greekrage Posted August 7, 2021 Author Share Posted August 7, 2021 either way...this mod peed me off so much that i started a new one thats going to be even more extreme :PBut ill be doing everything by the book.... Link to comment Share on other sites More sharing options...
niston Posted August 7, 2021 Share Posted August 7, 2021 I've seen this happening too, when I worked on rebuilding Goodneighbor.Stuff would end up tightly packed, next to the docks in the harbor where the Yangtse is. I've also noticed than whenever I try to copy/paste a light with a lightbox attached, the box will go in the proper location but the light will be placed somewhere at random, below the terrain. CK just being buggy AF. To remove your records, you can load the mod in xEdit, go to Worldspace, find the cell in question and just remove it (since its all dirty edits anyways).Also you can just delete stuff in CK and then use xEdit cleaning to undelete/disable the deleted references. xEdit will undelete them, disable them and additionally set the enable parent opposite to player state, the later making it impossible for the undeleted stuff to become active again even if it had an enable parent. It will also move some (but sadly not all) undeleted references to -30k height, moving them off the map. Link to comment Share on other sites More sharing options...
greekrage Posted August 7, 2021 Author Share Posted August 7, 2021 I've seen this happening too, when I worked on rebuilding Goodneighbor.Stuff would end up tightly packed, next to the docks in the harbor where the Yangtse is. I've also noticed than whenever I try to copy/paste a light with a lightbox attached, the box will go in the proper location but the light will be placed somewhere at random, below the terrain. CK just being buggy AF. To remove your records, you can load the mod in xEdit, go to Worldspace, find the cell in question and just remove it (since its all dirty edits anyways).Also you can just delete stuff in CK and then use xEdit cleaning to undelete/disable the deleted references. xEdit will undelete them, disable them and additionally set the enable parent opposite to player state, the later making it impossible for the undeleted stuff to become active again even if it had an enable parent. It will also move some (but sadly not all) undeleted references to -30k height, moving them off the map.Thanks for the info...Thats what i did as a trial...But when i did the cleanup all that crap showed up again in sanctuary enabled (took 3 hours to clean up again )...Im guessing that they were enabled when i removed the Greenetech reference from my world info and went to their original positions... (1600+ objects....arrrrg )Right now im doing anew sanctuary but im cleaning up with the batch window...(initially disable and then Hide from local map and finally i sink all of it..... Hopefully this is the cleaner method... One thing!!...Is it possible to remove "persistence" from the workbench ?....I tried removing the keyword from the base settings but that didnt work. Link to comment Share on other sites More sharing options...
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