Haven't had any issues with this addon so far. Not even the vault 111 elevator being invisible. Although, the bobbleheads did respawn on the table a few days after I had already looted them from the table. That was odd. Also, this pops up in FO4Edit: [00:26] Background Loader: <Warning: File [FE 05C] BobbleAndMagsOutsideV111.esp with Group GRUP Cell Children of GeneralAtomicsFactory01 "General Atomics Factory" [CELL:0004280D] is missing an overriden record for GeneralAtomicsFactory01 "General Atomics Factory" [CELL:0004280D] [00:26] Background Loader: <Warning: File [FE 05C] BobbleAndMagsOutsideV111.esp with Group GRUP Cell Children of DLC04GrandchesterMansion01 "Grandchester Mystery Mansion" [CELL:060139D2] is missing an overriden record for DLC04GrandchesterMansion01 "Grandchester Mystery Mansion" [CELL:060139D2] [00:26] Background Loader: <Warning: File [FE 05C] BobbleAndMagsOutsideV111.esp with Group GRUP Cell Children of DLC04KiddieKingdomFunHouse01 "Fun House" [CELL:0601951D] is missing an overriden record for DLC04KiddieKingdomFunHouse01 "Fun House" [CELL:0601951D]
I noticed after i returned to Vault 111 for some reason bobs and mags were spawned again, is this normal or after i took them in the first place should i uninstall the mod ? Just asking ? Thank you for any comment and reply. Much appreciated. Anyway thank you for the mod, very handy :)
Run xedit autoclean or the zedit equivalent, or if zedit has the equivalent script, Undelete and Disable References. Also outright delete the 12D9B9 ref record in your plugin as it's Identical to Master. If you do UDR and ITM as mentioned here, that's the equivalent to xedit autoclean. Also, you might be able to get away with location moving bobbleheads instead of having to explicitly create new records for them with some location fudgery.
As for precombines, load before mods that change precombines in load order. (Example: Previs Repair Pack and various compat patches.)
Has some issues with Sanctuary, didn't play nice with Scrappable Sanctuary and made a few items return after installing this mod, making them unable to be scrapped. Namely two whole house, several hedges, some plants. great mod though.
Have you tried changing the load order... make sure scrappable sanctuary is below this mod. alternatively try the location 2 version under option files
Which animals are you trying to get extra meat from? the FO wiki states - "Mole rats and mutant hounds are unaffected by issue #9, and will still only drop a single piece of meat. Additionally, only a single piece of softshell mirelurk meat can be acquired at a time when dropped from mirelurks." what other mods are you using? could any of them be altering the meat amounts?
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The author has locked this comment topic for the time beingAlso, this pops up in FO4Edit:
[00:26] Background Loader: <Warning: File [FE 05C] BobbleAndMagsOutsideV111.esp with Group GRUP Cell Children of GeneralAtomicsFactory01 "General Atomics Factory" [CELL:0004280D] is missing an overriden record for GeneralAtomicsFactory01 "General Atomics Factory" [CELL:0004280D]
[00:26] Background Loader: <Warning: File [FE 05C] BobbleAndMagsOutsideV111.esp with Group GRUP Cell Children of DLC04GrandchesterMansion01 "Grandchester Mystery Mansion" [CELL:060139D2] is missing an overriden record for DLC04GrandchesterMansion01 "Grandchester Mystery Mansion" [CELL:060139D2]
[00:26] Background Loader: <Warning: File [FE 05C] BobbleAndMagsOutsideV111.esp with Group GRUP Cell Children of DLC04KiddieKingdomFunHouse01 "Fun House" [CELL:0601951D] is missing an overriden record for DLC04KiddieKingdomFunHouse01 "Fun House" [CELL:0601951D]
Run xedit autoclean or the zedit equivalent, or if zedit has the equivalent script, Undelete and Disable References. Also outright delete the 12D9B9 ref record in your plugin as it's Identical to Master. If you do UDR and ITM as mentioned here, that's the equivalent to xedit autoclean. Also, you might be able to get away with location moving bobbleheads instead of having to explicitly create new records for them with some location fudgery.
As for precombines, load before mods that change precombines in load order. (Example: Previs Repair Pack and various compat patches.)
Does this break precombs? Thank you
PS: Also, is there any downside if I keep the vanilla duplicates at their location?
Solved, I kept only the items near the vault entrance, and removed all other modifications.
Which animals are you trying to get extra meat from? the FO wiki states -
"Mole rats and mutant hounds are unaffected by issue #9, and will still only drop a single piece of meat. Additionally, only a single piece of softshell mirelurk meat can be acquired at a time when dropped from mirelurks."
what other mods are you using? could any of them be altering the meat amounts?