waypoint? remover?

Goweigus

Mildly Dipped
I was wondering if anyone could explain or show me how to make it so when I start a new game my pipboy map dosent come pre loaded with the locations of some of the player houses/vaults that I have added with fomm

the modders made it that way, some of them i already have discovered, some are marked on the map but i need to travel to them on my own, and some are not marked at all without traveling very close to them

i would like for none of them to be premarked on the map
 
You need to find the mapmarkers of the locations in the GECK. When you found them, you can right click on them (when I remember correctly) and disable that they are visible from start.
 
Haha sounds easy
well i just got the GECK
and i have no idea where to look
i tried opening an .esp and going to all in the object window then scrolling down to map marker but couldn't figure anything out


UPDATE: well i managed to find the map marker bits in a few of the locations by loading all the plugins adding locations and the fallout 3 esm and then going through the wasteland world space in the cell view editing the mapmarker by going to marker data and unchecking can travel to and/or visible then saving all the changes as a new esp to load with fomm

well that didnt seem to do a damn thing

do i have to painstakingly load each esp with the geck, try to make that same change, and then save it to the same esp?

can an esp be edited without taking awhile to load up the fallout 3 esm?

am i on the right track at all?

UPDATE 2: ok well today i tried just loading one esp and managed to find it in the list and saved it to that esp, loaded the game up and it wasnt prefound, ok not so hard

but half of these locations have no recognizable name in the wasteland cell view list as they do as an esp so what other way is there to find them?

ex: the crushed/crashed train esp was in the cell view list under wasteland as xLLext01OLD
 
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