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Could be:
1. Caused by one mod.
2. Caused by conflicting mods.
3. Similar mods are in wrong load order.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
Yet ironically...
So if the mod has no effect on precombines then why did it just mention a precombine conflict?
Also:
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...
Well at least you found your issue fairly easy.
4K endorsements and plenty of positive comments. I don't get it.
And comments are locked so you can't even inquire.
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.