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Posted (edited)

Hi, I've been looking at mods that alter the world space with spawn placement etc but I can see that they don't include some vanilla spawns and Quest triggers.

 

Anyone knowledgeable with tes5edit or CK that can help me understand this area so I can do some confident editing?

 

Thanks.

Edited by GrantSP
Moved to xEdit support forum

4 answers to this question

Recommended Posts

  • 0
Posted

WRLD records are groups, only edited references are carried over as sub-records in plugins editing them (and new references added as sub-records). Others are just ITM.

  • 0
Posted (edited)

Thanks for answering :)

 

yep, I understand the sub-folders contain NPC navigation meshes and object.

But in the Sub view id there are records I cant find info on

Records flag: No Pre Vis, Compressed

No Pre Vis: No Pre Vis

 

BTInteriors_project uses this.

 

things that just place spawns like WOTC don't have it.

 

The issue I'm seeing is e.g. Concord- roads disappearing mobs running through walls etc. I'm assuming there is a modified house but these records are screwing it up.

 

Also with Navmesh Geometry - Vertices and Triangles. What is the best way to "visualize" this CK?

 

the mods that all irritate me are.

3DNPC (this is the main want)

Plenty 'O' Interiors

BTInteriors_Project

subwayrunernodynamic

WOTC

 

(yea I know it's adventurous..... :woot: )

 

Looks like they all play together just have to alter some quests (they remove some vanilla quest spawns.) just WOTC seems to be the culprit....

 

Modlist here

 

example BT+WOTC

Worldspace>Block -1,-1>SubBlock -3,-1>E4D7 (MQ106TrackingSite04)

Edited by Gernash
  • 0
Posted

You are asking about how the game works, not about how xEdit works. Better to ask in more appropriate places like official Fallout 4 CK forum.

 

PS: "No Pre Vis" flag disables precomputated occlusion in this cell.

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