Anarchist86ed Posted January 31, 2010 Share Posted January 31, 2010 Here's super duper mart in Geck with everything I don't want removed. http://i27.photobucket.com/albums/c200/Anarchist86ed/mart1.jpg Here it is in game "when the game doesn't crash when I go there" and raiders and robots and cars are still there. http://i27.photobucket.com/albums/c200/Anarchist86ed/Fallout32010-01-3112-54-34-32.jpg http://i27.photobucket.com/albums/c200/Anarchist86ed/Fallout32010-01-3112-54-50-18.jpg http://i27.photobucket.com/albums/c200/Anarchist86ed/Fallout32010-01-3112-55-04-36.jpg Link to comment Share on other sites More sharing options...
ingraved Posted January 31, 2010 Share Posted January 31, 2010 most of the random NPC spawns are triggered from scripts, you have to remove the script/trigger from the area. as far as cars being there I am not sure perhaps look for a script that does the same for vehicles. Link to comment Share on other sites More sharing options...
pkleiss Posted February 1, 2010 Share Posted February 1, 2010 Did you delete the cars and such from the render window in the GECK? If so, you have committed one of the modding super no-nos. Never and I mean NEVER delete vanilla assets as it will lead to record corruption (like CTDs and stuff appearing that shouldn't be there and a whole bunch of other strange behavior). If you did this, then you will need to get familar with FO3Edit so you can remove the records from your mod that deleted these objects. Then go back into the geck and set the objects you don't want to see as "initially disabled" or move them below ground. Link to comment Share on other sites More sharing options...
FadingCeiling Posted February 1, 2010 Share Posted February 1, 2010 Did you delete the cars and such from the render window in the GECK? If so, you have committed one of the modding super no-nos. Never and I mean NEVER delete vanilla assest as it will lead to record corruption (like CTDs and stuff appearing that shouldn't be there and a whole bunch of other strange behavior). If you did this, then you will need to get familar with FO3Edit so you can remove the records from your mod that deleted these objects. Then go back into the geck and set the objects you don't want to see as "initially disabled" or move them below ground. ^ This man speaks the Truth. All hail! Link to comment Share on other sites More sharing options...
Anarchist86ed Posted February 2, 2010 Author Share Posted February 2, 2010 So, how do I fix it so I don't have to redo it? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 2, 2010 Share Posted February 2, 2010 If you did this, then you will need to get familar with FO3Edit so you can remove the records from your mod that deleted these objects. Then go back into the geck and set the objects you don't want to see as "initially disabled" or move them below ground. Link to comment Share on other sites More sharing options...
pkleiss Posted February 3, 2010 Share Posted February 3, 2010 FO3Edit has a feature to undelete and mark as disabled, you will want to use that feature. There is also a manual for FO3Edit. FO3Edit <--LINKFO3Edit manual <--LINK Link to comment Share on other sites More sharing options...
Recommended Posts