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Fallout 4 mods/The Coastal Cottage Bunker Player Home
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===Installation=== Use the mod manager of your choice, Or to install manually: *Extract the archive. It contains three files: *RRTV_HomesAndBunkers_Coastal.esp *RRTV_HomesAndBunkers_Coastal β Main.BA2 *RRTV_HomesAndBunkers_Coastal β Textures.BA2 Place all three files into your Data folder. Manually activate the mod in your plugins.txt file. For you FO4Edit aficionados: The mod has been cleaned in FO4Edit. But if you compelled to do it yourself anyway, be aware that the precombined mesh and previs data for the Coastal Cottage exterior cells (POIMCAMP01 and POIMCAMP02) and many surrounding cells has been regenerated. Any cell edits for surrounding cells you see are NOT stray edits...they are a result of regenerating the precombined/previs data. Unless you want to risk experiencing performance and/or graphical issues, I suggest you leave them be. And yes, I know about the previs timestamp conflicts with the Far Harbor .esm. Blame Bethesda for the previs timestamp conflicts. KNOWN/POTENTIAL ISSUES: A detailed description of known and potential issues is outlined in the Read Me. Please go through the Read Me thoroughly before commenting! PERFORMANCE AND OPTIMIZATION: I make no bones about it: this is a large, VRAM intensive player home mod. The interior cell has been optimized using portals and room bounds, as well as an extensive use of static collections to cut down on polygon counts. Use of shadowed light sources has been kept to a minimum (there are only two in the entire bunker cell). Regardless, users with lower spec systems are likely to experience performance issues. More info can be found in the Read Me.
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