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How do these things happen, anyway?


3rdtryguy

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I tried a mod which adds a new little wing inside Vilverin, and now the game crashes if I try to talk to Gilgonderin at Silverhome-on-the-Water in Bravil.

Yes, I'm sure, as it took me quite a long time to isolate.

__BLANK__ is the mod. ( the name is no longer needed since the problem has been found )

 

How does stuff like this happen, anyway? Removing the mod lets me talk to Gilgonderin now, BUT I still have one other huge Bravil problem, namely, that Lucien Lachance doesn't show up when I whack Ungolim, and I'm just frozen in place. I've tried and tried to fix this, but so far with no luck.

 

EDIT: ok, I looked that one up, and it' a common bug. I'll try the fix recommended. EDIT TWO: It worked. Yay!

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Let's say I'm the modder working on your mod, and I edit Gilgonderin and tell him what to say when you get there.

 

Then, along comes another mod and edits Gilgonderin. This is where "Load Order" comes into play, and why everybody always makes such a big deal out of it.

 

The mod that loads last, wins.

 

So, I'm the modder and send you to Gilgonderin, but he no longer has all the edits I made to him because another mod edited him as well. Now the game doesn't know what to do because it is expecting that Gilgonderin knows what he's supposed to tell me.

 

Simplified, obviously, but you get the idea. Make sense?

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Well, yes, that much is plain, but that's not quite what I meant.

Totally my bad on this one, since I should have just said what I really meant in the first place, which was:

 

If you are making a mod for Vilverin, then leave Bravil alone! How hard is that? There was no reason whatsoever to mess around with Gilgonderin's dialog tree when he had utterly nothing to do with the mod of Vilverin. That was just sloppy in the extreme. I wish I was logged in on the nexxus when I downloaded that crappy mod so it would let me rate it now and give it a ONE.

GRRRR!!!!!

 

I guess what I really mean, more to the point, is "how do modders keep making such stupid mistakes?" This isn't a case of two mods being incompatible. It's a case of one otherwise good mod having something very wrong with it, apparently caused by a failed attempt to do more than it was supposed to, and the modder just giving up and then leaving the broken fragment in place instead of scrapping and starting again clean.

 

My apologies if I offended anyone, but I spent over two hours trying to figure out what broke my game only to find it was something completely pointless and stupid. I'm still mad.

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Nobody makes stupid mistakes on purpose, and you have no idea how much work making a mod is until you try. Then, people come along and call the mod crappy and say bad things.

 

Always bear in mind that somebody spent a great deal of time working on whatever mod you are panning, which you downloaded and played for free.

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It's actually easy to do exactly what you're complaining about, happens to me on occasion even when I'm trying to be careful. Suppose I'm modding Vilverin and there's something I want to add and it requires a script, or dialog, or an object I've forgotten the name of. I KNOW this piece of info is in Silverhome, so I click on that cell to look at how it's set up. ANY errant mouse click or ANY accidental change to that cell will be saved and can result in what you experienced. It's why cleaning your mod before you upload it is so important.

 

Rule of thumb: IF you ever need to examine a cell other than one directly affected by your mod, SAVE FIRST, examine the other cell, get the info you need, RELOAD, then continue working. This way you don't save any changes you might have made by mistake.

 

-Razorpony

 

 

Edit: I just downloaded the mod and opened it up in the CS. It looks like there's and errant GREETING entry for Gilgonderin. Delete that and it should be good to go. I'd maybe PM the mod creator and let them know also. It would be a more civil thing to do than badmouthing their mod on a message board.

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I'm sure it would be. I guess I wasn't feeling particularly civil at the time. I was just frustrated and bewildered that someone who could make such a mod could also make such a mistake, kinda like a brain surgeon sneezing inside someone's skull, and then send it out without even checking it. Thus, this thread, bringing such problems to light in the hope that others will be reminded to be more careful.

The advice that razorpony gave about saving/reloading alone should save a lot of mods.

Again, I don't really intend to offend.

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Not a problem, and I understand your frustration. It can be a nightmare tracking down an offending mod sometimes, but we need to stick together as a community to figure it out. So, with that said... have you reported the bug to the mods author and do you need me to tell you how to fix the .esp in the meantime?

 

Actually, I'll go ahead and post it in case someone else ever needs to know. Open the .esp in the construction set (file, data, select the mod you want to fix, click make active, then ok). When it gets loaded, click file and data again. Scroll down to the mod, click it once to highlight it, and this time click details. It should open up a list of all the individual changes that this mod makes to the game. At the top of the list, click the header that says TYPE to arrange them alphabetically by type, then scroll down to the one that says DIAL. This is short for Dialogue and when I checked earlier, Gilgonderins dialogue had an extra entry that shouldn't be there. It contains guard dialogue and the like. Highlight this entry and press the delete key. It will tell you that this entry will be ignored on future loads, press ok. Close the details box, press ok to reload the mod (without the DIAL entry). When it gets reloaded, save once more and it's fixed. Checking a mod using the details button is a good way to catch and fix errors. Hope this works, and make sure you talk to the mod author. I'm sure he/she will appreciate you reporting the bug so it can be fixed.

 

-Razorpony

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