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CTD when talking to vanilla NPCs


Schnellinger

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I'm making an advanced follower mod, her name is Ekaterina. I've been doing well but today I discovered that if I talk to any vanilla NPC who has dialogue options, the game will crash to desktop. I have no idea when this started to happen, I haven't talked to anyone else since I've started developing this mod.

Oddly, the game only crashes if I talk to any vanilla NPC who has dialogue options, the game won't crash if I talk to an NPC who only greets the player or refuses to talk because it's fleeing or something.

The crash occurs right before the dialog options appear, I mean right after the 'greet' line

And what's more, when I talk to my follower mod NPCs the game won't crash (Jasmine, Kirina Shilo, Cherry and Mika)

UPDATE: I managed to detect where the problem is, but still no solution in sight: If I untick "Top-level" checkmark on "GOODBYE" on Ekaterina's dialogue, the game won't crash, but then I'm trapped into the conversations since there is no "good bye" option, neither for vanilla NPC nor for Ekaterina.

Misc info and status:

Parent masters:
Fallout3.esm
ThePitt.esm
Shojo Race.esm
EnhancedChildren.esm
KCP.esm

So far I've managed to make her:

-Wait/continue
-Guard/continue
-Fix items
-Share inventory
-Counter-strike if the player attacks her and she's not hired as well as accepting player's rendition
-Set home
-Go home
-Fire (Of course I had to add that) she goes back to where she's found
-Re-hire (Mmm.. yes obviously)
-Change follow distance (Normal/Far)
-Owns an unique rifle with infinite ammo (Player can't have it)
-34 lines of idle chatter
-All random commands such as good bye, trade, fix, wait/continue, guard/continue and greet. She will never bother the player with the same lines over and over again.
-Top-left screen messages when a command is given to her
-She's unkillable (Essential)
-Talks s#*! if you murder or rob
-All of her menu lines are voiced and lip-synced
-Automatically goes back home if the player enters Vault 87 (I haven't tested this yet)
-Backstory intro (All voiced, if the player wants to know more, he has to listen to her IdleChatter)
-Automatically teleported to player if she's too far away
-380 lines of dialog... and I will add more.

 

And so far I've been unable to:

-Fix the CTD when talking to vanilla NPCs

 

-Set a map marker when she's waiting/guarding

 

-Fix the menu bug: No matter what priority I set, they're always on the same order. And some options like 'continue' while she's guarding/waiting/home will not appear until I select 'share inventory' or 'fix' first. The 'goodbye' option doesn't show up everywhere as it should.

 

-Create a walkie-talkie to call her when the player needs help (I've looked into Cherry's 2-way headset and it's complicated)

 

-Fix her CUTE Bag: For now it only appears when she has grenades equipped. It used to be visible all the time until I modified her rifle to use Ammo556Robot and gave her the mentioned ammo type

 

-Remove her from the "PlayerFaction" if she's fired, so she becomes hostile if the player attacks her. Right now, if I fire her and then shoot her, she won't become hostile, just say "ouch" and continue walking.

 

Fallout3-2022-04-18-23-02-11-90.jpg

GECK-2022-04-09-12-47-44-25.jpg

And no, I will not add lewd sh*t.

And I don't think I will ever translate the mod to English (Too much work)

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Hey, I figured it out. It wasn't the mod itself, it's a conflict with some other mod. What I do is to open FOMM and move Edna.esp so it is the first .esp after the last .esm. Take a look at this screenshot:

FOMM.jpg

 

I've been testing it and no CTDs so far. I feel like I just discovered the cure for AIDS or something :D (I'm a beginner)

 

80% of her functions are working, I think I'm ready to upload the first public beta.

 

Her voice folder has 960 files (101MB) that could be annoying for the average user. So How can I pack my resources into a .BSA? If that is possible, Do I need to re-do something? She has 469 lines of dialog, and I don't feel like re-making all that. I only want the .BSA for the first public beta, so the only thing the player has to do is to copy the .esp and the .bsa and if he don't like it, he can delete it easily.

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