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1.5 Patch messes up many mods


Grifman

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There's no need for another fakepatch, 1.5 doesn't modify the fallout.esm. All changes are on the exe.

 

But if people want to play Broken Steel, only way is to download the 1.5 patch, thats needed for the DLC to work. I have no idea what changes the new Broken Steel does to the gameworld, and how its going to affect mods, so I am going to wait a few weeks before even trying it, I belive community will find way to make things work sooner or later.

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The only part of broken steel that would need 1.5 is 1 lousy script changing the water. That script line can be easily commented so everyone can play the dlc, and further replicated with x-markers and disabled water to emulate the full functionality of it (which would take some time, hence the first hotfix).
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The only part of broken steel that would need 1.5 is 1 lousy script changing the water. That script line can be easily commented so everyone can play the dlc, and further replicated with x-markers and disabled water to emulate the full functionality of it (which would take some time, hence the first hotfix).

 

so can someone port this script already?

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New geck is pretty darn sweet, fixes a few stuff, runs a lil bit faster, and allows explosions to spawn something in the middle of them when they go of (which is pretty darn sweet).

Just make sure you backup the old one so you can keep using fose (fose hasn't released a patch for the newest geck).

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Spent 3 hours changing objects into persistent objects today. Not seeing any degradation from having hundreds of persistent objects in a relatively small area during gameplay. Wondering what to do about NavMeshes though. Is there a way to make them not disappear with 1.5 patch? I'm not using it, and I'm not planning to as long as it and BS's new wares are buggered. But if I release a mod I want it to be usable by those who have 1.5, if possible.
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*facepalm*

dont do the persistent thing. Every persistent object goes to the savegame. You're just doing a painfully long process that will screw non-1.5 users and that is not easy to roll back.

Divide your mod into an esm/esp pair instead.

Everything you add to the gameworld, do it on the esm, modified navmeshes and edited game objects from vanilla need onam overrides but that will be automatized in next fo3edit.

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