EmissaryOfWind Posted April 3, 2016 Share Posted April 3, 2016 I'm cleaning up Boston Public Library by editing the cell in FO4Edit. I removed a number of references creating precombined meshes (corresponding to furniture and trash), but the objects are still present. Do I also need to remove the entries placing the precombined meshes to get them to disappear? If so, is there an efficient way to do so? Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted April 3, 2016 Author Share Posted April 3, 2016 Okay, I looked around and I neglected to copy the placed objects over into my esp, so I did that, but now I don't know how to get these placed objects to go away (I can't replace them with a null ID, FO4Edit and I assume the game won't accept it). Link to comment Share on other sites More sharing options...
Kikaimegami Posted April 3, 2016 Share Posted April 3, 2016 Under Record Flags, up near the top, check the 'Deleted' flag. (Also useful for getting rid of %$%%#$*#& collision markers, like those in Abernathy Farm. Ugh.) You could also use the "Initially Disabled" flag. I don't actually know which is preferred for a mod you'll release. My gut tells me Disabled, actually. And it never occurred to me to see if there's a script to disable references. Hm. I know there's one to undelete then disable, but just disable... Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted April 3, 2016 Author Share Posted April 3, 2016 Great, thanks! Now for a fun afternoon of clicking the same spot over and over again :P Then I'll just have to figure out how to make it a settlement, which is a whole other beast entirely... Link to comment Share on other sites More sharing options...
ThoraldGM Posted April 3, 2016 Share Posted April 3, 2016 Keep us posted. I want to clean up Drumlin Diner locations and Friendly Easy City Downs. Link to comment Share on other sites More sharing options...
speedynl Posted April 3, 2016 Share Posted April 3, 2016 for what i know the game will always override(by default) any change to nif(related) with those damn combined things, for what i know the only way to get around that is using ( bUseCombinedObjects=0 ) in your custom ini under general give you a sample, static item xxxx, remove the nif entry and or disable it with fo4, without the combined the item still show, now put the ini edit in place and viola item is not therethere are some downsides to this it will remove the item worldwide and you get bad frames in high dense arena's lets hope the geck will give a better solution Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted April 3, 2016 Author Share Posted April 3, 2016 I just realized I've been doing this the slowest way possible, yay for the three hours I just wasted! Link to comment Share on other sites More sharing options...
ThoraldGM Posted April 3, 2016 Share Posted April 3, 2016 What are the slow and fast ways? I just spent all that time hunting mines. Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted April 3, 2016 Author Share Posted April 3, 2016 Okay so I got most of it down, I just have a couple things to fix (missing some walls, whoops!) Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted April 3, 2016 Author Share Posted April 3, 2016 Oh, it's just that I was editing the record flags one by one when I could've done it in batch, hence a much slower progress... Link to comment Share on other sites More sharing options...
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