Purr4me Posted November 23, 2016 Share Posted November 23, 2016 Sent PM Link to comment Share on other sites More sharing options...
Purr4me Posted November 23, 2016 Share Posted November 23, 2016 Cave? I need to see shots of the disappearing act. Like I said, you may need to turn off Opposite to parent entries on sections where the errors occur. FPS issues were overloads. Now that's no longer the issue, what was turned off caused the issue, so we find exactly the locations on the grid where the items are and coral ate the items I turned off. I had another odd thought ,are you running any other mods? Disappearing acts were posted about some mods that cause it even thought yours was not doing this, may be exposed to them now. But the entries made VIA xedit will cause it too. There's not many and you can do them by hand in xedit from the bottom up. Used 64bit CK online connected and logged into Bethesda website so I had all the required data for the Kit to do the work. targets required. Identify them. Link to comment Share on other sites More sharing options...
Purr4me Posted November 23, 2016 Share Posted November 23, 2016 Sniper CK locked and loaded, scope adjusted, Bugs bus, where are the bugs. I'll put a.308 between it's eye's. Link to comment Share on other sites More sharing options...
greekrage Posted November 24, 2016 Author Share Posted November 24, 2016 Sniper CK locked and loaded, scope adjusted, Bugs bus, where are the bugs. I'll put a.308 between it's eye's.LOL..Too much coffee ?? Im Redoing Salem now...im sure ill have something ...soon..:P Link to comment Share on other sites More sharing options...
greekrage Posted November 24, 2016 Author Share Posted November 24, 2016 Wait a sec.. i do have a question... I have 3 mods in a certain location One is the hangmans alley (aka hangma'n plaza ) Two a bunker type build next to the ufo crash site called paradise bunker and Third in between the other 2 i have a mod called Wallington that i had to take offline because it cause really bad terrain rips to paradise bunker and filled in terrain in Hangman's . Now the cells that it occupies only borders with hangmans and doesnt even touch paradise. I did go close to paradise and change a bit of terrain texture to blend in what i was doing but thats all. I didnt even go close to hangmans. Link to comment Share on other sites More sharing options...
Purr4me Posted November 24, 2016 Share Posted November 24, 2016 You know, they used cockroaches as food in these game. And large antenna. A small head and the head shots count too on them for XP.Now, I don't believe I ever saw one drink coffee, but I imagine they would be very well lit by it.Might even make a funny sound too ? With a sniper riffle, and distance view set on high, 200 yard head shots with the right ammo and watch them go Splat ! Right between the eyes. Link to comment Share on other sites More sharing options...
Purr4me Posted November 24, 2016 Share Posted November 24, 2016 Wait a sec.. i do have a question... I have 3 mods in a certain location One is the hangmans alley (aka hangma'n plaza ) Two a bunker type build next to the ufo crash site called paradise bunker and Third in between the other 2 i have a mod called Wallington that i had to take offline because it cause really bad terrain rips to paradise bunker and filled in terrain in Hangman's . Now the cells that it occupies only borders with hangmans and doesnt even touch paradise. I did go close to paradise and change a bit of terrain texture to blend in what i was doing but thats all. I didnt even go close to hangmans.The two locations shared assets, that's why that happened. Link to comment Share on other sites More sharing options...
greekrage Posted November 24, 2016 Author Share Posted November 24, 2016 You know, they used cockroaches as food in these game. And large antenna. A small head and the head shots count too on them for XP.Now, I don't believe I ever saw one drink coffee, but I imagine they would be very well lit by it.Might even make a funny sound too ? With a sniper riffle, and distance view set on high, 200 yard head shots with the right ammo and watch them go Splat ! Right between the eyes.hehehe youre cooked... Link to comment Share on other sites More sharing options...
greekrage Posted November 24, 2016 Author Share Posted November 24, 2016 Wait a sec.. i do have a question... I have 3 mods in a certain location One is the hangmans alley (aka hangma'n plaza ) Two a bunker type build next to the ufo crash site called paradise bunker and Third in between the other 2 i have a mod called Wallington that i had to take offline because it cause really bad terrain rips to paradise bunker and filled in terrain in Hangman's . Now the cells that it occupies only borders with hangmans and doesnt even touch paradise. I did go close to paradise and change a bit of terrain texture to blend in what i was doing but thats all. I didnt even go close to hangmans.The two locations shared assets, that's why that happened. In other words it remains scrapped... Link to comment Share on other sites More sharing options...
Purr4me Posted November 24, 2016 Share Posted November 24, 2016 place the current developed mod in whole somewhere online and I will look into it, make sure I have every bit of data you used for it. I 'll repeat the same exact procedure to inspect it. in the mean time, in the CK, where the textures you edits were at, on the right pane of the cell view, what ever you click on, right click it and select "use info" and see whats shared .take a screen shot of that window open and then go to where the effected parts of the other mod are and repeat .compare the two screen shots on one monitor and see what's shared...avoid ITM's between your modding practices so they don't mess with other world space objects..even statics are effected. All I can do is look, but, I don't have a lot of time this week Link to comment Share on other sites More sharing options...
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