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Script cleaners/fallrim tools


Arneercool

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Am i right to assume that these are harmless scripts run by the vanilla game?

  • InputEnableLayer: refid=00000000 (000001ac4c259260)
  • ObjectReference: *refid=00000000 (000001ac49ee6210)

The only one i can find info on is the latter, it is apparently an encounter marker.

 

Anyways, are ALL unattached instances save to clean?

 

 

 

 

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You only ever want to detect unattached instances and remove unattached, never anything else, as it usually breaks stuff according to the mod author. I guess there are instances/scripts that are unattached until the trigger hits in game and then it ties to something, and if you removed it prior to, it could cause serious playability issues.

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You only ever want to detect unattached instances and remove unattached, never anything else, as it usually breaks stuff according to the mod author. I guess there are instances/scripts that are unattached until the trigger hits in game and then it ties to something, and if you removed it prior to, it could cause serious playability issues.

 

 

Thanks for your answer.

 

I deleted the two scripts i mentioned and have played about 8 hours since without issues.

 

I can't really say if they are important or if the game is even finishable at this point, but i CAN say that it somehow cut 10-15 seconds from the worst loading, that point where you leave the vault with Nick being the worst.

 

And i simply can't figure out why.

 

Edit.

 

Soo, i found this related to one of the scripts, it sounds kind of important but my game has worked 8 hours without it. I'm confused.

 

https://www.creationkit.com/fallout4/index.php?title=InputEnableLayer_Script

 

 

 

Edit 2.

 

 

it seems to be related to an missing holotape from a scripted workshop item. It all went away when i installed the related mods after i picked up the pipboy.

 

...or i could be way, WAAAY off.

Edited by Arneercool
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