Fallout 3
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godofrock98

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godofrock98

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9 comments

  1. User_1205226
    User_1205226
    • account closed
    • 113 kudos
    Deleted or disabled?
    1. fallout3fanboy6689
      fallout3fanboy6689
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      Wondering the same.
    2. 0001cf73
      0001cf73
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      • 16 kudos
      add what was?
    3. bbstrobls
      bbstrobls
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      • 21 kudos
      disabling is better because another mod that uses that reference can re-enable it simply my overriding it/making use of the reference
      deleting will cause CTDs if another mod will use that reference

      delete only references that will never be used such as raider spraypaint grafitti on walls or papers on the floor. those references are purely decorative and will never be used by any mod
      disable everything else
  2. tjmmilldog
    tjmmilldog
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    Be warned when using this mod cause it deletes references that shouldn't be deleted cause they can cause CTDs. Godofrock98 there is better way than just deleting those objects that you want gone, cause your way will just cause CTDs. Un-deleting and Disabling References: The next step in the cleaning process is to Undelete and Disable References from the mod being cleaned. The, “Undelete and Disable References” function scans through the mod, the Master files that it depends upon, looking for any records that you may have deleted by accident, or on purpose. If it finds some, it will un-delete them and then
    set the reference to, “disabled” so that it will never be seen in-game nor affect your mod. This ensures that if another mod tweaks/changes the item you deleted, that the item will still be in the files (just disabled), and thus won't cause Fallout: New Vegas to crash. If your mod file loads with the item deleted and
    another mod tries to change it, Fallout: New Vegas will crash! These are among the more serious conflicts that can occur and the reason why it is important for mod authors to run this function as part of the mod cleaning process. For more info on said cleaning of mods please visit and checkout
    http://www.nexusmods.com/newvegas/mods/38413/? FNVEdit Training Manual by Miax and JustinOther
    http://www.nexusmods.com/newvegas/mods/34703/? FNVEdit by ElminsterAU
    http://www.creationkit.com/TES5Edit_Mod_Cleaning_Tutorial
  3. Arxion2013
    Arxion2013
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    Found a possible glitch - can't activate any workbench with this mod running + weapon mod kits mod.
    1. godofrock98
      godofrock98
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      Thank you very much for commenting i will definatley check this out.
    2. EmnayIsay
      EmnayIsay
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      I can confirm when using this mod one is unable to use the workbench.
  4. salegseg23
    salegseg23
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    need more details