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Deleting NPCs in mod possible?


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As the tile says. I am finishing up a player home mod in the alien cave near Oberland Station.

 

Can I safely remove the spawning Molerats and Alien without problems?

 

If it can cause any problems I will leave them the way it is and just set the spawning points and patrol idles to match the surface and objects I build.

 

If it is safe to remove them, are there things I should watch out for in the way I "delete" them? I never just delete anything from existing cells I mostly just initially disable them.

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As a general rule, don't ever delete anything from the base game (or loaded plugins for that matter) - that can create very bad oddities in the long run and even CTD's when your game tries to load them.

 

But you'll be ok to disable them instead. Just open the spawning markers' references in the editor and check the "Initially disabled" box, then save your plugin and you should be ok.

 

It may not work in some instances - some interior cells or settlements in Fallout 4 seem to remain in your saves indefinitely. In which case, you can also try to move the markers out of your cell, either behind the walls or beneath the floor.

 

If that doesn't work either (sometimes objects' positions are hard-saved too), then you may try and attach a script to these references to disable them on load or on cell attach.

 

And if none of that works, it probably means that cell is better be left untouched... ;)

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As a general rule, don't ever delete anything from the base game (or loaded plugins for that matter) - that can create very bad oddities in the long run and even CTD's when your game tries to load them.

 

But you'll be ok to disable them instead. Just open the spawning markers' references in the editor and check the "Initially disabled" box, then save your plugin and you should be ok.

 

It may not work in some instances - some interior cells or settlements in Fallout 4 seem to remain in your saves indefinitely. In which case, you can also try to move the markers out of your cell, either behind the walls or beneath the floor.

 

If that doesn't work either (sometimes objects' positions are hard-saved too), then you may try and attach a script to these references to disable them on load or on cell attach.

 

And if none of that works, it probably means that cell is better be left untouched... :wink:

 

Thank you, that's what I would do anyway (initially disable them I never delete anything). It should be fine as on an earlier version I placed the idles on different places and that worked. But I rather have these pesky molerats gone as it kinda destroys my hard work when a new player steps in and after killing them the whole place is littered with molerat corpses lol.

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Lol... I do understand, believe me - I've been trying all sorts of things to get rid of fraking dead Robots littering some cells by the hundreds thanks to crazy DLCRobot spawning system!..

 

But if you disable the spawning markers and move them underground, doesn't that put an end to your molerats invasion?

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  • 1 year later...

Lol... I do understand, believe me - I've been trying all sorts of things to get rid of fraking dead Robots littering some cells by the hundreds thanks to crazy DLCRobot spawning system!..

 

But if you disable the spawning markers and move them underground, doesn't that put an end to your molerats invasion?

 

Install Amazing Follower Tweaks, have at least one follower with it, then in the AFT menu set it to clear corpses and tell your followers to gather all items. Poof! Corpse-B-Gon!

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  • 2 months later...

As the tile says. I am finishing up a player home mod in the alien cave near Oberland Station.

 

Can I safely remove the spawning Molerats and Alien without problems?

 

If it can cause any problems I will leave them the way it is and just set the spawning points and patrol idles to match the surface and objects I build.

 

If it is safe to remove them, are there things I should watch out for in the way I "delete" them? I never just delete anything from existing cells I mostly just initially disable them.

 

 

As long as you save and enable the plug-in in your mad manager, it's fine. I edit settlements and delete a lot on them daily and have never had a problem. You can also disable/delete spawn points as long as you save your file and enable the plug-in.

 

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As a general rule, don't ever delete anything from the base game (or loaded plugins for that matter) - that can create very bad oddities in the long run and even CTD's when your game tries to load them.

 

But you'll be ok to disable them instead. Just open the spawning markers' references in the editor and check the "Initially disabled" box, then save your plugin and you should be ok.

 

It may not work in some instances - some interior cells or settlements in Fallout 4 seem to remain in your saves indefinitely. In which case, you can also try to move the markers out of your cell, either behind the walls or beneath the floor.

 

If that doesn't work either (sometimes objects' positions are hard-saved too), then you may try and attach a script to these references to disable them on load or on cell attach.

 

And if none of that works, it probably means that cell is better be left untouched... :wink:

 

Thank you, that's what I would do anyway (initially disable them I never delete anything). It should be fine as on an earlier version I placed the idles on different places and that worked. But I rather have these pesky molerats gone as it kinda destroys my hard work when a new player steps in and after killing them the whole place is littered with molerat corpses lol.

 

Gotta disagree with you Dave BC I have a heavily modded game and I have deleted TONS in the commonwealth and settlements with no problems.

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