Warll Posted July 12, 2009 Share Posted July 12, 2009 I am lost, my mod has bugs yet I cannot think of anything I did wrong. Any changes I made were not done to the originals. I cleaned up anything I made that was unused. The GECK only complains about "mismatched" water noise texture, although I think I fixed that. Yet I just got this PM: I loaded your mod to check it out and it killed tenpenny in the shoot em the head quest b/c I think it broke my Tower/Goul cohabbitate mod and it also broke my lusy companion mod! Who knows what other is disables when loaded.....you might want to test this more! Those where the two I noticed write off the bat b/c I just loaded yours and then strated up falllout! Thought I would let you know! B/c it said tenpenny was dead write off and all the sudden Luct started wandering off! When I went to talk to her it restarted her dialog to hire but then she kept walking. Might mess with all companions! Thought I would give you a heads up! I mod does not even use actors! :wallbash: I also don't remember even looking at companions. :confused: Please if someone could even just open it up in GECk and glance at the files I would be most greatful. http://www.fallout3nexus.com/downloads/file.php?id=7668PS: The only vanilla game cell that I edited was Canterburyuncleroeshouse in order to add a door and then I have my game cell "Theroomwithahiddendocument" Link to comment Share on other sites More sharing options...
evilneko Posted July 12, 2009 Share Posted July 12, 2009 Could you change that codebox to a quote? You're exploding margins! Link to comment Share on other sites More sharing options...
Warll Posted July 12, 2009 Author Share Posted July 12, 2009 Sorry, I now see the quote button, its so pale. Same with the link, what is that supposed to be? Anyway thank you for taking the time to read this.PS: That was a good anime. EDIT: I just remembered that I have made a few improvements to the mod, all in story telling and moving some triggers around. Basically I only added things which means that this bug will still be present in the newer file. I'll post it anyway. Since the file is two times the file limit for an attachment: http://blog.warll.com/wp-content/uploads/2...dendocument.zip Link to comment Share on other sites More sharing options...
Warll Posted July 12, 2009 Author Share Posted July 12, 2009 Wow, I cannot belive this, I thought that the handy "FO3edit" might help me and it sure did. Turns out my mod some how has stored in it every stript in the game. Although they are all the same as fallout 3 they must have reset all the scripts. Link to comment Share on other sites More sharing options...
Cipscis Posted July 12, 2009 Share Posted July 12, 2009 That means that you must have pressed the "Compile all scripts" button in the Script window. This recompiles all of the scripts in all of the currently loaded data files, which usually includes Fallout3.esm. When you save your plugin file after this, all of the scripts in Fallout3.esm are also saved in it so it will override any changes made to those scripts by data files loaded before it. It's a relatively common error for inexperienced modders, but definitely one to be wary of. Of course, I wouldn't expect that you'd make the same mistake twice now! Cipscis Link to comment Share on other sites More sharing options...
Warll Posted July 12, 2009 Author Share Posted July 12, 2009 Yeah i guess that is what happened, I've been using the file under different names for so long I likely did it ages ago. Now I know never to press it, thanks Cipscis. Link to comment Share on other sites More sharing options...
Recommended Posts