macintroll Posted November 27, 2016 Share Posted November 27, 2016 You need to regenerate Objects blocks lod. (LODgen is perfect for this)Lod is not changed directly when moving or removing objects in GECK.It's a separated process which generate LOD quadran by quadran (4 cells)this create .nif files of the LOD block per block.Sadly all lod blocks must be regenerated.You previously must remove the files from data/meshes/landscape/lod/<worldspacename>/blocks/ Link to comment Share on other sites More sharing options...
Mktavish Posted November 27, 2016 Share Posted November 27, 2016 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. You're saying the OP cannot use FNVedit to undo deletions of vanilla objects ? I myself have done it with F03edit ... even putting the navmesh back the way it was originally. I also did a test with NV deleting the windmill and a bunch of fence peices in good springs ... then putting them back by deleting the yellow highlighted entries in FNVedit. But if there is some long term problems that come from this ... I would like to know for the sake of an Fo3 mod I'm working on. Link to comment Share on other sites More sharing options...
Purr4me Posted November 27, 2016 Share Posted November 27, 2016 2 separate engines , and undoing items set invisible become viable where they were never visable in the fist placeIf you need to see an example, I can direct you to a mod currently on the Nexus old verses repaired.Xedit restores data but removes code meant to be unseen.+ it adds more code to the data than needed. Link to comment Share on other sites More sharing options...
Purr4me Posted November 27, 2016 Share Posted November 27, 2016 Code the kit does not add and can break the game. Link to comment Share on other sites More sharing options...
Mktavish Posted November 27, 2016 Share Posted November 27, 2016 (edited) 2 separate engines , and undoing items set invisible become viable where they were never visable in the fist placeIf you need to see an example, I can direct you to a mod currently on the Nexus old verses repaired.Xedit restores data but removes code meant to be unseen.+ it adds more code to the data than needed. So your saying it may work for F03 but not NV? And sure ... point me to an example. But in the OP's case ... I'm assuming those tents are vanilla static objects. And if they deleted them in a file , it does not remove them from the ESM. So why would there be any problems just deleting the change from the .esp ? Which in essence should just re-enable them. Of course scripted/linked things would get broken by deleting them , then undoing that deletion , because the items would get checked out in the .esp. And the connection would have to be re-established within that file. Edited November 27, 2016 by Mktavish Link to comment Share on other sites More sharing options...
Purr4me Posted November 27, 2016 Share Posted November 27, 2016 But in the OP's case ... I'm assuming those tents are vanilla static objects. And if they deleted them in a file , it does not remove them from the ESM. So why would there be any problems just deleting the change from the .esp ? Which in essence should just re-enable them. Of course scripted/linked things would get broken by deleting them , then undoing that deletion , because the items would get checked out in the .esp. And the connection would have to be re-established within that file.Hun, you just answered your own question. now, other than showing you an example of hidden data becoming visible and rewrote thru this process..Making sure you have any other doubts. Starting over as I indicated removes all of this talk, and is the best course of action. :cool: Link to comment Share on other sites More sharing options...
Mktavish Posted November 28, 2016 Share Posted November 28, 2016 (edited) But in the OP's case ... I'm assuming those tents are vanilla static objects. And if they deleted them in a file , it does not remove them from the ESM. So why would there be any problems just deleting the change from the .esp ? Which in essence should just re-enable them. Of course scripted/linked things would get broken by deleting them , then undoing that deletion , because the items would get checked out in the .esp. And the connection would have to be re-established within that file.Hun, you just answered your own question. now, other than showing you an example of hidden data becoming visible and rewrote thru this process..Making sure you have any other doubts. Starting over as I indicated removes all of this talk, and is the best course of action. :cool: Your saying those tents are scripted ... meaning they are not there under certain circumstances ?Sorry haven't played NV much at all ... was assuming the OP would have known there would be a prob with deleting them if were the case. In which case yes that would be a problem to un delete the deletions ... because of course the links broken from deleting do not get reapplied. And even if you knew how to re-apply them ... you wouldn't want to do it that way ... so yes better just to start over in that case. But those tents being un referenced , un linked ... to un delete them , would cause no problems I can see.Not even with NV engine since it's merely the same engine modded. And thanks for taking the time to discuss , I luv learning :wink: Edited November 28, 2016 by Mktavish Link to comment Share on other sites More sharing options...
Purr4me Posted November 28, 2016 Share Posted November 28, 2016 (edited) within and around the tents are containers, with spawn activity according to in game xp results and will spawn things according to the players level or achievements.The NPC's are scripted to go into them and lie on the beds within them. But those tents being un referenced , un linkedUntrue and you can test this your self too. "your looking for things hidden", of course you can't see them, your not supposed too.If you own the game? If I find the time, I can build a set of esp templates for NV so you can see first hand how it works, but the OP has legal rights to the issue and Idea, I'll not take that from this person. I'll help or repair data on request but not kill off ideas or possibility of a mod production. there is my differences. Edited November 28, 2016 by Purr4me Link to comment Share on other sites More sharing options...
Mktavish Posted November 28, 2016 Share Posted November 28, 2016 Well I went and checked in geck and game ... I assumed it was the WastlandNV : FortMainGate ... cell. Is that the wrong cell ? ... because there are no other objects ... and I infact deleted the whole slew of tents without anything (no low res objects) showing up in game. Must be wrong cell ? Where the heck is this cell ? name ? Link to comment Share on other sites More sharing options...
Purr4me Posted November 28, 2016 Share Posted November 28, 2016 (edited) Is that the wrong cellok Break...I am getting lost here what game? FNV or Fo4 ? Edited November 28, 2016 by Purr4me Link to comment Share on other sites More sharing options...
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