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Posted

One thing I've noticed is that xEdit mandates BlueprintShips-Starfield as a master, but the CK ignores this file, doesn't even see it as a possible data file.  It's possible your mod is changing a record that is overridden by BlueprintShips, and the conflict is causing a crash.

Additionally, there are some values that the CK will not allow you to change or edit in any way.  xEdit will do it, but not the CK.

In the end both xEdit and CK are crippled, which can lead to incompatibilities.  There is speculation that the CK will be updated to handle more things, but all indications are that a better version of xEdit will take a very long time.

Posted
1 hour ago, aurreth said:

One thing I've noticed is that xEdit mandates BlueprintShips-Starfield as a master, but the CK ignores this file, doesn't even see it as a possible data file.  It's possible your mod is changing a record that is overridden by BlueprintShips, and the conflict is causing a crash.

Additionally, there are some values that the CK will not allow you to change or edit in any way.  xEdit will do it, but not the CK.

In the end both xEdit and CK are crippled, which can lead to incompatibilities.  There is speculation that the CK will be updated to handle more things, but all indications are that a better version of xEdit will take a very long time.

Indeed, I was looking for the BlueprintShips to add it when loading and could not. My mod is not changing records, I do make a reference to a Kiosk and the rest are mostly scripts and a copy of a Cutter weapon.

One thing out of the ordinary I had was a hidden cell where I spawn a container, but even removing it CK still crashes... I will keep on removing things here and there to try and find the culprit.

Posted

Happend to me porting my one xEdit ESM to CK ESP that has a new Terminal and TMLM menu, kept crashing until I removed it. 

One of the TerminalMenu field values I have set in xEdit was clearly OK for the game to load but crashed CK loading/validation handlers.

Likely culprit == MenuItems - ISET - Type - Unknown 2

 

Posted

I'll try and find the differences with the old ones. Maybe it is something that can be fixed without having to redo it. Though I find it highly unlikely. But maybe I can find a clue to share with the xEdit Devs.

Btw, do you think the No Sound issue might be related to a xEdit mod? I uploaded mine to Bethesda without saving them again on CK. I only packed and uploaded.

Posted

There are a heap of "no sound" issues.

My own Fast Start New Game sometimes suffers from suppressed weapon sound unil save/reload.

Posted

I see. Could it be all related to incompatible records from xEdit? Anyway, below is a comparison on xEdit with the differences from the TerminalMenu created on xEdit and the one from CK... not much.

 

Spoiler

Screenshot2024-06-25215923.png.7f48160c0a01141bc60f5ce8522ce7c6.png

 

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