GraVmaN Posted September 9, 2016 Share Posted September 9, 2016 Reposted from this thread; https://forums.nexusmods.com/index.php?/topic/3806040-new-to-using-mods-cell-reset-question/?hl=%2Bmechanist+%2Blair&do=findComment&comment=38836025 I am thinking about making a mod that cleans up the Mechanist's Lair. Not going to move or add anything. Just delete a lot of the clutter, dirt and rust objects. "The cell reset bug will be triggered in outdoor cells that were edited in "Worldspace" by a mod." Since it's an interior space. Will it be safe from the reset bug?I'd be interested in seeing a Mechanist's Lair mod. Even a total rebuild/overhaul would be nice just for the simplicity. I recently cleared out as much junk as I could there and it seems to be different as far as building goes. Vault 88 has been a pain as well. With no in game information to speak of, things like power are problematic. The through wall conduits are too short and such. I just haven't figured out how it works yet is all. I saw a mod that massively extends the power emitter range (from 500 to 10k) and have been considering that as a solution. I'd rather not but its not looking like theres a whole lot of options. That said, the massive vault reactors are nice and wouldn't mind those for other places. On that point of radiant power... Has anyone tried to make a power collector conduit part? I have seen many mods that make items wireless powered but even if you could just wire to a collector that gathers power from an emitter then anything could be wireless without a lot of singular mods. Is this even possible? Link to comment Share on other sites More sharing options...
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