Titaniumsoul Posted October 21, 2009 Share Posted October 21, 2009 sorry if i am wrong but my last topic about my problem people stopped responding to my topic :pinch: well here is my problem again, let's say I have a box with a script combined to it from a mod, and then I remake that box exactly the same way the modder did then I combine it with the script and then when I test it in game, my box doesent work and the one the modder used does. anyway I can make mine work? Thank you! :thanks: Link to comment Share on other sites More sharing options...
paladicprince Posted October 21, 2009 Share Posted October 21, 2009 I believe people stopped replying because you're being so vague. I wouldn't mind helping but I really don't have much to go off of here or in the last thread. Link to comment Share on other sites More sharing options...
Pronam Posted October 21, 2009 Share Posted October 21, 2009 Send me a PM when I'm not responding..I can't keep track of all topics...(And I forgot to put it my recently visited bookmarks :)) As I said before, the references are different. Fuse did a good job doing it that way as his mod would stay compatible. I recon this is for personal use by the way, as it isn't a resource and would require permission if uploaded? To continue...There is a (Reference)Form-id at every object you place in the game. When you do that, it'll basically sets 8 Hexadecimals (0-9 A-F) to identify your object.FuseReel1 was 010011D1FuseReel2 was 010011D2FuseReel3 was 01000CE7 As you can see from the first two and last two..It could be quite 'random' for yourself to a certain extend. You need to find you own Reference-From-id's.Double click at each wheel in the Reference(world)-window and look to the Code between ()'s at the top, next to where FuseReel1-2-3 should stand (Reference-Editor-Id). Not the FuseReel itself (Base-Object) Then go to the script at replace the Reference-Form-ID's with the ones that are yours. Link to comment Share on other sites More sharing options...
Titaniumsoul Posted October 21, 2009 Author Share Posted October 21, 2009 Well I tryed that but when I saved the script it crashed the CS Link to comment Share on other sites More sharing options...
Pronam Posted October 21, 2009 Share Posted October 21, 2009 Tried again? Always save a backup of your script in notepad or a simple text program...CS could crash all the time. Link to comment Share on other sites More sharing options...
Titaniumsoul Posted October 21, 2009 Author Share Posted October 21, 2009 Well........ when I copen the CS again because well.. I have so many mods! and it hurts my finger by clicking them all! so I need to take a little rest before I go again. but im sure it will crash because well I cant even open dialogue without it crashing let alone a quest. Link to comment Share on other sites More sharing options...
ProzaicMuze Posted October 22, 2009 Share Posted October 22, 2009 "I have so many mods! and it hurts my finger by clicking them all!" If you are implying that you have ALL of your mods loaded when you edited your version of the scripted box, that could definitely cause issues as what you are doing when you save your custom mod is merging ALL of your mods into one which would then make your mod conflict with your other mods. That would also explain why it crashed your CS. When you attempt to combine a LOT of mods at once, CS crashes 90% of the time. In the case of the RealSwords weapon mod, I wanted to combine all 7 ESPs into one and then change all the weapons to be balance my MMM/OOO weapon values and then also show up in their Leveled lists. I tried to save all 7 at once after editing, 6, 5 and 4 and it still crashed every time upon clicking save. However, when I first merged them together 2-3 at a time, I was then able to make my edits to the single merged ESP and save without issue. So make sure you are only loading the plugins you actually for your custom mod to work ;) Link to comment Share on other sites More sharing options...
Titaniumsoul Posted October 24, 2009 Author Share Posted October 24, 2009 I mean theres alot of them but they dont conflict anyways i am thinking maybe i can remove the references on the other things and then put the reference on what I need! so I did that and it still says reference ID is still uniqe Link to comment Share on other sites More sharing options...
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