funnyhalo Posted June 24, 2014 Share Posted June 24, 2014 Hey guys, I have an unusual problem, that's extremely specific and details one mod. I doubt I'll be able to fix it, but unless the mod author miraculously comes back to do a mod fix (which I sort of doubt), I would like to fix it for myself on my game using geck (I don't have a ton of knowledge in regards to GECK, but I just need a place to start, thus this thread). I can create lobotomites just fine, and I have the correct perks, however, whenever I try to make a unique lobotomite out of Caesar it only gives me the option to remove a tumor. If I try to resurrect him via the console and try again, it still gives me the tumor successfully removed dialogue, with no super lobo created. If anyone know's a fix, that would be amazing. What I am primarily looking is a way to fix it in GECK. I've done some searches for lobo in the Geck, and have found nothing. If any could give me some idea's, geck or otherwise, that might be able to fix (or just get around) the problem, I would be greatful! Link to comment Share on other sites More sharing options...
VanScythe Posted June 24, 2014 Share Posted June 24, 2014 It appears to be a scripting issue, one of which I can't find (there are thousands in the game). Test it out on Hanlon as well and see if it applies to both of them. If it works for him, it might be easier to fix the issue with Caesar. Link to comment Share on other sites More sharing options...
funnyhalo Posted June 24, 2014 Author Share Posted June 24, 2014 (edited) Thanks for the speedy reply. Hanlon works fine, I spawned him in Caesars tent, and was able to turn him into a unique lobotomite. I'm not too familiar with scripts, but if you can be a tad bit more specific, I'll look through Geck. What should I be looking for in GECK? For right now, I'll see if anything sticks out with Hanlon in GECK that allow's it to work (but again, I'm a newbie with GECK, so we'll see) EDIT update: Ok, after some searching through Geck, I was able to find the object ID of the lobo in question. If you do a search for him via name it won't pop up. He is listed under the name "kaiser" for whatever reason in GECK. What I tried to do was kill the original, have the bug occur, and then spawn him via console. He works, except for the fact that he does not have his "special", which I believe should increase your robot capacity. I believe this is a script thing (but I'm no expert on scripts, so I am unsure.) in which your robot capacity is increased as he is created via the script. In conclusion, the only way I'm going to get him to work is if I fix the issue with his script, because otherwise, he just doesn't function correctly. (unless I misread in the readme, and he doesn't actually have that special ability, in which case, doh.) Edited June 24, 2014 by funnyhalo Link to comment Share on other sites More sharing options...
VanScythe Posted July 10, 2014 Share Posted July 10, 2014 The problem with scripting this mod is that, for whatever reason, the author included every script with every item. Most of the scripts are written the same as well, so it's difficult to tell what script is used specifically for which object. I've tried locating the problem, but found little more than you already have. The author organized the additions from their mod well, but with each individual actor the information is quite difficult to figure out. Hanlon's lobo script and Caesar's lobo script are identical from what I could tell, as are their quest triggers and information for the mod. But as I said before, they are attached with every other script from the mod, so I have no idea which script specifically is messing it up. It would make sense that the "kaiser" script was breaking it, but considering that it's written the same as Hanlon's, that isn't the case. I'll look more into it, but I'm not sure what I will accomplish. Link to comment Share on other sites More sharing options...
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