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Related Issues: 29461
Picture is helpful, but giving us the ref ID of the item would be even more so. There's a lot of stuff in the CK and with the ref ID we can just put that in and go directly to the item in question making the process a lot faster.
Got it. Sorry about that, usually try to get the Ref ID. In this case since it's in a small interior cell, I thought it'd be pretty quick to locate.
Also, I find it a lot harder getting Ref IDs in FO4 compared to previous Beth games and tend to waste a lot of time trying to do so. I don't know if there are a lot of atmospherics that are being selected when you're trying to click on something to select it to find out the ID.
Also, I find it a lot harder getting Ref IDs in FO4 compared to previous Beth games and tend to waste a lot of time trying to do so. I don't know if there are a lot of atmospherics that are being selected when you're trying to click on something to select it to find out the ID.
You could confirm you have the right item selected with the disable and enable commands. Disabling the things in the way would also make it easier to get the ref ID you're after. It's **very import** to remember not to continue playing with a save that has had those commands used as **anything** that has scripts/AI will be messed up afterwards. And you may not always know when things are attached to items.
But the commands are handy to get to the item you want fast. Whether you choose to use them or not is up to you. Just click on the item bringing up the ref ID and type disable. If the item you wanted vanished, great, if not, try again. You can confirm you've got the right ID by bringing it back with enable. Just remember that anything attached to it will be forever gone, so loading a previous save you made before starting the process should be your next step.
But the commands are handy to get to the item you want fast. Whether you choose to use them or not is up to you. Just click on the item bringing up the ref ID and type disable. If the item you wanted vanished, great, if not, try again. You can confirm you've got the right ID by bringing it back with enable. Just remember that anything attached to it will be forever gone, so loading a previous save you made before starting the process should be your next step.
Yeah, I do use disable/enable, I was just hoping for a quicker solution without having to disable a ton of stuff in the way and then load a save. I'll see about that in the future.
Just bumping this. I encountered the same issue. I read about the solution on a wiki.
"If the alien is killed prior to extending the satellite, turning off the ham radio will not make the signal go away from the Pip-Boy. This also happens if the satellite is extended prior to the crash event. Solution: Turn the ham radio off and back on, go to the relay tower and extend it, go back to the cave and turn the radio off."
"Signal from ham radio after killing alien prior to extending satellite appears fixed in v1.10.163.0 (Steam).[verification overdue]"
"Steps taken: Killed alien, turned off ham radio, turned ham radio back on, extended satellite, turned ham radio off, signal disappeared."
I followed these steps and it solved the problem. The weird thing is that I had previously extended the radio tower, but when I returned it was lowered.
"If the alien is killed prior to extending the satellite, turning off the ham radio will not make the signal go away from the Pip-Boy. This also happens if the satellite is extended prior to the crash event. Solution: Turn the ham radio off and back on, go to the relay tower and extend it, go back to the cave and turn the radio off."
"Signal from ham radio after killing alien prior to extending satellite appears fixed in v1.10.163.0 (Steam).[verification overdue]"
"Steps taken: Killed alien, turned off ham radio, turned ham radio back on, extended satellite, turned ham radio off, signal disappeared."
I followed these steps and it solved the problem. The weird thing is that I had previously extended the radio tower, but when I returned it was lowered.
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