"Picked Non Ref AV Object"

Post » Sun Jan 17, 2016 8:08 am

I went through my settlements in my save, and manually disabled several items pre-beta update that I didn't want, such as the tables and counter in the Red Rocket Truck Stop near Sanctuary. The items all spawned back in after I updated to the beta version, left the cell and came back. Now when I try to click on them, I'm given the message "Picked Non Ref AV Object", and it won't let me disable them. After checking around, a very large number of trash objects display this message (all the piles of trash on the ground, the hedges, and several large plants around that get in the way of building that can't be scrapped.)



Reverting back to the non-beta version, and loading an older save removes the items again.

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Hot
 
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Post » Sun Jan 17, 2016 3:31 pm

Do you use scrapping Mods?

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Damien Mulvenna
 
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Post » Sun Jan 17, 2016 9:28 am

I was disabling (and re-enabling) objects through the console, the issue persists regardless of mods installed, or a clean vanilla game. (I've already done a clean install and tried without any mods to rule that out, since posting a bug report while running mods is a no-no.) Pre-Beta update, I was able to select and disable objects through the console. I'm no longer able to do so and given that error message instead.

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Fiori Pra
 
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Post » Sun Jan 17, 2016 4:24 pm

Sounds like you caused this issue by disabling the items via console commands. They are a Dev tool and not cheat codes. Using them has a chance to break your game. Go back to before you disabled them and see if they are able to be removed after the beta patch.

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dav
 
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Post » Sun Jan 17, 2016 5:17 am

Because i cant rememebr that you was ever able to srap or delete/move Things like Piles of Trash or Hedges. Because they were always non-ref-av-obejects or they did nto have even an ID. Thast why iam wondering here. There are some rare Object with Trash or something but the Count of these Things for deleting are very rare. Even Red Rocket is full of Piles of Trash but i was never able to do something. Iam just a bit confused how you did that. Even with Console.

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Dewayne Quattlebaum
 
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Post » Sun Jan 17, 2016 8:58 am


This problem happens on a clean save, on a fresh install.



I'm talking about trees and several "ugly" objects that are just outside of settlement areas, as well as corpses. Try on an un-patched version, open the console, click a corpse, tree, or some of the hedges or fences (a few in sanctuary, or things like the guard rail or pile of tires just outside of the settlement area at the red rocket truck stop, then type disable. It'll pop the item out of existence. Now try on the beta, give's the "Picked Non Ref AV Object" message.

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Benji
 
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Post » Sun Jan 17, 2016 2:52 am


It is possible that the patch, designated the objects as background objects and removed the reference id. This could possibly decrease load time and improve performance because then they aren't loaded in memory the same way.



The patch did include optimization so this could be intended.

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Matthew Warren
 
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Post » Sun Jan 17, 2016 5:31 pm


I see. Thanks for the decent answer, unlike the previous two. That sounds possible, I wonder if Bethesda could confirm if such a change happened? If they aren't loading some objects into memory the same way, maybe that's why people could be having loading issues as well (assuming something in their save is calling for the item, or looking for it on load)?

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Anthony Diaz
 
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Post » Sun Jan 17, 2016 5:58 am


This means much work for the already existing Scapping Mods :)

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Genocidal Cry
 
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Post » Sun Jan 17, 2016 6:36 am


It is possible for the loading screen issues people are having.



I doubt the system is attempting to call/load the object individually, that is no longer referenced. As the application would most likely crash or at least show errors.

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ZzZz
 
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Post » Sun Jan 17, 2016 8:53 am


They would have to edit the terrain (I believe). Thats going to be a PITA.

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NIloufar Emporio
 
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