A Few Minor Mod Bugs
#21
Posted 11 July 2010 - 08:16 AM
But the doors were being correct. They said the destination that they were supposed to. "Portal to..." or "Door to..." .. and then the name they were fed.
I found the conflict. It was from FastTravelAllowed.esp. It was changing the actual name of the interior cells. Now I just need to either move it up the load order, or delete the offending references.
Thanks a lot for your help. I was totally going at this blindly, and you pointed me in all the right directions.
#22
Posted 11 July 2010 - 08:34 AM
1) Behave like exterior
2) Invert fast travel behavior
?
FastTravelEnabled sets the Invert Fast Travel Behavior.
But in some of my other mods, interiors are set to Behave Like Exterior.
Does Behave Like Exterior enable Fast Traveling? And does the Invert flag reverse this ability? In essence, doing exactly the opposite of what the mod is designed to do?
#23
Posted 11 July 2010 - 03:50 PM
#1 is usually used by weather mods for interior weather effects. It does not set flags for other features (which would include allowing fast travel) as far as I know.Quick question. What happens when both these tags are set?
1) Behave like exterior
2) Invert fast travel behavior
?
FastTravelEnabled sets the Invert Fast Travel Behavior.
But in some of my other mods, interiors are set to Behave Like Exterior.
Does Behave Like Exterior enable Fast Traveling? And does the Invert flag reverse this ability? In essence, doing exactly the opposite of what the mod is designed to do?
#2 I am unfamiliar with this flag. It seems like you can just use that to enable fast travel in interiors.
Why do you need that plugin, anyway?
Edit: I think you can find information on those flags searching here: http://cs.elderscrol...x.php/Main_Page
#24
Posted 11 July 2010 - 07:54 PM
But now, I don't need it, because the bashed patch has made it so I can stretch out my playtime to 40 mins to an hour, fast travel and zone changes included. So I'll just get rid of it. I guess if it comes down to it, though, I can always manually go through the cells that I really need to fast travel from and change it manually, now that I know what I'm doing
#25
Posted 11 July 2010 - 10:02 PM
That might have something to do with scripts needing to be processed after a transition. I definitely do not recommend using a fast travel tweak to get out of it because that probably means that your actions were interrupting scripts. Just wait a few extra seconds after making the transition. The same is true when you start a game and have script-heavy mods installed. Wait for everything to boot up and initialize before doing anything.Oh okay. Well the plugin just makes it so that you can Fast Travel from interior locations. I was using it because I would crash a lot if I would switch zones a lot, from exiting a building and then fast traveling immediately, etc.
But now, I don't need it, because the bashed patch has made it so I can stretch out my playtime to 40 mins to an hour, fast travel and zone changes included. So I'll just get rid of it. I guess if it comes down to it, though, I can always manually go through the cells that I really need to fast travel from and change it manually, now that I know what I'm doing
#26
Posted 12 July 2010 - 02:30 AM
#27
Posted 12 July 2010 - 03:15 AM
FYI: UOP 3.2.8 has been released.It's not a problem if I transition too fast. It's just that, after a certain number of transitions, my game just crashes while the next zone is loading.
#28
Posted 12 July 2010 - 04:40 AM



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