Jump to content

HiVE/Zeta bug


angelwraith

Recommended Posts

for some reason when my mod is loaded the generator to let sally out in zeta doesn't operate correctly..

ive messed around in geck and fo3edit but am not well versed in fo3edit but cant find a solution.

 

if anyone has integral knowledge of fo3edit and can tell me what the hell i did to cause this i would be greatly appreciative

HiVE

Link to comment
Share on other sites

Your mod has these two records that are over-riding a generator and a script in Zeta:

 

Under Activators

0500370A DLC05GeneratorSwitch01

 

Under Scripts

05003A65 DLC05GeneratorSwitchSCRIPT

 

 

The copy of the script in your mod is quite a bit different, removing these:

 

			if (myLink.GetIsReference DLC05AsmGeneratorRef == 1)
			set DLC05AsmGeneratorRef.activatedSwitches to (DLC05AsmGeneratorRef.activatedSwitches + 1)
			set closeState to 2
		endif

		if (myLink.GetIsReference DLC05HangarGeneratorRef == 1)
			set DLC05HangarGeneratorRef.activatedSwitches to (DLC05HangarGeneratorRef.activatedSwitches + 1)
			set closeState to 2
		endif

		if (myLink.GetIsReference DLC05CryoGeneratorREF == 1)
			set DLC05CryoGeneratorREF.activatedSwitches to (DLC05CryoGeneratorREF.activatedSwitches + 1)
			set closeState to 2
		endif
	
		if (myLink.GetIsReference DLC05ExLabGeneratorREF == 1)
			set DLC05ExLabGeneratorREF.activatedSwitches to (DLC05ExLabGeneratorREF.activatedSwitches + 1)
			set closeState to 2
		endif

		IF ( myLink.GetIsReference DLC05cellsGeneratorREF == 1 )
			set DLC05cellsGeneratorREF.activatedSwitches to (DLC05cellsGeneratorREF.activatedSwitches + 1)
			set closeState to 2
		ENDIF

 

and replacing them with this:

 

			IF ( myLink.GetIsReference SUBBSGeneratorREF== 1 )
			set SUBBSGeneratorREF.activatedSwitches to (SUBBSGeneratorREF.activatedSwitches + 1)
			set closeState to 2
		ENDIF

Link to comment
Share on other sites

ok thank you.. ill do that today.

also 2 more questions seeing how you were able to figure that out...

1. are there any more conflicts like this that noone has stumbled across yet.

2. howdid you figure it out.. I've been trying to do the fo3edit thing but the only conflicts I found were in greeting and worldspace.

Link to comment
Share on other sites

ok thank you.. ill do that today.

also 2 more questions seeing how you were able to figure that out...

1. are there any more conflicts like this that noone has stumbled across yet.

2. howdid you figure it out.. I've been trying to do the fo3edit thing but the only conflicts I found were in greeting and worldspace.

 

The DLCs seem to make the Greeting in a conflict because they all have different ideas as to what the 'priority' should be.

 

The changes to the generator switch and script were not considered to be 'conflicts' by FO3Edit. They are legitimate over-rides - if you meant to change them. So they don't appear as RED. so running a filter to check for conflicts is not going to help you. The easiest way to find these problems is to go through every section of your mod - Activators, Ingestible, Ammunition, and on down. If a record is black/white, there's no override or conflict. The DLC05GeneratorSwitchSCRIPT was green on yellow. If you select this record and then look to the right window, you can see what mods are competing for this record, and who wins (far right). Down on the bottom right, you may see a 'referenced by' tab when you select a record. This will tell you every object and mod that is using this record.

 

Right above the DLC05GeneratorSwitchSCRIPT script is another - DCactivator that is overriding a script in Broken Steel. You may have meant to change this, so there is no way for me to tell you that it will be a problem.

 

One thing you need to be careful - did you accidently change these scripts when browsing them or did you inadvertently use them for your own mod for one of your objects?

 

If you go the 'Cells' you will see quite a few changes that are not conflicts. I have no idea if you meant these changes or not - but if you drill into them, you should know if you meant to make the change, like removing the NAV door link for DLC05DeathRayHub02, or MS09MerestiEntryDoorRef, etc.

 

If you drill down to 'Explosions' , DLC05ZetaDeathRayExplosion02 has some major changes to it - but it might be what you wanted to do, for all I know.

 

So back up your mod first, go through records that have colors, check the 'referenced by' tab before deciding to delete it, to see if your mod is using it somewhere else on another object.

 

When all done, you should right-click on your mod and 'check for errors' . This will tell you if you have objects that might have been using a record that you deleted so you can make a note to fix it.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...