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Will this cause the cell reset bug?


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Ive made a mod that adds a quest container and npc to the mayors office in diamond city. Will this cause the cell rest bug?

 

What if I wanted ti make a new cell just outside diamond city by adding a door to an existing building that doesnt have an interior cell?

 

Thanks in advance.

 

 

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Adding objects to a cell should not cause the cell reset bug.

The bug only occurs when you remove an object that is tied to precombine, and previs data.

To fix it you only need to precombine the geometries for the cell you are working in, and then generate visibility.

Interior cells don't require precombine data, so adding or removing objects isn't an issue.

I tend to precombine and generate visibility after any edit to exterior cells just to be on the safe side.

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Adding objects to a cell should not cause the cell reset bug.

The bug only occurs when you remove an object that is tied to precombine, and previs data.

To fix it you only need to precombine the geometries for the cell you are working in, and then generate visibility.

Interior cells don't require precombine data, so adding or removing objects isn't an issue.

I tend to precombine and generate visibility after any edit to exterior cells just to be on the safe side.

Will editing such an object (without removing it) cause the issue? Something like changing the teleport target of a door in FO4Edit without touching anything else?

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Will editing such an object (without removing it) cause the issue? Something like changing the teleport target of a door in FO4Edit without touching anything else?

 

It shouldn't, in theory, so long as the mesh and id stay the same for the item. However it's been a bit of a glitchy system so I can't confirm whether this is actually the case.

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It shouldn't, because the teleport markers are not part of the visible game, and therefore shouldn't be calculated into the Precombine and previs data.

I would say test it, and if it gives you problems, then just precombine geometries for the cell, and generate visibility for the loaded area.

None of this is going to break your game, so don't be afraid to experiment. You can alsways create a test mod that you use for testing various things you want to try.

This will make sure your don't screw up the mod you are working on.

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Without having actually thought about the specifics of it before now, I *think* anything that's viewable in game, except landscape (I mean the actual ground, not landscape items and), enemies/npc's/etc and interactable objects.

 

Case in point: Put a bunch of rocks in a big clump and set a lunchbox container about halfway inside. Do precombine, etc etc. go in game, and the lunchbox will be lying next to the rocks, no longer in it.

 

...iirc, grain of salt, and all that.

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