damanding Posted August 25, 2016 Share Posted August 25, 2016 Also if by delete your really mean delete that is also not good! NEVER DELETE Vanilla Ref's. Doing so can cause many many issues such as mod conflicts, CTD's and so on. If you want to get rid of something you should set it to "Initially Disabled" and then if you want it out of the way so you don't see it while your working on your mod just move it under ground. Do this means that the Ref's are still there the game and other mods can find them if they are needed for any reason that you don't see. Reasons being Quests, triggers or any other number of things. I wish I had known that before I finished my Home Plate mod >.< I've known a couple of weeks now that I need to remake it so that things aren't deleted, but this post gave me the detail of setting items to initially disabled that I need to fix it so thanks for that! :) I deleted a bathtub, grill and I think a concrete block, so probably nothing too major but still. Link to comment Share on other sites More sharing options...
chucksteel Posted August 25, 2016 Share Posted August 25, 2016 You can fix the issue with xEdit. Filter the mod for cleaning right click and Un-Delete Deleted Ref's That should set them to "Initially Disabled" and "Un-Deleted" Or you can go through the mod by hand and fix the deleted Ref's (In xEdit) But again DON"T DELETE VANILLA REF's! it's bad in the long run. :mad: and damanding if you need help you can send me a PM I can talk you through the fix if you want. Link to comment Share on other sites More sharing options...
damanding Posted August 25, 2016 Share Posted August 25, 2016 Chucksteel, I had a couple other questions so I just started a thread so as not to derail this one. :) Link to comment Share on other sites More sharing options...
greekrage Posted August 25, 2016 Author Share Posted August 25, 2016 OK found it on the wiki.. http://www.usgamer.net/articles/fallout-4-show-no-mercy-take-back-fort-strong If i delete the out side markers it will break the vertibird battle and and completion ofKill the Super Mutant Behemoth .Im going to try to move that scene out side of the build area and see what happens... I would think even moving it might cause an issue. I'm not sure how the vertibird pathing works for quests, it might be scripted to path around the island in a specific way and if you move the markers that could be incompatible with the pathing. I moved the whole thing including camera,landing etc...and left them in their original angles. I moved the scene to the clearing before the bridge where the bunker is so basically the scene takes place there and then you move on to the building . ( no resistance after that , all rpg's gone...:P ).Dont worry its going to be one of those trial and error things....but the location is great if it works... so im gonna keep playing with it and see what happens... Link to comment Share on other sites More sharing options...
greekrage Posted August 25, 2016 Author Share Posted August 25, 2016 You can fix the issue with xEdit. Filter the mod for cleaning right click and Un-Delete Deleted Ref's That should set them to "Initially Disabled" and "Un-Deleted" Or you can go through the mod by hand and fix the deleted Ref's (In xEdit) But again DON"T DELETE VANILLA REF's! it's bad in the long run. :mad: and damanding if you need help you can send me a PM I can talk you through the fix if you want. thanks for the great tips and offer...though i try to figure things out myself not because of my ego but as a learning experience... ;) Link to comment Share on other sites More sharing options...
damanding Posted August 25, 2016 Share Posted August 25, 2016 I'm all for getting good learning experiences but there are times when it's smarter to listen to the experts rather than learn the hard way yourself. Chucksteel is one of the more knowledgeable and respected modders on the forums. Link to comment Share on other sites More sharing options...
chucksteel Posted August 25, 2016 Share Posted August 25, 2016 DCInteriors was full of deleted ref's and potentially game breaking bugs when I first released it. It was my first mod ever and I didn't know any better, I had to fix the issues before xEdit (or well maybe it was around but It was new and many people weren't using it yet) It was a real pain to clean mods back then. I was lucky enough to have some experienced people take an interest in what at the time was a small mod that added six new places to explore. They helped me understand and fix the potential issues. I try to do the same now. Link to comment Share on other sites More sharing options...
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