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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Locations
Assigned To: Arthmoor
Platform: All
Severity: Medium
Votes: 0
Watching: N/A
Opened By Arthmoor on Jun 26, 2023 2:04 am
Last Edited By Arthmoor on Jul 1, 2023 1:27 pm
Closed By Arthmoor on Feb 18, 2024 10:14 pm
Resolution: Can't Fix - Engine Issue

Issue #33030: Potential source of flickering precomb: Cell 03000D3D

 
Cell 03000D3D appears to be a potential source of flickering precombs in the immediate area SW of Eagles Cove Tannery. Cell -4,7 in the Far Harbor worldspace.

If confirmed this is going to be added to the blacklist of sites we can't make edits to. As of right now, only one minor thing is touched. A shovel that was out of position slightly. Which won't be a big deal if we have to lose that.

Comments

4 comment(s) [Closed]
BenRierimanu said:
 
As noted late last night, the block in question was flickering on XB1 but not on PC on my usual load order, so this block would probably need to be added to the XB1 blacklist. Dunno how I missed it in the initial search.

VoodooChild said:
 
I am nowhere near the level you guys are at yet as I just started with my own mods back in 2021. I just wanted to add that I had this problem with a couple internal cells, like my Glowing Sea Red Rocket and a Rooftop Apartment (I think, it was a year ago or so) and a modder helped me with a couple recommendations. I think it was Jenn Cave (Clean & Simple) but might have been someone else. I had a few objects that I narrowed it down to being the culprit, which was the main effort. I had to add VMAD DefaultMoveToEditorLocationOnLoad for the offending objects. Not sure if this helps and why it actually does help, but thought I would add to the conversation as it would be easy to try on the one object you have moved at this point. Hopefully this helps.

VoodooChild said:
 
Actually, might have been my Prydwen, either way, with one modification to the record on the database might be worth trying. It's been a while. You guys are the best.

Arthmoor said:
 
This is a leftover from the overall issue of XB1 and PC master data not being identical. Given that we had to excise the entirety of the worldspace reference edits from UFO4P in Far Harbor, this is technically no longer an issue since it isn't bugged on PC.

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