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Posted

I recently came back to modding Fallout 4 to find that with the newest game update I couldn't COC into the game to test the mod because it interfered with quest starting.

Realized I needed to downgrade the game, which I did successfully, but now the CK won't open at all. Instead I get this message:

"steaminternal_contextinit could not be located in the dynamic link library"

I can not tell you how frustrating this is. Hoping someone here has a solution.

Posted

You need to downgrade the CK too as they use the same steam dll as the game (which is now the OG one). Or better still get a copy of the NG steam dll and swap to it when using the CK. Then you can use the latest CKPE with it - which is the best CK experience.

Posted
20 hours ago, PJMail said:

You need to downgrade the CK too as they use the same steam dll as the game (which is now the OG one). Or better still get a copy of the NG steam dll and swap to it when using the CK. Then you can use the latest CKPE with it - which is the best CK experience.

I manage to downgrade the CK using the tutorial below.  It opened this time, but when I went to select fallout4.esm to start my mod, it immediately crashed.  I'm assuming NG stands for "new game"?  Correct me if I'm wrong, but that would mean doing a fresh install of FO4 & the CK, copying the steam.dll file, downgrading both the game and CK, then pasting that dll file into the game folder?  Just want to make sure I understand this.

 

Posted

Also, am I missing a simpler solution to all this?  I only tried the downgrade because my custom quest mod wasn't showing up in the pip boy.  GetStage returned 10.  SetStage 10 also worked. I had the quest start game enabled, SetObjectiveDisplayed(10) and the objective pointing to an Unique Actor alias placed outside Vault111ext.  But it wouldn't start or show up in the pip boy

I also noticed that none of the now mandatory creation club content would trigger if I used COC to get into the game for testing purposes.  If there's a simpler solution to make the game recognize those quests and allowing me to use the COC command when testing I'm all ears.  Downgrading seems like a huge hassle just to be able to create a quest mod.

Posted (edited)

Hello MesaSolar, that none of the CC content starts when using COC is normal, those quests don't use "start game enabled", but start through a script event like a quest stage, or a location change plus a player level check, or maybe a trigger box is entered, there are many ways... Otherwise all quests would trigger when the SS is "hogging the mirror" at the character generation scene. 

If your quest doesn't start is usually because one of the aliases is not initializing properly, so I'd suggest setting all aliases as optional, so that the quest starts, and use the console to check what quest aliases are not getting filled by a reference (ShowQuestAliases QuestId).

Good luck, and happy modding!

Edited by DieFeM
typo
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