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Roket

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Everything posted by Roket

  1. If Mod B has compatibility patches for Mod A, especially where the compatibility patch is a replacer, you may find that uninstalling Mod A leaves what appear to be Mod A files behind. Here's an example from Fallout 4. I install the Better Settlers mod. I then install the Unique NPC's mod. Unique NPC's has compatibility patches for Better Settlers, including a replacer for the BetterSettlers.esp file, as they redid the face geometry to match their own. Uninstalling Better settlers leaves several files behind, including BetterSettlers.esp, as it came from a different mod. And I'll never know it if I don't look in the Data folder as Vortex has added a layer of abstraction that hides it. So you may need to identify and reinstall every other mod that has compatibility patches for the mod you are trying to remove. That's no real problem with a small number of mods, but becomes an issue when you have several hundred. Vortex is supposed to be a mod manager, but it is failing to effectively manage mods in this instance. It should know when it overwrites a file from another mod.
  2. I hope nobody minds me raising this from the dead. I found this thread via a google search for the name of the mod that was causing this problem. The offending file in Immersive Armor is iastartupquestscript.pex found in Hothtrooper44_ArmorCompilation.bsa The offending line in the source file iastartupquestscript.psc is line 112, specifically "UlfricRef.RemoveItem (ArmorGag, 1)". You can comment out this line, recompile the script, and leave the recompiled script in Data/Scripts. Ulfric will then have his gag back in the openning scenes and it will be removed as normal once in the keep after the dragon attack. I'm guessing the mod author simply misunderstood the reason for the gag being there (so Ulfric can't use the shout he learned), as it's clearly done delibrately, but doesn't match main quest lore in any way.
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