aurreth Posted April 30, 2021 Author Share Posted April 30, 2021 (edited) Also something weird is going on here. Just ran it with a fresh character to make sure there weren't any strange saves going on, and all the stuff I deleted in the mod is back. Exited the cell and re-entered and got CTD. Started the game again, went with the last save, was where I should have been when I crashed. Deleted object still there. Elevator up, back down, crash. Going to delete all the saves and revert to the earlier version, before I tried putting the exterior workbench in. Edited April 30, 2021 by aurreth Link to comment Share on other sites More sharing options...
aurreth Posted April 30, 2021 Author Share Posted April 30, 2021 Ok, reverted, new game, still have the deleted objects showing in world. Link to comment Share on other sites More sharing options...
SKKmods Posted April 30, 2021 Share Posted April 30, 2021 Ok, split off the two exterior cells into their own Location and Encounter Zone. Placed a 000C1AEB Workbench using the CK. Exterior workshop tells me "you need to clear all enemies", but I can't find any, and I've gone pretty far afield. The player has automatic ownership because default WorkshopScript.EnableAutomaticPlayerOwnership == True ... as long as whatever location its dumped in has no boss actors so it can report "cleared". Which is why you will notice that most placed actors in workshop locations have LocRefType boss (including Settlers) so they have to be killed before that mechanism grants ownership. == There are boss LocRefType actors in the location. Doesnt matter if they are hostile or freindly to the player, any LocRefType boss will stop ownership. Check the location record. Link to comment Share on other sites More sharing options...
aurreth Posted April 30, 2021 Author Share Posted April 30, 2021 Ok, split off the two exterior cells into their own Location and Encounter Zone. Placed a 000C1AEB Workbench using the CK. Exterior workshop tells me "you need to clear all enemies", but I can't find any, and I've gone pretty far afield. The player has automatic ownership because default WorkshopScript.EnableAutomaticPlayerOwnership == True ... as long as whatever location its dumped in has no boss actors so it can report "cleared". Which is why you will notice that most placed actors in workshop locations have LocRefType boss (including Settlers) so they have to be killed before that mechanism grants ownership. == There are boss LocRefType actors in the location. Doesnt matter if they are hostile or freindly to the player, any LocRefType boss will stop ownership. Check the location record. Ah. That would make sense, since I copied the old Location instead of just creating a new one. There are no bosses, the reference is to the one in the Vault, and since that is a different location and encounter zone it's glitching. Now, why are my deleted objects, which do not appear in the CK, showing up in-world? Link to comment Share on other sites More sharing options...
aurreth Posted April 30, 2021 Author Share Posted April 30, 2021 Alright, I've done something seriously wrong here. Back to crashing when entering the cell, either by load door or loading the game. Time to scrap it and start over. Thanks for all the help, I'll be back once I've got a stable build. Link to comment Share on other sites More sharing options...
RoNin1971 Posted May 1, 2021 Share Posted May 1, 2021 (edited) Now, why are my deleted objects, which do not appear in the CK, showing up in-world? One reason for that is that stuff might get baked into your save-game. This is especially true for anything you can interact with like containers, terminals and doors. As the game will remember the cells state. To be sure all is fine, you would need to enter the area for the first time. (again and again, during testing) & it makes it hard(er) to make changes to areas you have already cleared, or even need to be cleared, before you can make the changes. A solution to this i've seen with a few mods, are scripts to move/delete such objects. Using a terminal for the player to activate it if needed. (a new terminal would be wise :wink: Edited May 1, 2021 by RoNin1971 Link to comment Share on other sites More sharing options...
aurreth Posted May 1, 2021 Author Share Posted May 1, 2021 I tried it with a new game, with the mod enabled from the start. Same problem, deleted items reappearing if you leave the cell and return. So not a baked into save problem. I have to wonder if it's not fighting changes due to the Cait companion quest. I went ahead and completely scrapped the mod to start over. I use a 111 mod where exiting the vault for the first time triggers a cell replacement. Broke down cryo vault when you exit, cleaned up settlement when you return. Gonna try that here, the settlement won't activate until you complete the Cait quest and exit the vault. Need to do the same for 75. Just gotta figure out how to check for "required quest complete", "exited the vault after that", and then swap the target for the entrance to the replicated cell. Link to comment Share on other sites More sharing options...
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