Zimonov Posted March 13, 2019 Share Posted March 13, 2019 Hey, I'm planning to make a mod that removes Human NPC's from the leveled lists to depopulate the wasteland, only ones that should remain are the enclave and the special random encounters. removing all raiders, talon mercs, wastelanders and slavers to only concentrate human population in the cities and homes.I tried going into the geck activating fallout3.esm and broken steel.esm and went into the leveledcharacter lists and removed the npc's and saves as an ESP but upon starting the game this caused CTD.Anyone got any tips? Link to comment Share on other sites More sharing options...
Mktavish Posted March 31, 2019 Share Posted March 31, 2019 First I would do it one master at a time ... then instead of removing base-IDs from a list. Would be better off to remove the leveled list reference.Which just stabbing in the dark ... the item ( being the lvled actor) still exists upon loading references. But now it has no base-ID in its list to pull from.Hence try replacing what is in the list vs making an empty list. Just try some generic or custom npc ... you could then give a package to travel to a cell the player will never enter.But still ... if you are up for it ... go through the map in the render screen ... removing the actual place holders , which are references.And in the object tree ... it will tell you how many references of it are in use. Hope this helps for your vision ... but so you know ... you are opening a can of worms for mod conflicts down the road. Albeit might not be a necessary concern you need worry about. Link to comment Share on other sites More sharing options...
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