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Continue Play with mods Question


BarrNoneTech

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Hmm, I did not think about that. The only mod I'm running that changes the perks is "VAULT DWELLER'S SURVIVAL PERK PACK VDSP-101-01 By Philip Spence" and after reading your reply I checked the FO3edit again and did not find any red on that mod or other mods saying they had problems with it.

Nonetheless, I'll take your suggestion and remove it outright and rebuild/recheck the merged patch again and give it a go.

 

I did notice like you said that once I changed the load orders around to the best possible outcome and created the merged patch that I still had red / conflicts in certain areas.

I followed Miax's instructions by manually dragging and dropping to correct those little leftovers.

I will try the "deep override" as you suggested.

 

Thank again for all your help/patience/experience with this.

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Woops, wrong topic. Time to say something inspirational...

 

Well, perks mods come in all shapes and sizes. Some mods you find may not seem to have perks, but they actually do. The new version of CRAFT is an example. Generally check your Perks screen, in order to determine what's been added. If you find something not in the vanilla game (or DLCs), then check the page of the mod that adds it to see how this can be resolved. Because when a mod that adds perks is deactivated, the game doesn't load properly, and crashes.

 

I'm having this same problem, unfortunately. I'd like to see what the cause of your problem is, so that a full fix can be made in the future, or at least a list of all mods that cause problems with Broken Steel.

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Five_X brings up a great point: Perks are used in many mods other than just "perk mods" ... it's a handy place for mod authors to do some nifty behind-the-scenes work through a "perk." So it is quite possible that one of these could be the culprit.

 

Not all "red" conflicts are necessarily "bad," just conflicted and depending on how you want to resolve the conflict, might be an acceptable conflict winner.

 

The toughest ones (at least for me), are the ones where scripts collide. Until my scripting skill gets a bit better, with these sorts (fortunately I've only encountered two), I resort to Miax solution #4: Remove one of the offending mods. At least until I can learn how to merge the scripts in GECK and neither one loses out.

 

Hope this helps.

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I've exhausted the perk search and came up bingo. Could not find any references to perks in the other mods I'm running.

Still came up with the same problem of the game locking up after a level up so I've taken the high road.

I've locked my level cap at my current level of 27. Thus keeping that little *censored* from effecting me so I'll be able to finish this game play.

I'll do a clean sweep and a careful selection and load of mods before the next run.

That is after I get the MSZeta on CD/DVD. It' the only one I don't have at this time.

Thanks again for all the suggestions and info. I'm sure it will come in handy in the future.

Shoot Straight & True!

BNT

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No MSZ for me yet either. I did my first complete run-through of the MQ and some side quests. I know I missed a ton of stuff. Not to mention that I got the other DLCs recently and just installed them. So ... back to a new game and character!

 

:D The merged patch plug-ins never stop ... there's always some new great mod that comes along, and of course, that means another run through FO3Edit.

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