dukx Posted August 2, 2021 Posted August 2, 2021 Adding or removing something with a mod from any location seems to break pre-combines. Then if i add or remove npc's, will that also affect pre-combines ?
Reginald_001 Posted August 2, 2021 Posted August 2, 2021 33 minutes ago, dukx said: Adding or removing something with a mod from any location seems to break pre-combines. Then if i add or remove npc's, will that also affect pre-combines ? That depends on HOW it was done. 1) Say it was 'an entire area'. And there is 1 NPC in there. 2) You open the CK and remove that NPC and you save 'that area'.. Now that ENTIRE area is saved, including any precombines and objects in there. 3) Now if ANOTHER mod changed that area, you've got a conflict. 1) Say it was 'an entire area'. And there is 1 NPC in there. 2) You open the area in Fo4Edit and very particularly remove that one NPC entry 3) You then carefully remove all other entries so that the only thing that's actually changes is that 1 NPC record 4) Now other mods can also overwrite the area but there will be no conflicts. Now if you need to do it cleanly with 0% chance of conflicts with other mods, use a simple quest with a script, that simply removes the NPC from the game. This is the preferred way of doing things.
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