Jump to content

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


edwardryan

Recommended Posts

Like I said, I'm not going to tamper with the OP's work "spoil it" for him/her, there are other places you can mess with.

 

But, do you see the map marker there, can you see it encompasses the entire section where these things are?

 

you can move the map maker any where but if another mod edits this spot, it will crash the game. Specifics need to be done to prevent mod conflicts.

 

A lot of things must be kept in mind for others too.

 

inside these it clearly shows spawn points highlighted in light purple. Every thing within that yellow circle is refed to these objects thru it.

Link to comment
Share on other sites

  • Replies 66
  • Created
  • Last Reply

Top Posters In This Topic

Well the cell you show is obviously not the one the OP showed. By their pictures with that body of water behind ... it looks to be the camp outside of main gate. (the one I went to) Even still I went to the cell you showed ... and deleting the tents that have beds placed underneath them ... does not look to be a problem. They in no way effect the rest of the things there.

Link to comment
Share on other sites

I just looked at the objects in his/her shot, IF thew item used has a bounding box and not set to collision? that's the problem.

This looks the the object used (WastelandMarquee02) which is a tent but it's not set as a collision, it's set as a bounding box.

tent2.jpg

Link to comment
Share on other sites

nope unless all the other objects have been remove, it's not that place either.

I just scanned the entire length of the coast line and can not find that scene with tents so he/she added those as selected from the object windows "drag and dropped them into place, that being so, the data is borrowed and assigned a world space too.

 

I don't know how I can fix it blind, I would require the data and as this is a waste of time looking for a needle in a hay stack, no astrix in the CK to location and verify objects used?

 

Starting over is the best solution.

Edited by Purr4me
Link to comment
Share on other sites

nope unless all the other objects have been remove, it's not that place either.

I just scanned the entire length of the coast line and can not find that scene with tents so he/she added those as selected from the object windows "drag and dropped them into place, that being so, the data is borrowed and assigned a world space too.

 

I don't know how I can fix it blind, I would require the data and as this is a waste of time looking for a needle in a hay stack, no astrix in the CK to location and verify objects used?

 

Starting over is the best solution.

 

Well your right ... we need to hear from the OP on it at this point. But yes I see what you mean about the bounding box.

Link to comment
Share on other sites

you know, these things we see here on the nexus, there's always some underlying thing we are not aware of, and it causes misunderstandings becasue we can't verify things from the start.

 

now, if you personally own Fallout 4, I have been involved proving this very point there on a different engine using this very code and discussion.

 

xedit. the tool was designed so far to be cross platform but only to a certain extent..and that extent deals with versions controls and pastel scripts.

 

yet, we are led to believe it's the same across the board where the engines and the code are not.

 

trying to explain these things is a lost cause if you don't have in front of you the exact data in question.

 

all I can do is try, failing at it as it is.

So, if you own that game..start here and see what it's all about. (https://forums.nexusmods.com/index.php?/topic/5100875-serious-question-about-error-warnings-in-ck/page-6&do=findComment&comment=45058635)

 

we don't need to beat ourselves up over this then any more.

 

kitty.

Link to comment
Share on other sites

What does the automatic navmesh generation types have to do with anything other than using the auto generation of navmesh using the navmesh generation utilities? If has nothing to do with spawning of anything, I think you confuse that with encounter zones. That goes with map markers and audio markers too, completely unrelated. Also none of this has anything to do with LOD.

 

@KittyBlack Could you please edit your posts, replying to yourself is bad forum etiquette and makes the thread hard to follow and needlessly long.

 

xEdit does not add unknown data (not codes) that breaks anything, if you have any conclusive evidence to the contrary please provide it in the form of example plugins instead of making wild baseless claims.

 

As for undocumented navmesh flags and fields (unknown) we know what they are now but have yet to decode how that data is packed together. If you want to know they are edge links, cover edges, "drop" edges/links, preferred pathing, underwater, door link flag, edge link flag, finalized flag, teleport triangle flag, auto generated flag, and the special data for moving part of a navmesh into a special linked navmesh which can be enabled/disabled.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...