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I don't think the format has been decoded, but progress is still progress: http://afkmods.iguanadons.net/index.php?/topic/4192-the-big-fallout-4-thread/page-25&do=findComment&comment=160654

 

InsanePlumber says he's been able to generate them for mods.

 

I'm going to try the process with the UFO4P and see if it resolves the issue with the Sanctuary Bridge replacer since I know I can reproduce that one.

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No idea. Maybe he figured out what help command it would respond to and got back the list of things it would accept. Or he used a debugger on it to find them the hard way.

 

Either way, I tried it for the problem I was having. Either the game ultimately ignored the file or it doesn't help with the issue of editing a reference that kills rendering precombined meshes.

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In the specific case I'm talking about, UFO4P edits the tire iron stuck into the dead dog on the south side of the bridge. Ticks the flag to stop it from respawning. That's it.

 

This caused the game to fail to load a mesh to override the bridge to its prewar state.

 

UFO4P works around it by dropping the nearby car (000BDD7B) in the upper left corner of cell -19,20. That then let the game load the replacement bridge. Which tells me the workaround edit has disabled the precombined mesh data there. Which IMO is not an acceptable workaround for a project of our magnitude. It's why I've suspended further updates until we know WTF is going on with cell edits.

 

The CDX file failed to address this but I'm not even sure if the game loaded it, much less paid attention to it.

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