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Cells Are Only Partially Loading


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Update, my problem is solved. Thank you so much for the help.

 

It was Ghoul Bounties. The important thing to note was that I had a dirty plugin from a small quest mod that edited a bunch of cells that it didn't need to. In FNVEdit, I simply removed all the cell entries that didn't seem to actually do anything. (FNVEdit has a plus sign that shows additional changes to cells. I removed entries with no plus signs.) Now, Gomorrah, Ultra-Luxe, and the Sink are all working fine. And any other cells that had this issue that I never discovered are hopefully fixed as well.

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Congratulations! Nice detective work. :thumbsup:

 

For the education of others, which cell entries did you need to edit in xEdit? (I didn't find anything on that process when I looked. Was it in the Tome?) I take it all you needed was to identify the ones missing the "+" signaling changes? Did you "disable" or "delete" from the dirty plugin or use a built-in xEdit function?

 

-Dubious-

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Thank you! Oh, there was a bunch. Like every cell in New Vegas had been touched. Only a few made actual edits. The plus sign expands to a list of references (temporary and persistent) in the cell. If there's no plus sign, then the only possible changes there could be to the cell are top-level ones (like name, ambient music, fog, lighting, etc). I kept an eye out for things like that but didn't see any changes of that nature from this mod.

 

So I was able to determine that this mod just added references to certain cells (as it had placed some NPCs throughout the game in certain places). Such changes would be denoted by the plus sign under the cell entries under this plugin in FNVEdit. I right-clicked the entries that did not have plus signs and clicked Remove, thereby deleting them from the plugin. (Those cells would remain in whichever masters they originated, just not the changes in THIS plugin.) I didn't try to use initially disabled or deleted flags because I feared doing that might not work...

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  • 3 weeks later...
After solving the problems with the previous cells, the problem reappeared but in the steel brotherhood bunkers.

This time the problem was not conflicts between masters, but had edited values of fog and ambient in fnvedit, BUT I had not noticed that modified values that the cell inherited from "light template"

Disabling the relevant options in "LNAM - inherit" or leaving the vanilla values, the problem was solved.
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