Sarge198 Posted August 14, 2014 Share Posted August 14, 2014 I doubt this will make an impact but I just need to get this off my chest. Please, please, please clean your mods before uploading them, deleted references cause problems with other mods that may use that reference, don't delete references!!! Disable them! Link to comment Share on other sites More sharing options...
Jokerine Posted August 14, 2014 Share Posted August 14, 2014 'kay Link to comment Share on other sites More sharing options...
BlackRampage Posted August 14, 2014 Share Posted August 14, 2014 I doubt this will make an impact It won't if you post this here in the mod author forums, which only "recognized" mod authors have access to. I think you'll reach a far greater audience posting this in the Fallout 3 / New Vegas subforums. Link to comment Share on other sites More sharing options...
dangman4ever Posted August 15, 2014 Share Posted August 15, 2014 Not sure what you're talking about to be honest. Link to comment Share on other sites More sharing options...
luthienanarion Posted August 17, 2014 Share Posted August 17, 2014 Don't even think about undeleting references if you're using a version of FNVEdit older than 3.0.33. Link to comment Share on other sites More sharing options...
Sarge198 Posted August 17, 2014 Author Share Posted August 17, 2014 Don't even think about undeleting references if you're using a version of FNVEdit older than 3.0.33.I spent I don't know how many hours trying to fix a bug I like to call the spiral vortex of doom. All the initially disabled references spawn right next to the player at the entrance of a cell instead of going back to their initial location. (Only after disabling the mod that was 'cleaned') It all comes down to these settings in FNVEdit. Setting the reference to enable opposite of the player is a big no no. Also setting the Z to something like -30000.000000, its completely pointless and could also cause issues.http://i.imgur.com/ZuViyCu.jpg FNVEdit older than 3.0.33.Did you mean 3.0.32? I can't find a .33 version anywhere. If someone believes this theory is wrong I would love to hear otherwise. -Sarge198 :ninja: Link to comment Share on other sites More sharing options...
luthienanarion Posted August 18, 2014 Share Posted August 18, 2014 With those settings, the UDR scan will bring back all of the references that have been deleted and do nothing to otherwise remove them. Change those back to the defaults. No, I didn't mean 3.0.32. I meant 3.0.33, which fixes a problem with the UDR scan when dealing with trees: if a mod deletes a tree that has LOD data and you run the UDR scan, it will cause the game to crash when the area where the tree is located is loaded. Trees are a common thing for less knowledgeable modders to delete when preparing a location for a building or similar structure. 3.0.33 is available for testing here: http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/ Link to comment Share on other sites More sharing options...
Sarge198 Posted August 18, 2014 Author Share Posted August 18, 2014 With those settings, the UDR scan will bring back all of the references that have been deleted and do nothing to otherwise remove them. Change those back to the defaults. No, I didn't mean 3.0.32. I meant 3.0.33, which fixes a problem with the UDR scan when dealing with trees: if a mod deletes a tree that has LOD data and you run the UDR scan, it will cause the game to crash when the area where the tree is located is loaded.Trees are a common thing for less knowledgeable modders to delete when preparing a location for a building or similar structure. 3.0.33 is available for testing here: http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/ Yes that was my intention, I don't want any deleted references in my mods. I made that mistake early on in development of one of my mods. When I first used FNVEdit (default settings) to clean the mod caused a very nasty bug for any user that uninstalled the mod. I can't find the screenshots I had, but I did find that another modder here on the Nexus has experienced that same bug. Here is the video they made. Well I'm glad I didn't touch any trees. Thanks for the link to the new version. -Sarge198 :ninja: Link to comment Share on other sites More sharing options...
RoyBatterian Posted August 18, 2014 Share Posted August 18, 2014 I'm trying to understand what you mean Sarge, what causes this problem, deleted references or initially disabled references? Under what circumstances does this happen? Clarification please. disabled references are used everywhere in the game for a variety of reasons, so I don't see that being an issue. Link to comment Share on other sites More sharing options...
Sarge198 Posted August 18, 2014 Author Share Posted August 18, 2014 Sorry posting at 2AM was a bad idea. Deleted references caused issues between mods, another mod re-enabling that reference. At that time I was told that cleaning mods with FNVEdit is important (didn't have a clue at the time), so I did. All was well and fine until someone uninstalled my mod. Any references that were undeleted would jumble up into a ball at the players feet making it impossible to move even with the TCL command. After much trial and error I discovered that removing "enable state opposite of the player" in FNVEdit caused the references to go back to their vanilla X,Y,Z instead of the players feet.I also moved the initially disabled references up from -30000.000000 to right under the cell or to their vanilla X,Y,Z. Although I don't think this made a difference either way. Right now the state of my mod is good, references are initially disabled, at their vanilla positions, or under/above the cell. -Sarge198 :ninja: Link to comment Share on other sites More sharing options...
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