chucksteel Posted April 27, 2016 Share Posted April 27, 2016 I'm having an issue with my "Beantown Interiors" mod and I can't seem to figure it out. For some reason the player is unable to sprint in some cells. The odd thing is these cells seem to start to change once you hit the first bugged cell. It always seems to start in "Commonwealth -15, 15 on the road from Concord to the Diner" or in " Commonwealth -16, 18 on the way from Concord to the excavation site", it gets a little more odd from there because once sprinting starts working again (I'm assuming once you cross the cell boarders) The issue cells have changed and you can now sprint in "-15,15 and -16,18" and other cells have glitched out. I've fully cleaned the mod, Poked through it in xEdit and I can't seem to find anything that would be causing this problem. The mod was 100% created in the CKit Anyone have any ideas? Thanks in advance for any help. Link to comment Share on other sites More sharing options...
zilav Posted April 27, 2016 Share Posted April 27, 2016 (edited) Any overridden cells are a subject to reset bug (containers and PA frames reset) and sprinting bug (player can not sprint there). I originally thought that it is due to some unknown flag or value in CELL that should be modified when creating overrides, but since CK does that too... well, you are out of luck. Report to Bethesda and hope they fix that which I doubt. But who knows, maybe their new console modding feature will force them to start actually fixing bugs instead of creating new ones. Edited April 27, 2016 by zilav Link to comment Share on other sites More sharing options...
chucksteel Posted April 27, 2016 Author Share Posted April 27, 2016 Damn! I didn't expect this with the CKit. I knew of the bug but as with you I though it must have just been from something hidden which no one understood yet. :verymad: Link to comment Share on other sites More sharing options...
JuJooGuppy Posted April 28, 2016 Share Posted April 28, 2016 Yikes, cell reset bug even with the CK is a sad / not good thing at all. I had assumed it would clear up with the CK myself.. That makes things a pain in the ass really, or so it seems to me.Say you add in a new settlement, since you will likely edit the cell, that settlement is going to fall victim to this no matter what you do? So, basically any new settlements will be unsafe to store unbought power armors..?Seems to me this is something they should have addressed :( Anyone know the best way to report this issue in the hopes of having it addressed? Link to comment Share on other sites More sharing options...
chucksteel Posted April 28, 2016 Author Share Posted April 28, 2016 it's worse then that it's caused by the slightest change to a worldspace so for example if you look at a cell wrong and make the slightest edit. (and we all know how easy that is to do) BAM! Cell reset Bug! Settlements, Doors, Containers added and there you have it. This basically breaks all mods that add anything to the game worldspaces. I"m told on the Beth.net forums that the issue has been reported and that the Dev's are trying to sort it out but, I have yet to find an official quote for a staff member. I've been quoted some official sounding quotes but no link to the real one. As for reporting the bug I would go to the Beth.net Ckit forums or the official site. Link to comment Share on other sites More sharing options...
zilav Posted April 28, 2016 Share Posted April 28, 2016 I"m told on the Beth.net forums that the issue has been reported and that the Dev's are trying to sort it out but, I have yet to find an official quote for a staff member. I've been quoted some official sounding quotes but no link to the real one.Probably this onehttps://community.bethesda.net/thread/8561 Link to comment Share on other sites More sharing options...
hlp Posted April 28, 2016 Share Posted April 28, 2016 Anyone tried the fix ashileedo speaks about ? There is a whole Visibility menu in the CK. Link to comment Share on other sites More sharing options...
Elianora Posted April 28, 2016 Share Posted April 28, 2016 This is ridiculous. My 100 % CK created mod is causing sprint bug and cell reset bug Link to comment Share on other sites More sharing options...
JuJooGuppy Posted April 28, 2016 Share Posted April 28, 2016 This is ridiculous. My 100 % CK created mod is causing sprint bug and cell reset bug :( That is NOT good at all. Would be a huge hassle going forward. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted April 28, 2016 Share Posted April 28, 2016 For those looking for comment on it from Bethesda,"We'll add this issue to our backlog. The problem is if you have not generated precombined geometry then precombined visibility for a new worldspace, sprinting is getting disabled inadvertently. Definitely a bug."So, they definitely are aware of the sprint issue. They didn't mention the Cell Reset bug, but hopefully since they are intertwined that is somewhat implied? Link to comment Share on other sites More sharing options...
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