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Castle invisible guard posts fix?


blackhand8657

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ok, finally got around to clearing the castle last nite and started to build my defenses but I noticed the Minutemen I assign to guard they stand in places that do not have guard posts and in particular they sometimes float in the air (south entrance, I believe). I'm well aware of how the guard post defense works (patrol between guard posts). Its the fact that it seems like theres invisible guard posts at the Castle specifically, not an issue anywhere else. I'm guessing there are markers in those spots that are flagged as guard posts, I'm gonna mess with the Creation Kit tonite after work, but I'm wondering if someone has or is working on a fix for this? it really is annoying since I put guard posts up but they dont use them.

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Ok, just fiddled with the Creation Kit and did find guard markers around the Castle. some, floating in mid air. I removed them, will test this later after work but I'm sure it'd fix the issue, will probably upload if it doesnt create other problems (unlikely), I know theres some that would appreciate this

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  • 3 weeks later...

Did you upload it somewhere yet? Or any other info on how to remove those invisible guard posts?

 

Edit: Just now I did some testing with the creation-kit myself.

 

Sadly, editing via .esp is working with the worldspace of the settlement, so mods that use that (spring cleaning for example) get disabled and reset with it.

 

But I found another solution, I copied all the ref-IDs from the editor:

001642E1
001642DE
001642DB
001642D4
001642D3
001254E5
001642E0
001642DA
001642D9
001642D8
001642D7
001642D6
000AF115
001642DF
001642DD
001642DC
001254E6
001254E4
001642D2
001642D5

These are all the IDs that were marked as 'guardmarker'.

Getting their values ingame shows that they are in fact the same as guard posts.

 

So what you can do is to go into the console and type:

 

prid <ID>

*enter*

disable

*enter*

 

with every ID above to disable them all within your game.

 

Whoever might do that is doing that on his/her own risk. I just did it myself and nothing broke, I can guarantee that for your save though.

Edited by JamesDyk
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  • 8 months later...

Did you upload it somewhere yet? Or any other info on how to remove those invisible guard posts?

 

Edit: Just now I did some testing with the creation-kit myself.

 

Sadly, editing via .esp is working with the worldspace of the settlement, so mods that use that (spring cleaning for example) get disabled and reset with it.

 

But I found another solution, I copied all the ref-IDs from the editor:

001642E1
001642DE
001642DB
001642D4
001642D3
001254E5
001642E0
001642DA
001642D9
001642D8
001642D7
001642D6
000AF115
001642DF
001642DD
001642DC
001254E6
001254E4
001642D2
001642D5

These are all the IDs that were marked as 'guardmarker'.

Getting their values ingame shows that they are in fact the same as guard posts.

 

So what you can do is to go into the console and type:

 

prid <ID>

*enter*

disable

*enter*

 

with every ID above to disable them all within your game.

 

Whoever might do that is doing that on his/her own risk. I just did it myself and nothing broke, I can guarantee that for your save though.

Big thanks for this nifty trick. Now all my guards don't go wandering off to the top of The Castle wall contemplating suicide. You should add this to NM it would be a huge help to others. Cheers :thumbsup:

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