Jump to content

Low res objects show up in game even though removed with GECK


edwardryan

Recommended Posts

I have a problem with GECK/Fallout. I am making a mod that extends the fort outside, when I delete the low res tents/objects outside the fort in GECK some still show up ingame. Does anyone know how to solve this bug?

 

Geck screenshots

http://imgur.com/a/m38Fy

 

Ingame screenshots

http://imgur.com/a/2x0Gb

http://imgur.com/a/bvyIU

Edited by edwardryan
Link to comment
Share on other sites

  • Replies 66
  • Created
  • Last Reply

Top Posters In This Topic

I have a problem with GECK/Fallout. I am making a mod that extends the fort outside, when I delete the low res tents/objects outside the fort in GECK some still show up ingame. Does anyone know how to solve this bug?

 

Geck screenshots

http://imgur.com/a/m38Fy

 

Ingame screenshots

http://imgur.com/a/2x0Gb

http://imgur.com/a/bvyIU

Lod's are a problem with these. But lower them under the map on select (z) and mouse should do the trick, provided no other content duplicates the sections of the map and those objects.

Link to comment
Share on other sites

 

I have a problem with GECK/Fallout. I am making a mod that extends the fort outside, when I delete the low res tents/objects outside the fort in GECK some still show up ingame. Does anyone know how to solve this bug?

 

Geck screenshots

http://imgur.com/a/m38Fy

 

Ingame screenshots

http://imgur.com/a/2x0Gb

http://imgur.com/a/bvyIU

Lod's are a problem with these. But lower them under the map on select (z) and mouse should do the trick, provided no other content duplicates the sections of the map and those objects.

 

Thanks. But what do I do with the ones I've deleted?

Link to comment
Share on other sites

 

Start over

Dang it

 

 

You can delete your deletions with FNVedit. So after you load your file with that and open it up ... look inside "Worldspace" ... opening all the folders to their final list of references. Things you deleted , or moved will be highlighted yellow ... at least that's how it displays for Fo3edit. Guessing FNV the same. (just checked ... yep its the same)

So just click on one and delete it. Now in geck and the game ... those tents should be back where vanilla places them. It's always good to make yourself a backup copy before changing things with FNVedit though.

Getting rid of the LoD though ... I guess your going to have to regenerate it ? ... I'm not very versed in that.

Or now that I think about it ... I have moved those ruined houses in fo3 geck which did have Lod ... so I guess maybe the Lod will move with non terrain type objects ???

Edited by Mktavish
Link to comment
Share on other sites

As long as the object that gets lowered hasn't been deleted the distant version will get appropriately disabled when you get close enough in game. It's only a temporary solution though because it'll still show up in it's original spot when distant. You'll at least need to regenerate the object LOD for that area (if it'll let you do it for just that area)
Link to comment
Share on other sites

Lod generations are dependent on the main master file, you can not do what this user wants by regenerating them, all that does is waste time and effort.

 

Your going in circles. Start over and never delete any thing, On save the GECK will save your work as you intended.

 

As far as Opt code goes, you use xedit to edit a work in progress to attempt to undue this, these things, get ripped out and can not be replaced.

 

it's not made to replace the Kit's actions. Don't expect it to.

 

I downloaded both projects..do you want me to show you all the hidden data? becasue I can, and it will throw up a ton of misconceptions about how things work here.

 

if not, start over.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...