I'd advise against doing so. As well intentioned as the author was, this mod deletes master records - which is baaaaaad. If any other mod - e.g. Scrap Everything - tries to reference those records, a CTD will ensue.
There's no easy way to fix or patch this. Instead I'd recommend that you just live with the occasional NPC appearing on the Sanctuary roofs. They usually find their way down eventually anyway ;-)
would be great if this mod or "simple" version of this mod will just fix navmeshes. any other changes to the cells might not go good with any other mods, at the same time navmesh fix is very very good thing to have.
Agreed. The navmesh fixes are welcome, but then the added removal of other things that some people may prefer to have manual control of for themselves and their judgement might be a wee tad bit problematic.
I have to agree with the clutter removal portion, not being a strictly necessary feature, but, always good to remove pointless NM from areas that NPCs cannot access. I dont know if this will fix Carla's Bramhim frequently ending up on top of the 'main' house roof in sanctuary. (The one across from Nora's house), hopefully it stops that. I think that recurring issue might? be related to cell loading, and not NM, but, well see.
Can we get a run down on what junk you've removed from the borders of the Sanctuary?
I'd like to give this a try, but am a little apprehensive about what might be removed and possible ramifications... Likely being overly cautious, but still...
the only items removed has been some of the clutter and normally non-scrap-able items such as trash piles. nothing too fancy as of yet. again this is just my first try with this. I will be doing more as I get a better handle of the creation kit.
I got into using 'scrap everything' where you can scrap... well... ALMOST everything, including the objects mentioned here and the really nice thing about it is that you get resources from doing so just like in vanilla scrapping and you've thus cleared the streets/houses etc.!
I do seem to be getting weird CTD's with this but I still haveto investigate weither another mod or load order is the cause.
Might I kindly suggest, dear sir, (I AM BEGGING YOU!) to release nav-mesh removed only version. How does removing certain objects even relate to a nav-mesh edit of the rooftops?
Thanks for this mod. You removed that tree on top of that house near the cellar at last! Someone took it out for good lol ..thank you, plus having people on top of the roof was a normal thing, again took you!, too do such a mod to fix small details and work it out tysm ..Btw ..to others who want to know this? He has removed problems which has been very problematic for building around them, Many thanks for this mod, it works like a treat All out side in the Red Line, He done us a favour
13 comments
I'd advise against doing so. As well intentioned as the author was, this mod deletes master records - which is baaaaaad. If any other mod - e.g. Scrap Everything - tries to reference those records, a CTD will ensue.
There's no easy way to fix or patch this. Instead I'd recommend that you just live with the occasional NPC appearing on the Sanctuary roofs. They usually find their way down eventually anyway ;-)
I'd like to give this a try, but am a little apprehensive about what might be removed and possible ramifications... Likely being overly cautious, but still...
I got into using 'scrap everything' where you can scrap... well... ALMOST everything, including the objects mentioned here and the really nice thing about it is that you get resources from doing so just like in vanilla scrapping and you've thus cleared the streets/houses etc.!
I do seem to be getting weird CTD's with this but I still haveto investigate weither another mod or load order is the cause.
Might I kindly suggest, dear sir, (I AM BEGGING YOU!) to release nav-mesh removed only version. How does removing certain objects even relate to a nav-mesh edit of the rooftops?