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jadebrain

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Everything posted by jadebrain

  1. You mean the "Merged1.esp?" I actually made that as an experiment to see if it would help fix the problem. It didn't, and so it's already disabled. On a side note, I ended up taking out most of my character's inventory (some items could not be removed) and putting them in the "personal storage" containers provided by the Cheat Terminal mod to see if any items in my inventory were causing the issue. Somehow, I managed to get into the Hidden Valley Bunker without the CTD occurring, which is good. However, given the vast amount of items that I ended up taking out, I don't think I'd have the patience to figure out which items were specifically causing them problem... I have yet to test this workaround on the other two areas where this problem occurs, though.
  2. You mean just launch FNVEdit? I'll admit, I'm not really good at modding, either, so I'm not really familiar with FNVEdit's interface, but based on what it displays, and comparing that to what I found for online help, it doesn't show any conflicts... I could just be looking in the wrong place, though. As for showing the log, I'll attach two logs in a Zip archive. One log is what was recorded after simply launching the FNVEdit program and waiting for it to load all my mods, and the other is what was recorded after doing that and also using the "Check for Errors" option in the right-click drop-down menu. If you need me to provide any other info, let me know and I'll see what I can do.
  3. (Copied and pasted from the Steam Discussions, where I posted the same thing) Hello, I have experienced a "missing master" ctd in the following places in my game: -At the Abandoned BOS Bunker where Dead Money starts, when the gas is supposed to knock my character unconscious, -At the Hidden Valley Bunker, when I am supposed to have all my things taken from me before I start the "Still in the Sark" quest, -In the New Vegas Bounties I mod, when I'm in Mago's Shelter and I'm supposed to be knocked out by gas, similar to Dead Money. The problem is, I have all the DLC's, and they're all active and loaded before everything else (except for the FalloutNV.esm, of course, which is loaded first). I've used several programs, including FNVEdit and Wryeflash, to find out what is wrong, and neither report any missing masters. I even tried deleting and reinstalling all of the .esm's (with special attention paid to Dead Money), and none of that fixes the problem. My load order (sans inactive mods), as exported from NMM, is as follows: FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 IWS-Core.esm=1 AWorldOfPain(Preview).esm=1 More Perks.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=1 SomeguySeries.esm=1 MikotoBeauty.esm=1 Project Nevada - Rebalance.esp=1 Project Nevada - Cyberware.esp=1 Craft Master.esm=1 CASE.esm=1 Craft Pack.esm=1 DesertersFortress.esm=1 Mission Mojave - Ultimate Edition.esp=1 The Mod Configuration Menu.esp=1 XFO - 4bb - Perks - Two per level.esp=1 NewVegasBounties.esp=1 NewVegasBountiesII.esp=1 More Perks Update.esp=1 FalloutNVCheatTerminal.esp=1 IWS-Core-Patrols.esp=1 IWS-Core-Guards.esp=1 IWS-Core-Civilians.esp=1 IWS-DM.esp=1 IWS-HH.esp=1 IWS-OWB.esp=1 IWS-LR.esp=1 1SBSteamOutfit.esp=1 NWIxiaarmor1.esp=1 ModFusion.esp=1 LevelersHouse.esp=1 Continue After Games Ending 1.9.3.esp=1 CASE-Patch HH.esp=1 CASE-Patch GRA.esp=1 Craft Pack-Patch OWB.esp=1 Craft Pack-Patch HH.esp=1 Craft Pack-Patch DM.esp=1 Craft Pack-Patch LR.esp=1 Craft Pack-Patch GRA.esp=1 SF_Fox_Races.esp=1 CL-NoKarmaLossThief.esp=1 DesertersFortressUpdate_V1.1_DemiLore.esp=1 (The Modfusion contains the CASE mod for new ammo types, as well as the Craft Master and Craft Pack mods that it requires, IIRC; the "CL-NoKarmaLossThief" mod is one of my own, and somewhat successfully removes the karma loss for stealing from the Legion, in case you're wondering)
  4. By "the ArtDef xml," are you referring to an actual xml file, or just the code? I do have notepad++, though I don't use it much... perhaps I should use it more. I do understand what you're saying, and I get why it's ridiculous. However, to my knowledge, I have not made any duplicate/backup files in any location that FE:LH would read. That's not to say I haven't ever made duplicate/backup files (though I can't recall if I have done so specifically for FE:LH), but when I make such files, they go in some folder I created on my desktop, or some other location which is not likely to be read by a game. I highly doubt that FE:LH is scanning my ENTIRE hard drive (1TB, about two-thirds full) for relevant data.
  5. I see Altarian Blood, Air Disciple, Fire Apprentice, Discipline, and Train Henchmen. Beneath it, under "Altar," I see Wanderlust and Heroic. Well, there you go... As there is no ability file there can't be any abilities showing up (and those - Altarian Blood, Air Disciple, etc. - are ALL abilities). So, you have to be working from the wrong folder (or you have duplicate files or mod files with the same information somewhere). IF you are using Windows 7 and IF you haven't made any change to default installation, then FE:LH is installed in this folder: C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English\ As said before, you can verify the FE:LH folder using Steam Steam Library > Fallen Enchantress: Legendary Heroes (Right-click) > Properties > Local Files > Browse Local Files The directory you are sent to should match the directory you have delete CoreAbilities.xml from. In other words, CoreAbilities.xml should not be found in that directory. and the \Mods\ folder is found here: C:\Users\USERNAME\Documents\My Games\LegendaryHeroes\Mods\ I believe that directory should not have any .xml files (Since I presume you are modding the files directly from the English folder). If that is not the case, please be precise as to what is found in that directory. I'm modding the core files directly from the English folder, yeah. As for mods, as I've said before, I've installed mods, but they merely add content, as opposed to modifying it. I'm currently uploading my mods folder to the same google drive folder from before, so that you may look at it. It should be done uploading soon. On another note, I had an idea to use as a work-around, where I actually copied the English folder into the mods directory in hopes that my changes would be read from there. Upon doing so, something weird happened with mounts, where the mesh for a mounted creature would appear duplicated above the original mesh. Basically, my mounted characters featured a copy of their mount, standing atop the original mount. Any idea why that's happening?
  6. I see Altarian Blood, Air Disciple, Fire Apprentice, Discipline, and Train Henchmen. Beneath it, under "Altar," I see Wanderlust and Heroic.
  7. Sorry for the delay... a lot of games suddenly stopped working right on my computer, and I've been trying to fix them. Anyway... As far as I can tell, none of those other possibilities you mentioned are what's wrong. My files are in the correct folder, all the mods I have merely introduce content without changing any existing content, and I only have one copy of LH installed.
  8. Here's the link to my edited files: https://drive.google.com/folderview?id=0B8ZFw0cXnCctMXRHcjJQOFJaRjg&usp=sharing
  9. I mostly edit values, like tile yields (both for terrain and as increased by world resources) or spell costs. The change does not seem to be undone in the xml files after exiting.
  10. I've already made sure to do all of those things. It still doesn't work.
  11. Hello! I will sometimes edit the core xml files to produce changes in my FE:LH game; after the game updates, I will re-make the changes manually. However, after the most recent update, my FE:LH game seems to not apply the changes I've made. Any idea why this is happening?
  12. Huh... That's weird. I could have sworn I tested with the Life and Earth Shards, and they didn't work either. Either way, I'm curious as to why using different versions of the non-working shards would make things work. For now, though, it's time to put your instructions to the test. UPDATE: It works! Thank you!
  13. Hello, everyone! I'm trying to make a mod for my own use which would allow players to add elemental shards onto the map. So far, I've got it working for the Fire Shard, but for some inexplicable reason, none of the other shard spells work; the spells cost mana, and the sound effect plays, but no shard is added. As far as I can tell, it should work the same for the other shard spells as it works for the Fire Shard spell, since I basically copied and pasted the code for each spell and merely changed the words for the elements. The code for what I've done will be posted in the quote box below (it's not the whole file, since I'm adding these spells onto another mod to make things easier). Any help will be appreciated.
  14. I don't want to discourage you, but AFAIK, the UDK isn't going to particularly help because you can't recompile anything without the (proprietary) art asset library of Firaxis. (If you are more experienced with it and CAN get it to work for you, PLEASE let the rest of us know how!) The modding community here has been using tools that are listed in the wiki article 'Modding Tools - XCOM:EU 2012', and following the basic procedures laid out in 'Modding XCOM:EU 2012' and 'Hex editing UPK files'. Look in the 'Category:XCOM' for the collection of categories and articles. Good luck with your efforts and do let us know what you discover. -Dubious- Okay, I tried using UE Explorer, and when I try to load XComStrategyGame.upk, it gives me an error message, c&p'd below: " Thrown by:LoadPackage at UEExplorer.UI.Tabs.UC_PackageExplorer.LoadPackage() at UEExplorer.UI.ProgramForm.LoadFile(String fileName)System.IO.EndOfStreamException: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer(Int32 numBytes) at System.IO.BinaryReader.ReadUInt32() at UELib.UNameTableItem.Deserialize(IUnrealStream stream) at UELib.UnrealPackage.DeserializePackage(String packagePath, FileAccess fileAccess) at UEExplorer.UI.Tabs.UC_PackageExplorer.LoadPackage() " Also, I feel I should mention that I only have a little experience with hex editing, and none with the Unreal Engine.
  15. Thanks for the info! Now I just have to wait about an hour for UDK to download, so I can open .upk files. If I need any more help, I'll be back.
  16. Hello! I have modded my XCOM game so that soldiers' stats are significantly altered, especially at level-up. However, after taking on Shaojie Zhang as a soldier, I've noticed that the alterations do not apply to him. So I was wondering: Where is the data for Shaojie Zhang's stats? Thanks in advance for any help.
  17. Hello, everyone! I recently had to do a fresh install of Skyrim due to what I percieved to be several failed uninstallations of a mod (in retrospect, it seems I merely had another mod with similar features; that's not important, however). Ever since the reinstallation of everything, I've been experiencing errors; while most of the errors I've encountered have been resolved by inexplicable means, I'm entirely unable to resolve one error in particular. As the title suggests, every time I fight with the first group of Styromcloaks in Helgen keep, the game crashes. It doesn't immediately crash, though. What happens is, first, I enter the area. Second, I attack the stormcloaks. Third, after a few seconds of me attacking them, the Stormcloaks finally begin to retaliate, and about one second after that, I'm staring at my desktop. Interestingly enough, I had absolutely everything backed up before I reinstalled Skyrim, and even after putting everything back in place as it was before, and also attempting to verify the game's local cache several times via Steam (every time, Steam says at least one file needs to be re-downloaded, even if I repeat the process immediately), the error persists. I've attached my latest Papyrus and SKSE logs, in case any information within can help to diagnose what's wrong. Thank you in advance!
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