JW1 Posted February 14, 2014 Share Posted February 14, 2014 My mod Alien Resurrection Part 1 is almost ready for release, but it would be nice to get some other eyes on it before I push it out, so I'm looking for anyone who would like to do a bit of testing. As far as I can see the mod seems to be fully functional, but of course with multiple player character builds and quest paths it's hard to be sure that all possibilities have been covered. Alien Resurrection Part 1 is a very large, lore-friendly, story-based quest and exploration mod. Heavily dialogue-based (with over 4500 lines of dialogue) it includes 2 major new world spaces (one in D.C. and one in the Pitt) and 59 new interior cells, with multiple quests most of which can be completed in multiple ways. I have worked hard to produce the highest quality mod and it would be nice to ensure that there are no silly bugs and funnies before releasing it to the public. Naturally, credit will be given to anyone helping. Thanks. Link to comment Share on other sites More sharing options...
WinterRanger97 Posted February 17, 2014 Share Posted February 17, 2014 I would be willing to test it. Got plenty of free time right now. Link to comment Share on other sites More sharing options...
JW1 Posted February 18, 2014 Author Share Posted February 18, 2014 rjtrains, I've sent you a PM. Link to comment Share on other sites More sharing options...
Purr4me Posted February 24, 2014 Share Posted February 24, 2014 (edited) still testing it. Ran into other mods causing problems, trying to isolate the exact issues. in time.EDIT: ok, need to change some things. Mutants inventories contain Cyrilic language, not English ,weapons I believe ?Fose crashes out when sorting these items. Check all scripts for internal Cyrilic functions not yet translated.so far with fose turned off zero crashes. but with fose, it's a crash fest. needs more work. I will continue on further into it and let you know. Other mods are effecting it due to language problems. kitty Edited February 24, 2014 by Purr4me Link to comment Share on other sites More sharing options...
JW1 Posted February 24, 2014 Author Share Posted February 24, 2014 By the sound of it, the problems you are having are almost certainly not related to my mod. Firstly, I can assure you there's nothing Cyrillic in the mod. All mutants used are either the base game mutants or simple variants of them, they do not have any weapons (or other inventory items) not used in the base game. Regarding FOSE, it is not used in this mod (except maybe the odd printtoconsole I may have put into scripts for testing purposes). However, I have done all my testing with FOSE activated, without any problems. Link to comment Share on other sites More sharing options...
Purr4me Posted February 24, 2014 Share Posted February 24, 2014 (edited) By the sound of it, the problems you are having are almost certainly not related to my mod. Firstly, I can assure you there's nothing Cyrillic in the mod. All mutants used are either the base game mutants or simple variants of them, they do not have any weapons (or other inventory items) not used in the base game. Regarding FOSE, it is not used in this mod (except maybe the odd printtoconsole I may have put into scripts for testing purposes). However, I have done all my testing with FOSE activated, without any problems.You are correct, apologies: located the source. "(07] ForgottenForpostRebuildCore.esm \ Weapon \ 07008C9A <ForgottenForpost10mmPistol>)" (Full Nmae was : 10-ìì ïèñòîëåò ñ ãðàâèðîâêîé "ÐÃ") and a ton more. Just Encase any one else runs into this:http://www.flickr.com/photos/118037536@N06/12757948745/in/photostream/not from your data. I had not even started working on that mod yet but it was loading, "ForgottenForpost" removing that mods data now and starting over. back in we go.kitty Edited February 24, 2014 by Purr4me Link to comment Share on other sites More sharing options...
Recommended Posts