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Amstrad

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Everything posted by Amstrad

  1. Trip report: Just expanded my previous test at RedRocket to include the second RedRocket cell, confirmed to trigger the bug.
  2. Once the overrides extend to more than just the SanctuaryExt02 cell (eg: the SanctuaryExt03-9 cells) the previously mentioned power armor bug returns. This may mean that this workaround is safe for use on single cell settlements, but not larger ones.
  3. Just tested this with my own modified Red Rocket Gas Station. I'm certain the cell should've been unloaded/reset, but I wasn't able to replicate this bug. What else did you change in your .esp Amstrad? Btw, you do know most power armor/containers you find in the wasteland are supposed to be randomized on their 1st encounter right? I didn't change anything other than copying the relevent debris objects as overrides into a new esp exactly as you recommended. Possibly this is just a bug with Sanctuary? I'll have to try making a Red Rocket esp the same way and see if it exhibits the same behaviour. Edit: Okay, after a quick test I was able to create a similar mod for RedRocket that allowed me to clean up a bunch of debris, but did not trigger the armor reset bug. This may be an issue unique to Sanctuary. I'll need to test some more. Edit2: After a new smaller set of overrides to just one cell in Sanctuary I'm not currently experiencing my previously mentioned bug. Going to expand scope again and see if the issue re-occurs. Edit3: Once the overrides extend to more than just the SanctuaryExt02 cell (eg: the SanctuaryExt03-9 cells) the previously mentioned power armor bug returns. This may mean that this workaround is safe for use on single cell settlements, but not larger ones.
  4. Hey guys, just checking in to say I don't recommend using this workaround! I built an esp to allow removal of houses and debris piles in Sanctuary using the method described here, unfortunatly this triggers a bug that causes power armors to randomize what pieces are on any given frame and containers to randomize their contents when the player fast travels to the plot. It hasn't been tested but its likely this also triggers when you travel far enough away that the cell unloads.
  5. You want the Timing is Everything mod: http://skyrim.nexusmods.com/mods/38151/?
  6. I'm very interested in how you managed to get LOD generation to work, it's a major roadblock right now for anyone wanting to create new exterior worldspaces of any appreciable size.
  7. I was looking for something quick and easy like this to do, here ya go: http://www.newvegasnexus.com/downloads/file.php?id=39458
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