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438642

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Everything posted by 438642

  1. Everytime I open up inventory(including barter, container menu), or go into the world map, the game lags for about a second. It usually starts to occur when I play the game for certain amount of time; meaning that if I booted up the game just recent, I don't get much lag upon opening an inventory or world map. I'll write down my plugin load order and the spec of my computer for the reference. I'm leaning towards the fact that the cause of this issue is just my computer being awful... PC spec - Load order -
  2. I haven't found any mod that contained text string "begin main", other than the Morrowind.esm file, which isn't a mod. And 'ratskilled' value also seems to be fixed even after typing that "set ratskilled to random 101". However, after I typed "startscript main", random100 value started to be varied again and NPCs are finally started saying something different. Despite that, I haven't found any mod that contained "stopscript main" string, so the problem isn't caused by some mods, I reckon. Still, the issue has been solved, for now. I have a feeling this will bite my butt at some point in the near future, but I'm pretty satisfied to see something finally worked for once. Thank you so much for all your help. Much appreciated.
  3. I don't get any kind of relevant messages in Warning.txt file. At least not the things that should be relevant to this problem. All I need is some kind of command or something to revert random100 value to be varied again - if there is such a way to do so. I'd imagine things like that would exist in this game, but honestly, expecting a common sense in this game ironically doesn't make much sense.
  4. Back after 3 months of not-touching Morrowind because of how demoralizing it was to deal with this bug. It appears whenever I make a save from this very point forward, random100 value will be stuck at something for the rest of the game. The problem is not caused by any mods whatsoever. I tried disabling every single mod I have and it is still happening, but happens only when I make a new save and load up that save file. So from this point on, I cannot make a save file and expect my game to not to be filled with NPCs and my character's saying only one voiceline ver occasion. This is very demoralizing. I suppose there's no fix for this, other than starting a new game and hope this one wouldn't end up in a same fate...
  5. Only mods that can possibly affect NPC's dialogue variants are either MCP or Patches for Purists, which I doubt both mods have any affect on this particular issue.
  6. Doing the console command test has revealed that my game's dialogue RNG is always fixed before and after any 'greeting' dialogues. I've done the search as you have instructed, but no mod has the text string of "set Random100 to" although one mod contains "Random100 to". Could this be the mod modifying the dialogue RNG in my game to always be fixed? The mod in question is the latest version(1.2.3a) of Friends & Foes. Specifically, one of the additional content that comes along with Friends & Foes called "F&F_companion.esp" has this specific text string.
  7. Title is weird, but that is the best term I came up with to summarize this one issue I'm currently having. Normally the voiced-dialogues have several other variants to make them more diverse. Male Dunmer may greet you with "What do you want?", "Go ahead.", "Quickly, Outlander, I haven't much time.", "I will listen, outlander, but make it quick." if their disposition towards them is about 40. In my game, however, they will only say "What do you want?" and nothing else. They have one dialogue variant per situation. This affects not only the NPCs, but my character as well. I can only scream one 'hit' sound when I get hit. I have no idea what caused this, or when this has started happening, nor I was able to find any related case on the internet. (How could you, anyway?) However, the first thought that crossed my head was that infamous A-Bomb glitch in Oblivion, where the animations in the game will go glitchy if you've played the game for certain amount of times. I figured this issue might be the similar case to that of A-Bomb glitch. So I went ahead and tried to fix my save files with Wrye Mash, but sadly, it didn't solve out the issue. I have several mods installed. Code Patch, Patches for Purists, and Friends & Foes, although this issue happened even before I installed F&F. Played around with this save file for about 60 hours in total. Any help would be appreciated.
  8. Wish I could say that was an issue, but even after doing so did not make them be counted towards 'chems taken'. EDIT: The issue was solved, but another issue has risen, so I decided not to bother with this process...
  9. Hello, people. I'm relatively new to modding in NV, so please excuse me. I am trying to make a patch for a mod that adds a new addictive chems to the game. Apparently, despite the items being addictive, they do not increase the counter for the in-game challenges about taking addictive chems. So taking these chems 25 times won't grant the players Day Tripper perk. I tried opening FNVEdit to solve this issue for myself, but I couldn't find any list of items that should be counted as 'taking addictive chems'. Well, I didn't look up ALL the records for the base game, but at least I looked up the records that were referenced by the chems, the perks, and the challenge. I have YUP and Unofficial Patch Plus installed. Could those two possibly have edited the way how the game handles the 'taking addictive chem' challenge? Again, I (roughly)looked up the change logs for YUP, but couldn't find any changes towards the challenge themselves. Only found it fixed the way how Day Tripper perk works, which was done by adding 'has perk' condition to each chem items. So how do I do it? How do I make a new chem to be counted towards the challenge? The mod here I'm on about is "Light Up and Smoke Those Cigarettes". As the title states, it adds addictive cigarettes to the game.
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