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Pros and Cons of deleting objects


SnakeSlippers

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I always read about not deleting objects in the GECK cause this/that.

 

Now I deleted every instance of a vehicle in the main game. Truck/Motorcycle/Tires/Etc.

 

I played my version and it runs smooth, no crashes, I even walked right through where a car would be.

 

Everything seems fine.

 

 

 

 

Does anyone have any deeper knowledge about this sort of thing? Maybe it messes up some stuff I'm not realizing?

 

It does break quests and scripts that are attached to said vehicle tho, that I know and don't care about.

 

Anything I might be missing?

 

 

Annnnd.....

If it's ok to delete which method would be the easiest/safest way?

Delete each object one at a time

or

Make a new item (aaaDelete ex.) Replace every object you want deleted with (aaaDelete) then delete (aaaDelete) file?

 

I done both ways and found no problems. 2nd method is way faster as well.

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You're removing references used either by the game or by other mods.

Good point, didn't think about that.

 

The game will be completely overhauled. Well trying to. So it won't reference anything. And I'm not sure any mods out right now besides Nevada Skies would fit a Western World.

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When you delete static objects like vehicles, the navmesh for that cell is typically done so that NPCs will avoid walking into the vehicle. If you don't fix the navmesh, you can walk right through where the vehicle used to be, but your companion NPC won't. It's a bit odd when you are walking down the road and your companion suddenly does an uncommanded left turn and goes out of their way to avoid nothing, just because the navmesh says they can't walk there. Similarly, if you are being chased by a creature, that creature will also avoid the holes in the navmesh where the vehicles and other statics used to be.

 

Make sure your overhaul fixes the navmesh in all of the cells that you change and delete stuff in.

 

Note that there is a 16 MB limit (that no one ever tells you about) for objects in mods. If your mod gets larger than 16 MB and you add an object or an NPC, your mod will be permanently broken. It will crash the game and will crash the GECK if you try to load it. Since your overhaul is likely going to be a fairly large mod, you might want to make all of your object/NPC changes first, then add dialog and navmesh changes.

 

Ever notice that all objects in the game have a ref ID that is two digits to refer to the mod number, followed by six digits for the actual ref ID? In other words, the ref ID for water is 000151a3, where 00 means it is from Fallout.esm and 0151a3 is apparently the offset into the file. The largest six digit hex number you can have is FFFFFF, which is 16 MB (minus 1). That's where the 16 MB limit comes from. And the two digits at the front means that you can have 256 mods, though the game breaks once you get to about 130 or 140 or so.

 

Anything with a base/ref ID has to be under that 16 MB limit or it breaks. Things that don't have a ref ID (navmeshes, landscape textures, etc) can be placed above the 16 MB limit.

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It doesn't matter. Use xedit to undelete, it costs you nothing and assures your game is actually functional.

 

I'll look intor that program.

 

When you delete static objects like vehicles, the navmesh for that cell is typically done so that NPCs will avoid walking into the vehicle. If you don't fix the navmesh, you can walk right through where the vehicle used to be, but your companion NPC won't. It's a bit odd when you are walking down the road and your companion suddenly does an uncommanded left turn and goes out of their way to avoid nothing, just because the navmesh says they can't walk there. Similarly, if you are being chased by a creature, that creature will also avoid the holes in the navmesh where the vehicles and other statics used to be.

 

Make sure your overhaul fixes the navmesh in all of the cells that you change and delete stuff in.

 

Note that there is a 16 MB limit (that no one ever tells you about) for objects in mods. If your mod gets larger than 16 MB and you add an object or an NPC, your mod will be permanently broken. It will crash the game and will crash the GECK if you try to load it. Since your overhaul is likely going to be a fairly large mod, you might want to make all of your object/NPC changes first, then add dialog and navmesh changes.

 

Ever notice that all objects in the game have a ref ID that is two digits to refer to the mod number, followed by six digits for the actual ref ID? In other words, the ref ID for water is 000151a3, where 00 means it is from Fallout.esm and 0151a3 is apparently the offset into the file. The largest six digit hex number you can have is FFFFFF, which is 16 MB (minus 1). That's where the 16 MB limit comes from. And the two digits at the front means that you can have 256 mods, though the game breaks once you get to about 130 or 140 or so.

 

Anything with a base/ref ID has to be under that 16 MB limit or it breaks. Things that don't have a ref ID (navmeshes, landscape textures, etc) can be placed above the 16 MB limit.

Yea I am aware of the Navmesh, I played with it a little awhile ago. To be honest I probably would of forgot about it tho so thanks for mentioning it again. I also heard about the 16 MB limit. I might do a 2 part mod. Make the world in one and all the other stuff in another.

 

I'm trying to find the best way to do this. I tried duplicating the world space of the Mojave but that didn't work. Grass is floating, half the LOD is F'd. Going over the original Mojave takes forever. I guess doing one cell at a time is the way to go at the moment. That way I can make sure that one cell is 100% good before I move on.

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I haven't tried it, but this claims to be a method to duplicate a worldspace.

https://forums.nexusmods.com/index.php?/topic/516626-duplicating-a-world-space-tutorial/

 

There are ways of fixing floating grass and you can regenerate the LOD to fix that issue.

 

I have also heard of people doing it in FNVEdit but I don't have any details on that. There is some discussion of that on the above link as well. Again, I haven't tried it, so I have no idea if it works or not.

Edited by madmongo
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