Adding objects to the world

Post » Sat May 28, 2011 8:58 am

I used a mod in my game for a while which just placed one container in Novac, I found this was causing sections of land to disappear when first visiting an exterior cell. I want to start seriously modding myself but I want to know if this sort of thing is common and can it be avoided at all.
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Nadia Nad
 
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Post » Sat May 28, 2011 4:36 pm

I used a mod in my game for a while which just placed one container in Novac, I found this was causing sections of land to disappear when first visiting an exterior cell. I want to start seriously modding myself but I want to know if this sort of thing is common and can it be avoided at all.


This issue is not a common side affect of simply adding an item or object to an exterior cell. Without seeing the mod, knowing what it's true intent was, I could only guess that it had some more serious glitches but, that is only a guess. There are other factors which can cause similar problems, such as too many mods in your load order for example.

My point being, you shouldn't expect to run into missing landscapes if you add items to a cell or, worldspace. If you have over 150 mods running at a time, ( the new "Low Limit" from what I've read but, again I could be wrong. I've never gotten near this number of mods myself!) you should expect to see things like this issue. To many mods at the same time will also cause odd glitches.

cev

P.S. I'm not saying I'm an expert on how many mods can be run before you'll start to see strange issues. I'm only speaking from the point of view of what I've read on some threads and, again, have never tested this limit myself. If I'm wrong (anyone,) please correct me! I would like some conformation on this subject.
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CSar L
 
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Post » Sat May 28, 2011 8:44 am

I had two mods each added a container, one at Novac the other at Goodsprings I checked them in fnvedit and couldn't see anything that shouldn't have been there. Both areas encountered this problem and the amount of mods I had at that time would have been about 50 but one of these 50 added a lot of spawn points. Editing the two plugins and removing the containers to an interior stopped this happening but made me wonder how commonplace this problem was.

From what you've said it doesn't sound like a usual problem so I'll see what happens.
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Tanika O'Connell
 
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Post » Sat May 28, 2011 2:41 pm

I've added something like 10 to 13 new interior cells in my WIP "NVInteriors Project", Most if not all buildings also add signs, containers and, other statics, activators to the exterior world and, I have not seen an issue like you've explained in any of my testing. Also, during my work on my "DCInteriors Project" I've added a couple hundred buildings in FO3, with hundreds of exterior, item additions. Again, never seen this type of glitch there ether!

I'm guessing the mods you were using, were dirty! Dirty Edits can cause all kinds of strange glitches, which you would never expect.

cev
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biiibi
 
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Post » Sat May 28, 2011 4:37 pm

Thank you very much for responding. I'll carry on with my plans then, it's going to take awhile there's so much to learn.
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James Potter
 
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Post » Sat May 28, 2011 9:17 am

Thank you very much for responding. I'll carry on with my plans then, it's going to take awhile there's so much to learn.



Thats all you can do, start small and grow and, grow! Until you take over the world! :celebration:

cev
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Kill Bill
 
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Post » Sat May 28, 2011 5:36 pm

Just so you know - I had no mods that changed anything in the NV worldspace, and I still experienced the big hole in the landscape in Novac once.
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Sandeep Khatkar
 
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Post » Sat May 28, 2011 11:40 am

Dirty Edits can cause all kinds of strange glitches, which you would never expect.

cev



Dirty edits..... :hubbahubba: grrrrrrr baby
:biggrin:

Cev is spot on about the bad edits, I have seen some crazy stuff happen in game from them :bonk:

bigcrazewolf
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Nikki Lawrence
 
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