blackhand8657 Posted May 10, 2016 Share Posted May 10, 2016 ok, finally got around to clearing the castle last nite and started to build my defenses but I noticed the Minutemen I assign to guard they stand in places that do not have guard posts and in particular they sometimes float in the air (south entrance, I believe). I'm well aware of how the guard post defense works (patrol between guard posts). Its the fact that it seems like theres invisible guard posts at the Castle specifically, not an issue anywhere else. I'm guessing there are markers in those spots that are flagged as guard posts, I'm gonna mess with the Creation Kit tonite after work, but I'm wondering if someone has or is working on a fix for this? it really is annoying since I put guard posts up but they dont use them. Link to comment Share on other sites More sharing options...
blackhand8657 Posted May 10, 2016 Author Share Posted May 10, 2016 Ok, just fiddled with the Creation Kit and did find guard markers around the Castle. some, floating in mid air. I removed them, will test this later after work but I'm sure it'd fix the issue, will probably upload if it doesnt create other problems (unlikely), I know theres some that would appreciate this Link to comment Share on other sites More sharing options...
JamesDyk Posted May 26, 2016 Share Posted May 26, 2016 (edited) Did you upload it somewhere yet? Or any other info on how to remove those invisible guard posts? Edit: Just now I did some testing with the creation-kit myself. Sadly, editing via .esp is working with the worldspace of the settlement, so mods that use that (spring cleaning for example) get disabled and reset with it. But I found another solution, I copied all the ref-IDs from the editor: 001642E1 001642DE 001642DB 001642D4 001642D3 001254E5 001642E0 001642DA 001642D9 001642D8 001642D7 001642D6 000AF115 001642DF 001642DD 001642DC 001254E6 001254E4 001642D2 001642D5 These are all the IDs that were marked as 'guardmarker'.Getting their values ingame shows that they are in fact the same as guard posts. So what you can do is to go into the console and type: prid <ID> *enter*disable*enter* with every ID above to disable them all within your game. Whoever might do that is doing that on his/her own risk. I just did it myself and nothing broke, I can guarantee that for your save though. Edited May 26, 2016 by JamesDyk 1 Link to comment Share on other sites More sharing options...
Koolavinein Posted February 14, 2017 Share Posted February 14, 2017 Did you upload it somewhere yet? Or any other info on how to remove those invisible guard posts? Edit: Just now I did some testing with the creation-kit myself. Sadly, editing via .esp is working with the worldspace of the settlement, so mods that use that (spring cleaning for example) get disabled and reset with it. But I found another solution, I copied all the ref-IDs from the editor: 001642E1 001642DE 001642DB 001642D4 001642D3 001254E5 001642E0 001642DA 001642D9 001642D8 001642D7 001642D6 000AF115 001642DF 001642DD 001642DC 001254E6 001254E4 001642D2 001642D5 These are all the IDs that were marked as 'guardmarker'.Getting their values ingame shows that they are in fact the same as guard posts. So what you can do is to go into the console and type: prid <ID> *enter*disable*enter* with every ID above to disable them all within your game. Whoever might do that is doing that on his/her own risk. I just did it myself and nothing broke, I can guarantee that for your save though.Big thanks for this nifty trick. Now all my guards don't go wandering off to the top of The Castle wall contemplating suicide. You should add this to NM it would be a huge help to others. Cheers :thumbsup: Link to comment Share on other sites More sharing options...
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