Mod contains 19 ITM records, 767 deleted references and 1 deleted navmesh. It is strongly recommended not to use mods that contain deleted navmeshes as they're known to cause crashes.
If you try running it without scrap everything and it works then yes, if you disable scrap everything and it doesn't work, there's a chance that you might need to sort your load order properly with either Vortex or LOOT
problem with this mod is although you have bigger and cleaner space in the main area, all the original lights on border walls now hang in the air and cant be removed, thus blocking the components to snap together
The mod seemingly makes it impossible to get all of the workshops up and running without using noclip, as there seems to be no way to get to the control boards.
LOOT appears to be reporting a deleted navmesh with this mod's plugin. Anyone run into any issues related to this? Or is it safe to ignore? Only navmesh error I've run into other than the official game plugins.
Not perfect fix, but should work: open in xEdit and delete both navmeshes in Vault cell + Navmesh info map records, save. Deleted navmesh is here because two navs in a cell were joined together, CK naturally marked one as deleted and expanded the other.
(blows dust off mod like it was an valuable old book) Huh. I was going to learn Creation Kit just to fix the wickedness that Bethesda did in making Vault 88. Thanks, if you're still here!
219 comments
Mod contains 19 ITM records, 767 deleted references and 1 deleted navmesh.
It is strongly recommended not to use mods that contain deleted navmeshes as they're known to cause crashes.
Basically a walking timebomb for your save.
If you try running it without scrap everything and it works then yes, if you disable scrap everything and it doesn't work, there's a chance that you might need to sort your load order properly with either Vortex or LOOT
I know V8E fixes some vanilla navmeshes. I'm not sure if there would be any other potential conflicts.
Deleted navmesh is here because two navs in a cell were joined together, CK naturally marked one as deleted and expanded the other.
Huh. I was going to learn Creation Kit just to fix the wickedness that Bethesda did in making Vault 88. Thanks, if you're still here!