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  1. lapdragon
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    Initial testing on my part today shows that the cell reset bug may have been patched in the latest (v1.5.4) fallout 4 patch - Robert will be checking from his machine once he gets home, and we'll update this mod if cell reset is actually finally gone.

    Fingers crossed! :-)
    1. rdunlap
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      Ok everyone,
      CELL RESET IS GONE! Lapdragon tested this morning and I took it up this afternoon and did our whole battery of tests and experiments. we developed quite a list of them during our original work on cell reset. There IS NO MORE CELL RESET. All Power Armors and frames are safe anywhere anytime. All containers anywhere are safe anytime. This is apparently part of patch 1.5.4. My tests ranged from pure vanilla *(no mods) to a combination of mods GUARANTEED to produce cell resets all over the commonwealth.

      Robert
    2. User_5184932
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      YAHOO!!! thanks for the heads up!
    3. lapdragon
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      Ok, with Robert having confirmed the bug is dead, I've pulled all the active downloads - they're still available if for some reason somebody wants them, but I advise all users of the mod to empty out their containers and uninstall the mod. Any of the fixed containers will revert back to their vanilla state after uninstall, and you can put your stuff back into them.
    4. DOOMBASED
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      So, does that mean all mods that caused cell reset are safe now and we no longer need to make any ini edits?
    5. rdunlap
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      if you are referring to the ini edit fPlayerDisableSprintingLoadingCellDistance=0 for sprinting then yes you should be able to remove it as well. The sprint issue was very loosely related to cell reset but was mostly tied to precombined/Previs stuff in how Bethesda did their optimizations on the game.

      Robert
    6. Mitsurugi2424
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      I read this and installed Spring Cleaning, spent about 2 hours working, loaded a save to show off a before and after...when I came back, all my power armor frames had reset. 1 showed base x01(had found a full set of x01), 2 were rusty t45, and another was BOS t60. none of them had any parts.

      should I worry about my containers?

      I really want to be able to clean up the perma-garbage stuck at the settlements, and if all I need are fresh containers and PA frames, thats fine. Am I understanding the cell reset bug wrong? Or were these things the problems that were associated with it?
    7. DOOMBASED
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      Are you sure you have the latest version of Fallout 4 (1.5.4)?
    8. Mitsurugi2424
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      v1.5.416.0.0

      I'm pretty sure steam updates that automatically...whether you want it to or not. my containers dont seem to have reset, though 810 hours and 3.5 playthroughs in...I dont really remember what some of these places looked like when i first found them lol....

      I was skeptical when I read that Beth fixed the reset bug and took all the parts of the power armor that mattered to me. I also made new saves after the mod was installed, so I could go back if all my wonderful garbage got lost.

      This bug is why I am only just now playing with mods like this. I tried spring cleaning once before back when i first came out, and man...it was hard to uninstall it..once you clean red rocket and a few other places...you don't want to go back.

      I dont know a lot about the cell reset bug, but as long as all I have to worry about is PA frames and containers placed when the designers made the settlements, I think im good. but it was still worth mentioning that its still happening(at least for me)
    9. cooleo
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      I am also on the latest v1.5.416 and getting cell reset. I am also using spring cleaning.
    10. DrScandi
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      Soo, it might now be fixed after all? :/

      Was hoping I could move away from spring cleanings esm version and install the "cleaner" esp version without having cell resets to worry about. Based on the last two comments I guess I hold off a bit longer.
    11. lapdragon
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      *sigh*

      I hate this bug, lol...

      If you guys could PM me or Robert your load orders and a download link to an affected save, we'll take a look and see if we can help.

      For what it's worth, I'm running a huge pile of my own mods that I wasn't able to run before 1.5.4 - all of which caused reset, and none of which have caused my PA Frame collection to respawn a single part.
    12. DOOMBASED
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      I have read that cell reset will persist in you game, even if you uninstall a mod that causes it. Lapdragon, were you testing on a new or existing save?
    13. lapdragon
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      A very very old existing save - it's got other issues (the pipboy light is nonfunctional, and not all of my PA Frames will scrap properly), but cell reset isn't one of it's problems anymore.

      I've been reasonably careful to avoid mods that cause cell reset with this save, however I -did- clean all the garbage and rubble out of my primary settlement at Red Rocket with Spring Cleaning a few months ago. I've since uninstalled Spring Cleaning, but the settlement is still cleaned.
    14. caralampio
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      I was trying out some of the new weapon racks and displays, and some of my weapons have disappeared. I posted this on Steam and was referred here. Never heard about the cell reset bug before, could you in short explain 1 what it is; 2 could my problem be related; 3 when you say all containers anywhere are safe, this means I could store my stuff say in a desk at Corvega and it would be safe?
    15. lapdragon
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      There is a bug report on the official Bethesda forums about disappearing items on the weapon and armor racks, but I do not know if it's related to cell reset, or something else entirely.

      If it ~is~ cell reset, then it's not a good thing, because the weapon racks are player-built, which has previously been the safe area for reset-proofing.
    16. Grifman
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      Hmm, so we're still left hanging on this Oh, well, won't hurt to keep the fixes until we know for sure.
    17. Grifman
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      So, in the end was the cell reset bug fixed or not? There seemed to be some confusion here according to some posts.
    18. raimer
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      I still occasionally have the cell reset bug and my game is in the latest version so no they may think they squash the bug but is still there and keeps showing it ugly face!
    19. ransero
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      just got the bug, latest version as of 13/3/2017, all power armor turned T45. might have been caused by a mod.
    20. DavidsFallout4Mods
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      My arse was patched too but it still makes poops.  Trust no one.  Especially Satansoft.
  2. lapdragon
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    I feel I should mention this, because it's come up more than a few times recently...

    This mod does NOT replace my Buildable Power Armor Frames mod, it just addresses a separate issue in the cell resets - these two mods are designed to work together (along with the sprintfix installer) to address the three primary symptoms of the bug. Additionally, none of these mods actually ~fix~ the cell reset bug, they only stop it from doing any damage.
  3. lapdragon
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    Yes, guys - I'm aware that CRWP and Spring Cleaning don't play nicely together.

    This is because the developer of Spring Cleaning decided that his mod should take precedence over all other worldspace mods, and has integrated the entire worldspace for all settlements into the v2.05 version of Spring Cleaning. While this DOES stop Spring Cleaning from causing obvious cell resets (it actually still causes resets, it just doesn't cause container resets - it's why he needs to have the sprintfix ini tweak), it also breaks every other mod that uses worldspace edits, and if you try to use any other worldspace mods, you get the cell resets back anyways. The developer for Spring Cleaning states straight up in his description page that worldspace mods are incompatible - he makes no bones about it, but doesn't really explain the ramifications, which is that if you use Spring Cleaning, you can't use any other settlement worldspace mod (which is any of them that can cause cell resets). At all. None of them, no matter how cool or useful.

    The v2.04 version of Spring Cleaning (the "ini version" ) does NOT have these problems, and while you will get cell resets, you can also use it with any other mod you want, without worldspace conflicts. You get the best of both worlds - you can use Spring Cleaning AND you can use settlement mods - the only downside is the FPS loss involved with using the UseCombinedObjects=0 ini setting.

    You end up with a choice - you can either use the 2.05 version of Spring Cleaning by itself (with no other worldspace mods), or you can use v2.04 of Spring Cleaning and have settlement worldspace mods (which will cause cell reset, and my mod helps to fix that).

    I am sorry that this mess is landing in all of your laps - if the Spring Cleaning dev would stop "fixing" the cell reset bug with his mod, then you could Spring Cleaning, add the three workarounds for the Cell Reset problem (one of which HE discovered), and also use pretty much any other mods you want to at the same time.
    1. shaunsoul55
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      Is that what the 28k+ IDM records are for in SpringCleaning.esm? Looks like, aside from the new COBJ and FLST records for scrapping, SpringCleaning.esm just outright copies some of the Vanilla worldspace records into itself. It does reorder some of the records in the worldspace(could be due to a Fallout4.esm update), but doesn't actually change what's there.
    2. lapdragon
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      Yup, that's what all those ITM's are for, and yes, the reordering is just due to the fallout4.esm getting updated over time, with Nverjos not updating to match.

      TBH, it's starting to look like Spring Cleaning has been either abandoned or declared "finished" - the developer hasn't updated the description or made any updates since mid-January, and she's not not updated any of her bug reports since mid-February.
    3. AlisterX
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      I'm getting reset even user created PA frames and containers. Its very odd
    4. DrScandi
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      When you say 2.04 ini version of spring cleaning do you mean the optional installation of the ini/esp version include in the 2.05 version (as well)?

      Or is there change in the 2.05 esp version as well that causes incompatibilities with other mods using worldspace edits? I thought the entire settlement worldspace was only intergrated in the ESM version and not the esp. Confused
    5. lapdragon
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      Yes, that's exactly the version I mean. :-)

      The 2.05 installer of Spring Cleaning comes with a choice of either using the 2.05 ESM version that "fixes" cell reset, or the 2.04 ESP version that doesn't - the 2.04 version is the one I recommend most people use, as it plays nicely with other worldspace mods.
  4. Gunrunner66
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    I have an issue that is unconnected to the reset bug, but you seem to be the man to ask about it.

    What I would like to do is compleatly halt a particular interior cell from refreshing.  I'm using Vault 111 Settlement Redux as a player home, but resets are making it problematic.  I don't lose anything in a container, but upon reset weapons fall off the racks I've placed, clutter reappears, and any PA that's not secured in a display vanishes.

    GCM can set global respawns so long as to be virtually gone, but that's not what I'm looking for.  Is there some method of shutting off respawn for just the one interior cell?
  5. banditnexus
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    So this is just for containers? 
  6. slapandspit
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    Hey bud could you put the zip back up the bug is back
  7. KainThePheonix
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    Does anyone have any recent experience using this and does it still work as intended?
  8. deleted18673829
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    Does this patch allow to me to store items in containers found around the map? I currently don't have access to workshop and need somewhere to store items (for rp purposes I don't want to go to sanctuary or rr)

    Thanks!
    1. lapdragon
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      This would allow you to use any of the containers found in any of the settlement locations by default - I've not added any extra containers (I only cloned the bad ones), and I've only done it in vanilla settlement locations. If you're avoiding the vanilla settlements in general for RP purposes, then you might be stuck - if you're just being an "RP Raider", then I'd suggest setting up shop at the "Fens Raider Camp" - AKA Hangman's Alley.
  9. hard8
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    I use the settlement blueprints mod and whenever I import my players home, even they'll I emptied out all containers before exporting my players home, half the containers respawn bottle caps , ammo and other misc junk and food items after importing my settlement after starting each new game, I installed this with my last revise of my player home before exporting it with settlement blueprint and the containers respawned like they did before, I use the homemaker and Settlement Objects Expansion Pack and a bunch other build mods!..
  10. PrincessAmysDragons
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    Hey can you confirm this as of 03/20/2017. Has the cell reset issue been patched through the latest vanilla update of the game or is it patched through the latest version of the Fallout 4 Unofficial Patch? Thanks.
    1. lapdragon
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      The cell reset bug was an -ENGINE- problem, so no player-created mod can fix it entirely. Bethesda supposedly fixed it in v1.5 (back in June or so I think), however they did not expressly say that they fixed it (they never even officially acknowledged that it existed to begin with), but I do still get people reporting that the bug exists in their game however I don't know if they're running up-to-date versions of the game and whatnot, so I can't say what's happening with their game.

      In my personal copy of FO4 (legitimately purchased and updated through Steam), the bug has been gone since v1.5, and me and my modding partner have texted EXTENSIVELY to confirm it.
  11. Nicklich
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    My issue is that my settlements will randomly tell me that I have 0 beds, or 0 defense or something. Will this mod fix that?
    1. lapdragon
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      No, it won't fix that one, sorry - I believe that is a vanilla bug, as I've seen it in the bug reports forums.
    2. mudd6077
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      scrap all your television sets in your settlements sounds crazy but it will fix the bug. STUPID....Bethesda!!!!!
    3. jesterskull25
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      That one bugs me the most........Still waiting for someone to fix it, or make a workaround.
  12. MrAlexKing96
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    im on 1.7 and my bloody automatron still reset themsleves into a base protectron with no modification
    1. lapdragon
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      This mod has never addressed any NPC issues (and the Automatron thing you're mentioning is new to me). Is your Automatron resetting because of modified cells, or is there a different trigger causing it?
  13. jshelp13
    jshelp13
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    I uninstalled this shortly after the new patch and suddenly I have an issue with the settlers resetting, changing to a completely new person, like every 30 seconds or so, I can look at the settler do a 360 turn and BAM they changed, bad enough that it freezes my game to the effect of a major stutter. I am also using rdunlap's rebuilt series and spring cleaning. This is only happening to new settlers since the patch, it also happens with new settlers in sanctuary which I don't believe I have any mods effecting that cell except spring cleaning. It is so bad that my game is unplayable around any settlements. I tried reinstalling this but nothing changed so its most likely not this mod or the other two. I am also having some loading issues with textures and object, not sure if its related or not. This all just started after the patch so any thoughts would be greatly appreciated.

    Edit: Just read the post about spring cleaning mod. I use the ESM version, it was working without any issues before the patch so should I reinstall this mod or uninstall spring cleaning? and what will that do to my settlements? or can this issue with the settlers even be caused by the cell reset bug? I have no issues with containers or power armors resetting just people
    1. lapdragon
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      The problem you're having is with any mod that uses a custom copy of the Workshop script (which this mod does not). Take a look through your \Scripts directory and see if you've got a copy of the script - if so, then you'll need to figure out which of your mods installed it, and either uninstall the mod, or check for updates - from what I've read, the bug is an engine bug (like the Cell Reset bug was), but isn't actually related to cell reset - it's got something to do with the game unloading NPC's that you're not actively looking at so that it can save memory, and when it reloads them for when you next see them, it turns out that the game doesn't save the NPC's state from before it unloaded it, so it creates a new NPC instead.