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Mod Conflict: one mod resets the location of the other, please help


TaxiVader

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Hi Folks.

 

I made a mod that turns Vault 75 into a settlement, that works fine. I deleted a number of things and added some new parts, all work fine.

 

Then I made a mod for Vault 118, also works just fine.

 

Both mods work fine with any combinations of other mods, as long as only the V75 OR V118 mod is in the load order.

 

However, when I load them together the Vault 75 location has all the stuff I removed returned in addition to the changes made by the V75 mod, which screws up the location totally. This happens regardless of the order of the 2 mods (I checked using forced load order variations) and is independent of other mods that affect or can be used in the area such as Scrap Everything.

 

Does anyone have suggestions about this? Clearly the game is resetting/keeping the V75 location data as well as writing in the changes added by the mod. I don't want to publish the V118 mod without sorting this problem out.

 

Thanks in advance!

 

Roger.

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Just a thought but what happens if you have the Vault 75 mod ESP loaded (but not active) at the same time you edit the Vault 118 mod ESP (and vice versa when you want to edit the Vault 75 ESP)?

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By that do you mean that with Vault 75 loaded but with Vault 118 the active mod you're editing then you get the changes from Vault 75 plus the changes to Vault 118 when you save?

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When I have both 75 and 118 loaded with 118 as the active file, all the changes I made while making the 75 mod can be seen in CK. I'm not going to make any changes to that cell with 118 as the active mod in CK, that seems like asking for trouble.

 

I have also discovered from further testing that if one visits the 118 cell first then the 75 one loads normally, which seems to point the finger of blame firmly at the 118 mod. Any version of going to the 75 cell before visiting the 118 cell always ends up as a disaster. The 118 cell is unaffected in both cases.

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Vault 75 is in the Commonwealth and Vault 118 is in Far Harbor. They shouldn't influence each other - except you use both cells during the creation of one of your mod (for example copying something from one to the other or just looking how things ar done) and haven't cleaned your mod.

Use xEdit (FO4EDIT) to look, if there are things in your mods, that don't belong there.

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fo4 ck have this annoying habbit to put everyting you touch,look at in your esp

 

so lets say you have a mod(esp) for v75, now it don't matter if you load it unactive or not at all

then you load your v118 and start working on it, when doing so you look at some stuf in xx location's + (v75)

ck see this and put all the stuf you touched in your v118 esp

 

then you load your game with both esp's enable, lets say v75 then v118, now the problem is v118 hold stuf you touched in v75 so it will reset v75(or any other cell)

 

when making anyting in ck and you look at stuff in xx locations to see how it work or how its setup, you always have to check the esp(fo4edit) to see if ck putted that stuf in your esp

if so remove everyting that don't belong there and it shoud work like intended

 

a simple sample v118 shoud not have cels/world location that say v75

Edited by speedynl
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