Fallout 4

Fallout 4

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King K.B Mar 13, 2022 @ 11:22am
Odd bug involving Taffington Boathouse style buildings
I've found recently that I fall through the ground floor and can walk through the walls and roof of Taffington Boathouse, and any other houses that use the same style/set.

I can't seem to find what's causing it and so far, searching online hasn't found a similar bug or potential solution. Anyone else run into this and know what might be the issue?

Or do I need to do a complete uninstall and reinstall?
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Showing 1-15 of 19 comments
Lady Aeleanor Mar 13, 2022 @ 11:29am 
Try doing a game file verification. I just read where someone had "ghosting" issues like yours, and that fixed his issue.
King K.B Mar 13, 2022 @ 11:55am 
Just tried it and all verified ok, according to Steam. Still ghosting, so I can only guess it's a mod that's causing it. Time to pick apart my load order...yay
Bored Peon Mar 13, 2022 @ 1:27pm 
You have a modded Taffington style house that is missing collision or missing navmesh.

Could be:
1. Caused by one mod.
2. Caused by conflicting mods.
3. Similar mods are in wrong load order.
King K.B Mar 14, 2022 @ 3:30am 
Yeah, I'm rebuilding my modlist from scratch and hoping that prevents the issue happening again. Thanks for the pointers
hawkeye Mar 14, 2022 @ 7:27am 
A lot of the structural objects in the game are single-sided, which means you can walk thru the invisible side. Taff and Hangmans are 2 locations like this. If you are using Snappy HK some objects in that are the same. You need to apply another single-sided object like a wallpaper to make them "3D".

Falling thru floors shoudn't happen to the player. Npc's can though. I think it can happen if cpu is overloaded and the game is unable to compute the collision between the npc and terrain.
Iceira Mar 14, 2022 @ 12:52pm 
From mod issue to LOOT load order, and maybe cell loading was to slow, if i recall correctly that happend in skyrim also , if you run fast and long enough and pressure world load with a 360 jump, then you could actual run so fast that world was not there yet, thats the nerest i have seen with fall though world , i think other have mention samething in F4 before in Downtown area with huge cell laoding.

ps.
could you have other disk task running without you know it, aka windows backup or other disk task even that could explan thats zone cant say that area is seen as heavy.
Last edited by Iceira; Mar 14, 2022 @ 12:55pm
Similar Mar 16, 2022 @ 2:05pm 
hm. I'm having the same issue with Taffington all of a sudden. Both me and Codsworth are falling through one piece of floor and Codsworth could shoot the insects through a wall that I can also walk through.
I thought it might be Snappy Housekit, since that's the only mod I've recently installed that seems like it could, possibly, have that effect, but uninstalling it makes no difference.
Bored Peon Mar 16, 2022 @ 2:29pm 
Originally posted by Similar:
hm. I'm having the same issue with Taffington all of a sudden. Both me and Codsworth are falling through one piece of floor and Codsworth could shoot the insects through a wall that I can also walk through.
I thought it might be Snappy Housekit, since that's the only mod I've recently installed that seems like it could, possibly, have that effect, but uninstalling it makes no difference.
Disabling a mod that changes the default .json for a settlement should revert it to vanilla.
https://steamcommunity.com/sharedfiles/filedetails/?id=1526138423
This was taken after removing Sanctuary Lite (a scrapping mod) and if you look closely you can see where the houses and other junk were replaced when the game went back to using the default .json for the settlement.

Now what may be happening is you have multiple settlement mods using custom .json file. So when you disable one of them the other is still using a custom one.

First thing to do is create a save to fall back on, just in case. If you disable all mods that modify a settlement defult .json (scrapping mod, extended borders, etc) it should snap back to the default file. Then I would re-enable those mods one at a time.

You could also tweak your load order because another mod may be overwriting the one that has a floor with collision.
Similar Mar 16, 2022 @ 2:55pm 
The odd thing is that when looking at it in FO4Edit, nothing is messing with the floor piece that is missing collision, not Snappy Hpusekits either (which I reinstalled just to check). It seems like it should be purely vanilla, but Scrap Everything doesn't see it (can't select it nor the walls which are missing collisions). I can get the ID by clicking on it in the console, so something is clearly still there.

I tried loading a save which I think should be far enough back that the Taffington cell hasn't been loaded (it's in the ruin where the lost BOS patrol is, with all the fused power armors) and that made no difference.

In my last game a piece of floor in the house in the Lighthouse settlement was also missing collision and I think that's the same housekit as Taffington.

yeh, probably nothing for it but to disable the various mods and see what happens. I don't have any settlement mods, just scrap mods, though (Scrap Everything, which I've been using for over a thousand hours without seeing this problem, and This Is Trash which is a more recent addition).
Bored Peon Mar 16, 2022 @ 3:17pm 
Originally posted by Similar:
It seems like it should be purely vanilla, but Scrap Everything doesn't see it (can't select it nor the walls which are missing collisions). I can get the ID by clicking on it in the console, so something is clearly still there.
Tha tis your problem. Scrap Everything uses custom .json files for each settlement.

A .json file is basically a file that contains the "inventory" of a settlement. It is what changes Z background object into X scrappable object. Depending upon your load order that could change the properties of an object. Try putting Snappy House kit after all the others.

Originally posted by Similar:
...and This Is Trash which is a more recent addition).
You should never run multiple scrapping programs because they contain their own custom .jsons. This can have adverse affects like creating duplicated objects. For example, I tried running Clean my Settlement with Horizon. I ended up with duplicated leaf piles. Threw the save away, and started again.
Similar Mar 16, 2022 @ 4:02pm 
I uninstalled This Is Scrap (and Snappy Housekit, again, because it was in the earlier save I went back to) and it made no difference for Taffington. Fast travelling away and back didn't either, so I went to the Lighthouse (hadn't been anywhere near it in this game, so it seemed like a good test) to see if that floor piece was lacking collision like in my last game, and it was (along with some wall pieces).
So ... this is getting puzzling. Unless some mod I have is doing something way different than it claims to do, I have no idea what is happening. Wouldn't that show in FO4edit, though?

Curiously, several people on the Sim Settlements 2 forum had the same problem with Taffington a few days ago, with no real solution, except it seems like it wasn't SS2 causing it.
Not that i'm running SS2, but still.
Bored Peon Mar 16, 2022 @ 4:35pm 
Originally posted by Similar:
Curiously, several people on the Sim Settlements 2 forum had the same problem with Taffington a few days ago, with no real solution, except it seems like it wasn't SS2 causing it.
Not that i'm running SS2, but still.
You should try to get their mod lists and see which mods you have in common. Having the same object lose collision is not a coincidence.

Something is changing the properties of that floor obviously. The question is how many mods are touching the properties of the objects and which touched it last? Remember load order is the last in line over writes the previous.

Originally posted by Similar:
Curiously, several people on the Sim Settlements 2 forum had the same problem with Taffington a few days ago, with no real solution, except it seems like it wasn't SS2 causing it.
Not that i'm running SS2, but still.
Try contacting Tinuvia or Oh-no in the SS forums. They are plot designers and could maybe help solve the mystery or tell you how to check it. Both were really nice people when I used to use those forums.
Last edited by Bored Peon; Mar 16, 2022 @ 4:35pm
Similar Mar 16, 2022 @ 6:07pm 
Well, I tried starting a new game (without Snappy Housekits, This Is Trash and Flicker Fixer) and ran straight to Taffington and things were fine.
Saved, enabled This Is Trash and things were still fine, also after using it (and yeah, like you said, not a great idea to use it with Scrap Everything, but ... it really is very handy, so I'll risk it for now, until I get around to making my own version of it).
Saved, enabled Flicker Fixer and ... fell through the floor. Some walls are also without collision again.
Saved, disabled Flicker Fixer and things are solid again.

So I guess that settles it. I just didn't think that mod affected stuff like that, and I certainly didn't think it disabled collisions on anything. That seems rather weird. And whatever it changes doesn't show in FO4Edit either, which I don't get, but maybe certain things in .ba2 files don't show.
perhaps it's a load order thing, but I've not been able to tell that the mod does anything at all (still plenty of flicker), so I'll just toss it.

Thanks.
Bored Peon Mar 16, 2022 @ 6:23pm 
Originally posted by Similar:
So I guess that settles it. I just didn't think that mod affected stuff like that, and I certainly didn't think it disabled collisions on anything.
So I did a quick look at he mod page on Nexus....
* In v4 I have fixed probably 90% of all exterior z-fighting throughout the game, however the games Previs/Precombine system nullifies some of the fixes made by this mod.
Yet ironically...
This mod does not:
Edit any Cell or World Data.
Disable or Delete any files.
Effect Previs / Precombine Data
So if the mod has no effect on precombines then why did it just mention a precombine conflict?

Also:
* If v5.7 of Flicker Fixer is loaded below/after Snappy HouseKit in you Load Order it will fix the z-fighting in that mod.

Yeah, after reading that I would give the mod a hard pass. If you have a conflict with a simple common mod like Snappy House Kit then there is bound to be issues with more mods.

One a go note...
Install / Uninstall:
This mod can be installed or uninstalled at any time without harming your save games.

Well at least you found your issue fairly easy.
Similar Mar 16, 2022 @ 7:02pm 
yeah, I don't get Flicker Fixer. It doesn't do what it claims to, as far as I can see; I've had more than plenty vanilla flicker while using it. And if you have to globally disable precombines to see the effect then ... Well, no thanks.
4K endorsements and plenty of positive comments. I don't get it.
And comments are locked so you can't even inquire.

Originally posted by Bored Peon:
Well at least you found your issue fairly easy.
yeh, Flicker Fixer was kind of the last guess. If it hadnt been that, I would have been pretty lost. Most of my remaining mods are weapons, clothing/armor or other things that really shouldn't affect buildings.
Last edited by Similar; Mar 16, 2022 @ 7:13pm
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Date Posted: Mar 13, 2022 @ 11:22am
Posts: 19