first you will need to use the ~ key, click on the barrel, get the ID# of it, find that in the placed object tree for that cell, delete it, now my memory is a bit fuzzy, there was a game where the fire and what it was in are 2 separate items, not sure if it was fo3 or not, but you will likely still have to fix the navmesh with the G.E.C.K. so i would just do it all in the G.E.C.K.
seems to me there was a mod that removed one or all of them, you might look for that mod.
i like the idea of more traders, but ill have to raise their caps a bit, lol, from the pics i gather they only have about 100-300 caps. when i come to town to sell, it would be hard for a 20 mule team to pull the crap i have gathered.
Last night, i edited The Rivet City Marketplace cell with this mod being used. (It wasn't my active file, but it was checked off) Now i can't open the Geck at all with my custom .esm. I know you edited the Navmesh, so there's the source of the problem. To try something new, i deleted the mod, and it still has the same errors. Anyway to fix this?
So far this works, and the merchants in it are uniquely and originally functional. I saw no conflicts when I arrived at Rivet City and twice so far have spent time in the market area. No conflict with FWE, no noticable conflict of any kind. I complement your fine work. It adds to the quality of the Rivet City part of the game world. Thank you. Endorsed.
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seems to me there was a mod that removed one or all of them, you might look for that mod.
cheers pal
Original post deleted.