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I know this would be a silly question and you are no longer support this mod, but would you tell me where you put the SKK_ScrapperChest in worldspace? Some time ago, I merged your mod with my own merge patch for my personal use, then after some tweaks and changes, I decided to get rid of this scrapper mod.
But when I tried to delete the code from this mod using Xedit, it always cause crash since I could not removed the container which embedded in the worldspace itself.
So my theory is, I have to undo the change that you have made in the worldspace too, If I'm going to safely remove all the codes from this mod. Or maybe there are some other ways to bypass this issue? Since I'm new to this, there are many things I still don't know about.
I know this is "retired" and moved to another mod, but I have one small issue.(I will also post under your other mod involving this implementation) I'm using Advanced needs 2 which recommends actually playing on very hard instead of survival, and the "fill all water bottles" selection only works if you have survival turned on. Is there a way to change this? Maybe with FO4edit? (which I know from reading you dont really use)
This may be a stupid question, but I'd rather look like an idiot and not inadvertently break your mod than to take my chances and bust the mod. I read your article about removing things from the safe scrap list and I went into FO4EDIT to start deleting things but ran into a potential problem. I can't seem to delete the form ids of the individual items so I end up with "null reference"s all over the place. I've been told null references tend to crash the game. Is there a way to delete the form ids along with their references or is it safe to leave the form ids with null references?
The mod does manage to keep most quest items out of the auto scrap, but things like prewar money are used in the Nuka World arcade and Calvin in Vault 81 pays caps for a lot of tools that get auto scrapped in the safe list. Also had to momentarily turn off auto scrap to give Dogmeat his teddy bear instead of it auto scrapping when I pick one up for him, so now every time I take junk back from him, I'm worried I'll accidentally take his teddy and not be able to return it/have to turn off auto scrap again to get him a new one.
And, yes, I'm aware of the new scrapping mod with the global stash, but I don't need a global stash (yet), so I haven't made the switch.
I cant offer xEdit support as I don't actually use it, so best to check wherever xEdit support is provided.
Removing items from form lists is apparently a normal activity, so I would expect that xEdit sorts or reindexes form lists so there are no holes. May involve saving changes as a override rather than editing the base ESP.
iv been trying to crash my game with this mod, i quickly hit scrap player invantory and then run through a loading door from a quest mod...... my game refuses to crash im dissapointed in my own efforts :P top quality mod :D
This mod was published well before Fallout 76, but its wonderful to know that my solutions are bringing joy to so many new players (even if uncredited).
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thanks.
edit: typo mistake
But when I tried to delete the code from this mod using Xedit, it always cause crash since I could not removed the container which embedded in the worldspace itself.
So my theory is, I have to undo the change that you have made in the worldspace too, If I'm going to safely remove all the codes from this mod. Or maybe there are some other ways to bypass this issue? Since I'm new to this, there are many things I still don't know about.
Merging scripted mods is mad. Trying to remove merged scripted mods ...
Well, it only shows something like this, and couldn't track down the exact place.
Other than that the mod works great.
The mod does manage to keep most quest items out of the auto scrap, but things like prewar money are used in the Nuka World arcade and Calvin in Vault 81 pays caps for a lot of tools that get auto scrapped in the safe list. Also had to momentarily turn off auto scrap to give Dogmeat his teddy bear instead of it auto scrapping when I pick one up for him, so now every time I take junk back from him, I'm worried I'll accidentally take his teddy and not be able to return it/have to turn off auto scrap again to get him a new one.
And, yes, I'm aware of the new scrapping mod with the global stash, but I don't need a global stash (yet), so I haven't made the switch.
Removing items from form lists is apparently a normal activity, so I would expect that xEdit sorts or reindexes form lists so there are no holes. May involve saving changes as a override rather than editing the base ESP.
Thanks (again) for another great mod.
Reduced weight, finally no more lost material, now building is even more fun ...
Endorsed, voted, donated....
Thank you