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KaelynZ

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About KaelynZ

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    Kaelyn#9867
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    United States
  • Currently Playing
    Skyrim SE

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  1. I just had the same problem - in Survival Mode (so I can't fast travel), leaving Diamobd city by the main exit led to immediate CTD, repeatably. I fixed it by altering my Fallout.ini file to set bUseCombinedObjects=0, as it had been =1.
  2. FIXED. The problem is in MMUE, in the GSDocMitchellScript [sCPT:00107230], in Mission Mojave - Ultimate Edition.esp. Specifically, the logic only triggerest the actual healing quest (VDoctors) in a funky elseif condition that is apparently not being triggered reliably. I believe that the fundamental problem is some other module somehow disabling the fade to black, which MMUE relies upon to do it's healing mojo. The quick fix which works for me is to copy the base GSDocMitchell script from FalloutNV.esm to some patch that loads after MMUE. I'm still not seeing a fade to black, but after 6 seconds, my character is fully healed anyway. I will be posting a note to the MMUE thread about this problem.
  3. Love Ceri, can't imagine playing without her any more. I haven't yet unlocked any of her backstory, fine keeping it tied with MQ (qhich I've been ignoring this playthrough). I'd like it if she had some more interaction with the other early vanilla companions, like Faendal, Lydia, and Jenassa. As for future development, I haven't perused this forum and have no idea what your plans are or what others have suggested, but I would *love* it if Ceri actually had interactions that would lead to a friendship and/or romance story arc. Keep up the good work! Galen
  4. The few times I've had problems getting to the opening slideshow, it's been one of two problems: 1. The XML for HUD interfaces is screwed up. Make sure you re-install UnifiedHUD using the FOMM package manager after installing anything that alters the HUD. 2. I have a bad reference in a esp file - in fact, I just got this when I installed the new FOOK, and the CFWNV-Fook patch referred to something that isn't defined in the new FOOK. Hope that gives you some help. Galen
  5. In anticipation of nVamp, I started a whole new game, with a clean new install and pretty much just the core mods they recommend - FOOK, Arwen, WMX, CFWNV, IWS, AWOP (See spoiler for exact list). I'd expected no problems - and indeed, the game is much faster and more stable than the mod-ridden rat's nest that I was playing with before. But my various startup quests aren't triggering reliably - I had to reload to get Doc to let me use the vigor tester, then he wouldn't start the psych test, and now Sunny is waiting for me near the first well, but when I approach her, she just asks 'What's Wrong?" rather than telling me to go kill some geckos. For whatever reason, the various quests aren't triggering properly. I had a similar problem a while ago with the NV Bounties quest, and the FAQ for NVBounties says that it's due to the using FNVMasterUpdate on NVBounties.esp, turning it into an esm as the FNVMod manual strongly recommends. And sure enough, when I turned it back into a proper esp, NV Bounties worked fine. Suspecting the same thing may apply here, and seeing that FOOK.esp mods a few starting quests, I tried un-esming fook.esp, and sure enough, the Doc started working again. I now see that Arwen mods the Sunny quests, so I'm going to try un-esming Arwen's esp, and see if that fixes Sunny, as I suspect it will. So my question is for the experienced modders out there: Why does setting the esm flag on an esp file (which is needed to solve other problems) seem to break quest stage triggering? Is this a problem that anyone else has seen outside of NV Bounties, or is it peculiar to me and my set of mods? Are there any guidelines as to when I should and shouldn't use FNVMasterUpdate to 'mod up' all my esps? It would be nice to have someone hand me a solution, but I'd be happy enough just to talk to someone who knows more about the ins and outs of the game engine, so I can get a handle on what's going on. Thanks! Galen My current load list:
  6. Everyone does things differently... I keep my custom version of Cass in her own esp (MyCass.esp), which I edit using FNVedit rather than Geck. After downloading a bunch of various Cass mods (including NVTRedesigned), I just brought up FNVEdit on all of them (without activating any in my game), did a 'Copy as Override' of the Cass I liked best into a new file (MyCass.esp), then proceeded to copy hair, face, race, inventory, etc out of various mods into the Cass override defined in my new plugin. Then I saved and exited, ran FNVMasterUpdate on everything, and voila! I now have my own Cass, whose appearance I can easily change using either FNVEdit or Geck. It is generally a bad idea to alter downloaded plugins (such as the one for the African Albino Race), because what do you do when a new version comes out? Creating your own mod that overrides downloaded mods is much more modular and upward compatible. Just be sure that ALL of the required fields in your plugin have valid values, and be sure to use FNVMasterUpdate to turn all those esps into esms (including your own), or else you're likely to get head/body skintone mismatches, and possibly CTDs. Galen
  7. Just a note from my own experience - the limit on the number of mods is NOT a fixed number like 150, as I first ran into this exact same problem at 208 mods. For me, 207 mods were working fine, but as soon as I added to 208th, the game would flake out showing textures and lose my ESC key, just as described. I reduced below 207, the problem went away. Then, sometime later, after I got in the habit of merging small small mods and only keeping larger ones as separate esps, I started running into the same problem at about 175 mods. I've been running at 160+ mods for some time with no problems, though. I also understand that there is also a known problem with having too many *unused* esps in the data folder, somewhere in the 300+ range. I have avoided this problem by using the Auto-ghost feature of Wrye Flash, which secretly renames unused (or merged into a based patch) esps to have the extension '.ghost', so FNV does't even see them as possible mods.
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