visibility issues occur at the drop of a hat in this game. Removing a big tree or a container, on up to entire buildings... if any of the mods change any sort of vanilla scenery, whatever location it is, is prone to being wonky anyway.

Just because you believe only one of your mods might be the culprit, it's highly possible that numerous others are contributing factors. If you know which one might be a LOCATIONAL mod, try moving it lower in the load order to see what happens. Disabling it might not work, but moving them around a little is something you can basically do on the fly.
fnv Oct 16, 2024 @ 3:56pm 
Originally posted by Zekiran:
You might ask the mod maker or their comments section, since the combination of mods is likely the problem here.

visibility issues occur at the drop of a hat in this game. Removing a big tree or a container, on up to entire buildings... if any of the mods change any sort of vanilla scenery, whatever location it is, is prone to being wonky anyway.

Just because you believe only one of your mods might be the culprit, it's highly possible that numerous others are contributing factors. If you know which one might be a LOCATIONAL mod, try moving it lower in the load order to see what happens. Disabling it might not work, but moving them around a little is something you can basically do on the fly.
thanks man you are a godsend, the cultprit was a mod that i forgot i even had installed (since i named it "desperados 2") desperados overhaul fixes, which messed with some trees and added some stuff, i moved it and now its working perfectly, didnt even have to disable it
Zekiran Oct 16, 2024 @ 3:57pm 
Originally posted by HUAPHE:
thanks man you are a godsend, the cultprit was a mod that i forgot i even had installed (since i named it "desperados 2") desperados overhaul fixes, which messed with some trees and added some stuff, i moved it and now its working perfectly, didnt even have to disable it

D'oh! Awesome that it was easy though!!
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Date Posted: Oct 16, 2024 @ 3:23pm
Posts: 3