picked non ref av object fallout 4 что делать

Picked non ref av object fallout 4 что делать

I went through my settlements in my save, and manually disabled several items pre-beta update that I didn’t want, such as the tables and counter in the Red Rocket Truck Stop near Sanctuary. The items all spawned back in after I updated to the beta version, left the cell and came back. Now when I try to click on them, I’m given the message «Picked Non Ref AV Object», and it won’t let me disable them. After checking around, a very large number of trash objects display this message (all the piles of trash on the ground, the hedges, and several large plants around that get in the way of building that can’t be scrapped.)

Reverting back to the non-beta version, and loading an older save removes the items again.

Do you use scrapping Mods?

I was disabling (and re-enabling) objects through the console, the issue persists regardless of mods installed, or a clean vanilla game. (I’ve already done a clean install and tried without any mods to rule that out, since posting a bug report while running mods is a no-no.) Pre-Beta update, I was able to select and disable objects through the console. I’m no longer able to do so and given that error message instead.

Sounds like you caused this issue by disabling the items via console commands. They are a Dev tool and not cheat codes. Using them has a chance to break your game. Go back to before you disabled them and see if they are able to be removed after the beta patch.

Because i cant rememebr that you was ever able to srap or delete/move Things like Piles of Trash or Hedges. Because they were always non-ref-av-obejects or they did nto have even an ID. Thast why iam wondering here. There are some rare Object with Trash or something but the Count of these Things for deleting are very rare. Even Red Rocket is full of Piles of Trash but i was never able to do something. Iam just a bit confused how you did that. Even with Console.

This problem happens on a clean save, on a fresh install.

I’m talking about trees and several «ugly» objects that are just outside of settlement areas, as well as corpses. Try on an un-patched version, open the console, click a corpse, tree, or some of the hedges or fences (a few in sanctuary, or things like the guard rail or pile of tires just outside of the settlement area at the red rocket truck stop, then type disable. It’ll pop the item out of existence. Now try on the beta, give’s the «Picked Non Ref AV Object» message.

It is possible that the patch, designated the objects as background objects and removed the reference id. This could possibly decrease load time and improve performance because then they aren’t loaded in memory the same way.

The patch did include optimization so this could be intended.

I see. Thanks for the decent answer, unlike the previous two. That sounds possible, I wonder if Bethesda could confirm if such a change happened? If they aren’t loading some objects into memory the same way, maybe that’s why people could be having loading issues as well (assuming something in their save is calling for the item, or looking for it on load)?

This means much work for the already existing Scapping Mods picked non ref av object fallout 4 что делать. Смотреть фото picked non ref av object fallout 4 что делать. Смотреть картинку picked non ref av object fallout 4 что делать. Картинка про picked non ref av object fallout 4 что делать. Фото picked non ref av object fallout 4 что делать

It is possible for the loading screen issues people are having.

I doubt the system is attempting to call/load the object individually, that is no longer referenced. As the application would most likely crash or at least show errors.

They would have to edit the terrain (I believe). Thats going to be a PITA.

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Picked non ref av object fallout 4 что делать

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Fallout 4

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There’s no code in the console, but you need to turn off combined objects since that’s most of the reason why they’re locked.

Search for bUseCombinedObjects in the config file.

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There’s no code in the console, but you need to turn off combined objects since that’s most of the reason why they’re locked.

Search for bUseCombinedObjects in the config file.

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There’s no code in the console, but you need to turn off combined objects since that’s most of the reason why they’re locked.

Search for bUseCombinedObjects in the config file.

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Picked non ref av object fallout 4 что делать

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Fallout 4

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There’s no code in the console, but you need to turn off combined objects since that’s most of the reason why they’re locked.

Search for bUseCombinedObjects in the config file.

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There’s no code in the console, but you need to turn off combined objects since that’s most of the reason why they’re locked.

Search for bUseCombinedObjects in the config file.

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There’s no code in the console, but you need to turn off combined objects since that’s most of the reason why they’re locked.

Search for bUseCombinedObjects in the config file.

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Combined Objects workaround (Non Ref AV Objects)

I’ve accidently stumbled upon a way to seperate combined objects and make all the seperate objects

clickable and editable through console commands. Here’s what I’ve found;

the game to detach all objects belonging to that particular combined object. You don’t even need to

change anything in the override! Doing this still keeps all the objects where they originally should be

in-game, but they are now selectable and editable through console commands without getting the pesky

«Picked Non Ref AV Object».

I’ve also found that any in-game changes you make to objects that have been detached are completely

undone/overwritten again once the combined object is reestablished (in other words, if you unload the

.esp containing the override). So I’m afraid these changes do not stick simply through save files.

I am not sure why the game works like this, more testing is still needed on the subject. But I do hope

this information will be useful to people looking into editing combined objects ^^

Edit: On a different note, if anyone knows where the combined object forms are in the game files.

I haven’t been able to find them thus far, but I expect that disabling them would detach objects

throughout the game in a similar fashion. Although this is just a theory and I have no idea how this

might affect the game in general. Would be fun to see tested =]

Edit: Adding a new placed object form (blank form) to a cell has the same result as to detaching

combined objects. WARNING: Using this method breaks the cell update which in turn causes

all containers and PA frames in the edited cells to return to their starting value (resetting their

content). However, this excludes containers you’ve placed yourself and PA frames bought at

vendors. This bug is not something that can be fixed within the mod, but is a bug in the game

engine itself.

If you still insist on modding your game this way, I advise you to delete any native containers

within the cells and place your own. I also advise you don’t leave any PA frames you found in the

wasteland in the aforementioned cells, only ones you’ve bought.

What I did was look through the cell data where the combined objects were that I wanted to edit, looked through the placed objects

error, but not much. Appears they’ve stuck a lot of stuff together as combined objects.

Hey guys, just checking in to say I don’t recommend using this workaround!

I built an esp to allow removal of houses and debris piles in Sanctuary using the method described here, unfortunatly this triggers a bug that causes power armors to randomize what pieces are on any given frame and containers to randomize their contents when the player fast travels to the plot. It hasn’t been tested but its likely this also triggers when you travel far enough away that the cell unloads.

Hey guys, just checking in to say I don’t recommend using this workaround!

I built an esp to allow removal of houses and debris piles in Sanctuary using the method described here, unfortunatly this triggers a bug that causes power armors to randomize what pieces are on any given frame and containers to randomize their contents when the player fast travels to the plot. It hasn’t been tested but its likely this also triggers when you travel far enough away that the cell unloads.

You mean to say it’s randomizing the containers in the edited cells themselves?

Haven’t encountered this myself yet, gonna have to look into this =/

You mean to say it’s randomizing the containers in the edited cells themselves?

Haven’t encountered this myself yet, gonna have to look into this =/

Just tested this with my own modified Red Rocket Gas Station. I’m certain the cell should’ve been unloaded/reset,

power armor/containers you find in the wasteland are supposed to be randomized on their 1st encounter right?

You mean to say it’s randomizing the containers in the edited cells themselves?

Haven’t encountered this myself yet, gonna have to look into this =/

Just tested this with my own modified Red Rocket Gas Station. I’m certain the cell should’ve been unloaded/reset,

power armor/containers you find in the wasteland are supposed to be randomized on their 1st encounter right?

I didn’t change anything other than copying the relevent debris objects as overrides into a new esp exactly as you recommended. Possibly this is just a bug with Sanctuary? I’ll have to try making a Red Rocket esp the same way and see if it exhibits the same behaviour.

Edit: Okay, after a quick test I was able to create a similar mod for RedRocket that allowed me to clean up a bunch of debris, but did not trigger the armor reset bug. This may be an issue unique to Sanctuary. I’ll need to test some more.

Edit2: After a new smaller set of overrides to just one cell in Sanctuary I’m not currently experiencing my previously mentioned bug. Going to expand scope again and see if the issue re-occurs.

Edit3: Once the overrides extend to more than just the SanctuaryExt02 cell (eg: the SanctuaryExt03-9 cells) the previously mentioned power armor bug returns. This may mean that this workaround is safe for use on single cell settlements, but not larger ones.

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Picked non ref av object fallout 4 что делать

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Fallout 4

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But there are two objects you can use to lay down a flat foundation ABOVE those pesky features, which can «clip» into the ground, rocks, some stone walls, and so on.

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Yeah, Bethesda kinda keeps fudging with the code all the time and making stupid changes like these that overcomplicate things.

Edit: I’m basically just whining about the fact that I can’t delete obstructive things from my settlement. They probably had strong reasons for adding things like this to the engine, it’s just obnoxious to me personally.

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I’ve resorted to using the console commands
modpos
modangle
modscale

to get things where I want them to go. It is time consuming, but it allows me to place anything I want anywhere I want. I was able to fix the house’s roof in Kingsport Lighthouse using them.

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The game doesn’t even want you using existing buildings. There’s some weird bug where if you place beds on ground that isn’t placed by you, when you leave it will eventually not recognize those things. That’s why you’ll see you have missing beds sometimes when you look at your workshops. So if you place beds in the ruined houses in Sanctuary, when you leave the happiness rating starts to drop because the game thinks you don’t have enough beds.

But then the game also doesn’t like your buildings either. If you place a floor that doesn’t have a foundation under it off the ground, and you move far enough away, the game takes away its physics, and the settlers fall through the floor. I tried building a house ontop of an overpass near Finch Farm, and everytime I show up I witness all the settlers falling through the floor.

Or how Bethesda for some reason put the spawn point of settlers at Croup Manor at the bottom of the cliff in the water.

Workshops are completely ♥♥♥♥♥♥ in this game. And until the GECK comes out, I don’t see it getting fixed, because I’m sure Bethesda is focusing on DLC over bug fixes right now, like they usually do in these games.

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I’ve resorted to using the console commands
modpos
modangle
modscale

to get things where I want them to go. It is time consuming, but it allows me to place anything I want anywhere I want. I was able to fix the house’s roof in Kingsport Lighthouse using them.

You’re probably not subscribed to this discussion, but on the off chance you are and see this:

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I’ve resorted to using the console commands
modpos
modangle
modscale

to get things where I want them to go. It is time consuming, but it allows me to place anything I want anywhere I want. I was able to fix the house’s roof in Kingsport Lighthouse using them.

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Workshops are completely ♥♥♥♥♥♥ in this game. And until the GECK comes out, I don’t see it getting fixed, because I’m sure Bethesda is focusing on DLC over bug fixes right now, like they usually do in these games.

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Does this work with the nonref objects? I’ve never even thought about trying it. Would help with cleaning stuff up or even just moving that pesky grass that pops through my foundations.

No it doesn’t. It only works on objects that have IDs. It’s best not to use any mods that alter nonref objects or cleans up cells until the GECK comes out. It causes way too many issues and bugs.

I tested a couple, and the problems they cause outweigh the benefits they provide.

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Does this work with the nonref objects? I’ve never even thought about trying it. Would help with cleaning stuff up or even just moving that pesky grass that pops through my foundations.

No it doesn’t. It only works on objects that have IDs. It’s best not to use any mods that alter nonref objects or cleans up cells until the GECK comes out. It causes way too many issues and bugs.

I tested a couple, and the problems they cause outweigh the benefits they provide.

Yeah, mods that alter the worldspace like that cause pretty awful bugs.

The issue is that I feel like they might just be flagged as nonref objects in order to prevent the player from accidentally deleting the ground and stuff, you know? http://gfycat.com/CourteousFrailChrysomelid suggests that some people can totally select and thus markfordelete (for everyone’s benefit: don’t use disable like the author of the image, it just hides things rather than removing them) all those little dirt piles, which for me/presumably most of the people in this thread are flagged as nonref. That said, I have no idea how or why this guy can select that stuff and I can’t.

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There’s a few mods out there that uncombine the meshes of the junk piles and rubble, which is why that person is able to disable them. 99% of them will cause the cell reset bug.

I found yesterday a mod called Spring Cleaning. It surprisingly has a way to turn the junk piles into scrapable objects by uncombining the meshes, through use of an esp file and an ini edit. This prevents the cell reset bug, but also turns some settlements uinbuildable. Covenant, Castle, Croup Manor, the Marina can’t be built in existing interiors for some reason. The objects pass through the floors.

I decided to test it out. I have to build up the settlements before using the mod, and then enable it after I’ve built inside existing structures. Once enabled, you can scrap pretty much everything, but a lot of the junk piles cover up seams and holes left from poor object placement by Besthesda, so removing all the junk has its drawbacks.

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There’s a few mods out there that uncombine the meshes of the junk piles and rubble, which is why that person is able to disable them. 99% of them will cause the cell reset bug.

I found yesterday a mod called Spring Cleaning. It surprisingly has a way to turn the junk piles into scrapable objects by uncombining the meshes, through use of an esp file and an ini edit. This prevents the cell reset bug, but also turns some settlements uinbuildable. Covenant, Castle, Croup Manor, the Marina can’t be built in existing interiors for some reason. The objects pass through the floors.

I decided to test it out. I have to build up the settlements before using the mod, and then enable it after I’ve built inside existing structures. Once enabled, you can scrap pretty much everything, but a lot of the junk piles cover up seams and holes left from poor object placement by Besthesda, so removing all the junk has its drawbacks.

Yeah, trying to play/fix Bethesda games is a black hole.

So you’ve had some success with Spring Cleaning? Are you able to activate the INI, disable/markfordelete all the junk piles, and then deactivate the INI it again to restore the world to its normal state but retain the freshly cleaned settlements?

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Yeah, trying to play/fix Bethesda games is a black hole.

So you’ve had some success with Spring Cleaning? Are you able to activate the INI, disable/markfordelete all the junk piles, and then deactivate the INI it again to restore the world to its normal state but retain the freshly cleaned settlements?

If you delete the ini edit, everything you delete returns. If he could fix the issues with not being able to build inside some pre-existing buildings, it wouldn’t be an issue. As it stands right now there are as many drawbacks to the mod as benefits. But, it is better than all the others I’ve tried, because it doesn’t cause the cell reset bug, and doesn’t cause the sprinting bug when fast traveling to settlements.

The mod author says to get around the issue with pre-existing buildings, instead of using the ini edit he uses the cell enabler option, builds what he wants to build, and then disables the cell enabler option before leaving the cell. I haven’t personally tried it.

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Yeah, trying to play/fix Bethesda games is a black hole.

So you’ve had some success with Spring Cleaning? Are you able to activate the INI, disable/markfordelete all the junk piles, and then deactivate the INI it again to restore the world to its normal state but retain the freshly cleaned settlements?

If you delete the ini edit, everything you delete returns. If he could fix the issues with not being able to build inside some pre-existing buildings, it wouldn’t be an issue. As it stands right now there are as many drawbacks to the mod as benefits. But, it is better than all the others I’ve tried, because it doesn’t cause the cell reset bug, and doesn’t cause the sprinting bug when fast traveling to settlements.

The mod author says to get around the issue with pre-existing buildings, instead of using the ini edit he uses the cell enabler option, builds what he wants to build, and then disables the cell enabler option before leaving the cell. I haven’t personally tried it.

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