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Changelogs
Version 1.2
f3dnpcTremont - Minor fixes, moved trigger for quest "Love and Peace" above correct front door as this is meant to trigger when first entering cell, changed static chairs to useable ones so NPCs do not just keep wandering around aimlessly.
f3dnpcAuctionHouse - Minor fixes, restores a couple of incorrectly disabled objects and disabled more z-fighting objects.
f3dnpcSummerEstate - Minor fixes
f3dnpcCatacomb02 - Fixed wrong material swap on a floorboard
f3dnpcVault75a - Renamed from Vault 75 to just Vault so it does not get confused with original vault 75.
Added option in installer to include previs file for cell f3dnpcVault75a. Only available for original version as this is already included in pre-combined version.
Version 1.1
Fixes a bug where old pre-combined data were left in vanilla version of Vault 75 which caused the cell to not render at all. (vanilla version only)
Forwards a fix by UFO4P to plug a hole in the floor inside vault 75. Will not work unless UFO4P is active. (pre-combined version only)
f3dnpcBaseball01 - Fixed some holes to the void.
f3dnpcBaseball02 - Minor tweaks to various objects.
Tales from the Commonwealth is great mod, but it has a a lot of visual glitches which can be distracting while playing. Floating objects, z-fighting objects, holes in walls and ceilings etc. This mod aims to make Tales from the Commonwealth less of an ((authentic Bethesda experience™)) by fixing those issues.
This mod can be installed in a existing save but all changes might not apply.
Versions Also includes an optional version that regenerated pre-combined data as this is a common request. For now this includes Vault 75 and the area around east city downs (aka the RedRocketTV edition). It requires Automatron DLC. If you previously generated your own meshes they will not be compatible and might conflict with this mod if they are loose files.
Load order Will depend on which version you use. Vanilla version can be placed anywhere after Tales from the commonwealth. Pre-combined version needs to come after any mod that makes changes to the area around east city downs.
Compatibility with pre-combined version In general this should work with most mods. What to look out for is:
1. Does a mod alter the same area which has newly generated pre-combined meshes. 2. Does it move, delete or in any other way change existing things in that area which are part of the combined meshes.* *Theses are marked with square brackets in xEdit. Example: [FormID]
If you don't know if number 2 is right, go to the comment section of the mod, chances are there will be people complaining about it.
Examples Outcasts and Remnants Compatible: Yes Adds a desk and some other things around the affected area.This is compatible since its placement does not conflict with TftC and it does not make any edits to the vanilla game in that area. But this mod has to be placed after it.
BostonFPSFix Compatible: Depends Re-generates the Boston area (including east city downs) with a new pre-combinded version. Will be compatible as long as you are not using any of its patches for other mods. But this mod has to be placed after it, and will not affect its use outside of the east city downs area. If you are or want to use a patched version then you can test it, but I can not guarantee they will work together.
Imaginary Mod Compatible: No Adds a giant flower pot right in front of where the bowling alley is located. Also removes all the roads from the area for whatever reason. Will not be compatible since its placement conflicts with TftC and makes edits to the vanilla game which will conflict with it no matter the load order.