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Things that I cant *click* disable;markfordelete


KrZny

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Im fairly new to FO4 and its modding. I have a modest collection of TESV mods (somewhere near 100) and used nexus for a few, but not many. In other words, I'm not completely new to modding in total, but am new to FO4 modding.

I have a few mods installed that may be causing some of these issues, but the few I have toggled on/off, and the load orders dont seem to entirely affect this. I haven't really tried to see what the result is on an unmodded FO4, but even if this issue is not present under such conditions, it is still important for me to get down to the bottom of this.

Along the way, maybe we can have a deeper discussion on FO4Edit and Vortex, so I can get a fair idea of the general direction I should be looking for solutions, explanations, tutorials, and maybe just better mods that conflict less.

Pertinent Mods I have Installed (That most definitely conflict at times)

 

There are things that I cant *click* disable;markfordelete in console

 

Some of the objects around Sanctuary that should be able to be selected in the console will not be selectable, even if I scroll back or forward or click wildly. Most of the time it will tell me I must click on something with an av ref, sometimes it doesnt.. The objects are the same ones that are cleaned up elsewhere by Immersive Cleaning, or are selectable in Build mode for the purpose of scrapping. After toying with load orders in Vortex (I mean, how hard is it to develop an interface that doesnt make me want to jab my own fingers into my eyesockets, especially when it comes to organizing information during procedures such as SORTING LOAD ORDERS.... I digress) I think I was able to restore some objects selectability in console and in scrap-mode, though Immersive Cleaning makes it so much easier, but some objects I could select in console or scrap-mode before became unselectable. This really frustrated me when trying to clean the tiny triangle in front of the big tree in Sanctuary... just let me click the hecking bush!

 

So I realize that I probably have conflicts to resolve, and I may hve had one more mod at one point before faffing about with load order. Im not entirely sure which mods are redundant here, and to be fair the inconsistency of scrap_dirt_sanctuary makes me not even want to bother with it when I can just use my hotkeys and toggle console a bunch.

What I would like to do is maybe be able to make heads and tails of FO4Edit to be able to suss out either which mods need deleted, or which ones need patched.. So far I have (afaik) successfully patched one conflict^ between two mods, which was a bit of trial and error. I have tried to patch at least one other set of conflicts, but have not gotten anywhere with my initial attempts.

I did a bit of poking around here, and have generated very many queries in my quest to make it just work, I figure casting this line could be helpful. Cheers


^There is a mod called Perk Revamp that affects Idiot Savant, and another mod called Autodidact, and I like Autodidact, so I bit the bullet and straight up deleted the parts in Perk Revamp that conflicted and now have no idea whats going to happen if either of the authors update.

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Might be a conflict between your various scrapping/cleaning mods. I just run scrap everything, and most stuff is indeed scrappable, even in expanded settlement build areas. Still, there ARE some things that I cannot select in the console, and I haven't the faintest idea why. :D Sometimes vines, sometimes the poles they hang traffic signal lights from, etc. Just random stuff.

 

Also, sometimes it is difficult to find the sweet spot for selecting an item in build mode. I know it's scrappable, just finding the right spot is sometimes fun. :D

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That are precombines which are usually tied to some other object but haven't their own ref id.

 

In dlc they are linked to scrappable objects usually, so you say scrap certain shelf or table and piles of trash around it disappear too. (but if you just store the item the magic won't happen)

 

In vanilla they are usually persistent and there's nothing to do about it.

 

Mods like scrapall are said to be tricky because they break precombines and make the whole game much heavier for your pc to run, though I have no much knowledge in that.

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According to theory, Scrap Everything (which I use....), only breaks precombines in settlement build areas..... I have no problems in non-settlement areas with performance. (I don't have problems with performance in settlements either though, even though they can be extensively built up.)

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  • 3 weeks later...

Wait so, some of the Missing AV Ref objects are actually due to the vanilla pre-comb and so will never be selectable without actually breaking (and maybe rebuilding) the pre-combine? That would explain a lot... except that after all my tweaks, new objects are 'stuck' as it were, for instance using Place Everywhere with Extra Object Selection used to let me highlight things like sanctuary roads, but now it doesnt, and Im rightly confused and taking a fine-tooth comb over my remaining mods in FO4Edit..... I cried last night, and Ive even removed some mods that I otherwise wouldnt have removed if this issue werent persisting.

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Wait so, some of the Missing AV Ref objects are actually due to the vanilla pre-comb and so will never be selectable without actually breaking (and maybe rebuilding) the pre-combine? That would explain a lot... except that after all my tweaks, new objects are 'stuck' as it were, for instance using Place Everywhere with Extra Object Selection used to let me highlight things like sanctuary roads, but now it doesnt, and Im rightly confused and taking a fine-tooth comb over my remaining mods in FO4Edit..... I cried last night, and Ive even removed some mods that I otherwise wouldnt have removed if this issue werent persisting.

I think that's a load order issue.

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