KaelynZ Posted February 4, 2011 Share Posted February 4, 2011 In anticipation of nVamp, I started a whole new game, with a clean new install and pretty much just the core mods they recommend - FOOK, Arwen, WMX, CFWNV, IWS, AWOP (See spoiler for exact list). I'd expected no problems - and indeed, the game is much faster and more stable than the mod-ridden rat's nest that I was playing with before. But my various startup quests aren't triggering reliably - I had to reload to get Doc to let me use the vigor tester, then he wouldn't start the psych test, and now Sunny is waiting for me near the first well, but when I approach her, she just asks 'What's Wrong?" rather than telling me to go kill some geckos. For whatever reason, the various quests aren't triggering properly. I had a similar problem a while ago with the NV Bounties quest, and the FAQ for NVBounties says that it's due to the using FNVMasterUpdate on NVBounties.esp, turning it into an esm as the FNVMod manual strongly recommends. And sure enough, when I turned it back into a proper esp, NV Bounties worked fine. Suspecting the same thing may apply here, and seeing that FOOK.esp mods a few starting quests, I tried un-esming fook.esp, and sure enough, the Doc started working again. I now see that Arwen mods the Sunny quests, so I'm going to try un-esming Arwen's esp, and see if that fixes Sunny, as I suspect it will. So my question is for the experienced modders out there: Why does setting the esm flag on an esp file (which is needed to solve other problems) seem to break quest stage triggering? Is this a problem that anyone else has seen outside of NV Bounties, or is it peculiar to me and my set of mods? Are there any guidelines as to when I should and shouldn't use FNVMasterUpdate to 'mod up' all my esps? It would be nice to have someone hand me a solution, but I'd be happy enough just to talk to someone who knows more about the ins and outs of the game engine, so I can get a handle on what's going on. Thanks! Galen My current load list: Active Mod Files: 00 FalloutNV.esm 01 IWS-Core.esm [Version 1.9] 02 AWorldOfPain(Preview).esm 03 Tales from the Burning Sands.esm 04 More Perks.esm 05 More Perks for Companions.esm [Version 1.0.0] 06 More Traits.esm [Version 1.0.0] 07 More Challenges.esm [Version 0.0.1] 08 Caliber.esm 09 CFWNV.esm 0A FOOK - New Vegas.ESM 0B Lings.esm 0C Primary Needs HUD.esm 0D Project Nevada - Core.esm 0E New Vegas Redesigned.esm 0F Community Bugfix Compilation Patch.esp 10 NewVegasBounties.esp 11 RustTownV1-1.esp 12 NV Interiors - Cottonwood Cove.esp 13 NV Interiors - El Ray Motel.esp 14 NV Interiors - West Vegas Fringe.esp 15 IWS-Core-Patrols.esp [Version 1.9] ++ IWS-Core-Guards.esp [Version 1.9] ++ IWS-Core-Civilians.esp [Version 1.9] ++ IWS-AS-NoInteriorSpawns.esp [Version 1.9] 16 More Perks Update.esp 17 More Perks for Companions Update.esp [Version 1.0.1] 18 More Traits Update.esp [Version 1.0.4] 19 FOOK - New Vegas.esp ++ IWS-AS-MedSpawns.esp [Version 1.9] 1A XFO - 4a - Perks - Paths.esp 1B XFO - 8a - Cripple & Body Part Revamp.esp 1C XFO - 8b - Speed Increases.esp 1D XFO - 8c - Karma Rebalance.esp 1E XFO - 9a - Enemies - AI revamp.esp 1F Arwen_NV_Realism_Core.esp ++ CFWNV-FOOK.esp ++ CFWNVOptionalTweaker.esp 20 CASM.esp 21 DarNifiedUINV.esp 22 bzArmour.esp 23 Free Tribal Outfits.esp 24 No Sleeves No Shirts NV.esp 25 NPCs wear NSNS NV.esp 26 Type3 Leather Armors.esp 27 OCD-Cass outfits.esp ++ OCD-Cass outfits-GalensMod.esp 28 Project Nevada - Cyberware.esp 29 world of pain voice.esp 2A SunnyCompanion.esp 2B WeaponModsExpanded.esp 2C WMX-AWOP Patch.esp 2D ELECTRO-CITY - CompletedWorkorders.esp 2E LUMENARIUM - Working Sunglasses ONLY.esp 2F ELECTRO-CITY - Highways and Byways.esp 30 ELECTRO-CITY - IncreasedWastelandSpawnCOMPATIBILITYPatch.esp 31 Nevada Skies - URWLified.esp 32 StripNightLum.esp 33 LUMENARIUM - Bright Clear Days.esp 34 ELECTRO-CITY - Darker Nights.esp 35 ELECTRO-CITY - Imaginator.esp 36 Superior Firepower (BETA) - Explosive Weaponry.esp 37 Superior Firepower - Energy Ammo.esp 38 Superior Firepower - Kinetic Ammo.esp 39 Superior Firepower - New Weaponry.esp ** FNVIcons.esp 3A Bashed Patch, 0.esp Link to comment Share on other sites More sharing options...
apostate9 Posted May 9, 2011 Share Posted May 9, 2011 In anticipation of nVamp, I started a whole new game, with a clean new install and pretty much just the core mods they recommend - FOOK, Arwen, WMX, CFWNV, IWS, AWOP (See spoiler for exact list). I'd expected no problems - and indeed, the game is much faster and more stable than the mod-ridden rat's nest that I was playing with before. But my various startup quests aren't triggering reliably - I had to reload to get Doc to let me use the vigor tester, then he wouldn't start the psych test, and now Sunny is waiting for me near the first well, but when I approach her, she just asks 'What's Wrong?" rather than telling me to go kill some geckos. For whatever reason, the various quests aren't triggering properly. I had a similar problem a while ago with the NV Bounties quest, and the FAQ for NVBounties says that it's due to the using FNVMasterUpdate on NVBounties.esp, turning it into an esm as the FNVMod manual strongly recommends. And sure enough, when I turned it back into a proper esp, NV Bounties worked fine. Suspecting the same thing may apply here, and seeing that FOOK.esp mods a few starting quests, I tried un-esming fook.esp, and sure enough, the Doc started working again. I now see that Arwen mods the Sunny quests, so I'm going to try un-esming Arwen's esp, and see if that fixes Sunny, as I suspect it will. So my question is for the experienced modders out there: Why does setting the esm flag on an esp file (which is needed to solve other problems) seem to break quest stage triggering? Is this a problem that anyone else has seen outside of NV Bounties, or is it peculiar to me and my set of mods? Are there any guidelines as to when I should and shouldn't use FNVMasterUpdate to 'mod up' all my esps? It would be nice to have someone hand me a solution, but I'd be happy enough just to talk to someone who knows more about the ins and outs of the game engine, so I can get a handle on what's going on. Thanks! Galen My current load list: Active Mod Files: 00 FalloutNV.esm 01 IWS-Core.esm [Version 1.9] 02 AWorldOfPain(Preview).esm 03 Tales from the Burning Sands.esm 04 More Perks.esm 05 More Perks for Companions.esm [Version 1.0.0] 06 More Traits.esm [Version 1.0.0] 07 More Challenges.esm [Version 0.0.1] 08 Caliber.esm 09 CFWNV.esm 0A FOOK - New Vegas.ESM 0B Lings.esm 0C Primary Needs HUD.esm 0D Project Nevada - Core.esm 0E New Vegas Redesigned.esm 0F Community Bugfix Compilation Patch.esp 10 NewVegasBounties.esp 11 RustTownV1-1.esp 12 NV Interiors - Cottonwood Cove.esp 13 NV Interiors - El Ray Motel.esp 14 NV Interiors - West Vegas Fringe.esp 15 IWS-Core-Patrols.esp [Version 1.9] ++ IWS-Core-Guards.esp [Version 1.9] ++ IWS-Core-Civilians.esp [Version 1.9] ++ IWS-AS-NoInteriorSpawns.esp [Version 1.9] 16 More Perks Update.esp 17 More Perks for Companions Update.esp [Version 1.0.1] 18 More Traits Update.esp [Version 1.0.4] 19 FOOK - New Vegas.esp ++ IWS-AS-MedSpawns.esp [Version 1.9] 1A XFO - 4a - Perks - Paths.esp 1B XFO - 8a - Cripple & Body Part Revamp.esp 1C XFO - 8b - Speed Increases.esp 1D XFO - 8c - Karma Rebalance.esp 1E XFO - 9a - Enemies - AI revamp.esp 1F Arwen_NV_Realism_Core.esp ++ CFWNV-FOOK.esp ++ CFWNVOptionalTweaker.esp 20 CASM.esp 21 DarNifiedUINV.esp 22 bzArmour.esp 23 Free Tribal Outfits.esp 24 No Sleeves No Shirts NV.esp 25 NPCs wear NSNS NV.esp 26 Type3 Leather Armors.esp 27 OCD-Cass outfits.esp ++ OCD-Cass outfits-GalensMod.esp 28 Project Nevada - Cyberware.esp 29 world of pain voice.esp 2A SunnyCompanion.esp 2B WeaponModsExpanded.esp 2C WMX-AWOP Patch.esp 2D ELECTRO-CITY - CompletedWorkorders.esp 2E LUMENARIUM - Working Sunglasses ONLY.esp 2F ELECTRO-CITY - Highways and Byways.esp 30 ELECTRO-CITY - IncreasedWastelandSpawnCOMPATIBILITYPatch.esp 31 Nevada Skies - URWLified.esp 32 StripNightLum.esp 33 LUMENARIUM - Bright Clear Days.esp 34 ELECTRO-CITY - Darker Nights.esp 35 ELECTRO-CITY - Imaginator.esp 36 Superior Firepower (BETA) - Explosive Weaponry.esp 37 Superior Firepower - Energy Ammo.esp 38 Superior Firepower - Kinetic Ammo.esp 39 Superior Firepower - New Weaponry.esp ** FNVIcons.esp 3A Bashed Patch, 0.esp I have created a custom mod, and made it an .esm to avoid navmesh issues. That worked, but guess what? Quest updates don't process right. ARG! I have no idea why, but it broke my mod. Link to comment Share on other sites More sharing options...
davidlallen Posted May 9, 2011 Share Posted May 9, 2011 Simply changing from esp to esm should not have much effect at all. It reduces navmesh bugginess, for an unknown reason. I do this all the time and I have not had any trouble with quest updates. I am sure you did not change anything else at the same time. What exactly is the problem you are having now? Link to comment Share on other sites More sharing options...
rickerhk Posted May 9, 2011 Share Posted May 9, 2011 I have created a custom mod, and made it an .esm to avoid navmesh issues. That worked, but guess what? Quest updates don't process right. ARG! I have no idea why, but it broke my mod.Just curious -does your quest have any topics that have been linked as 'choices' on the Greeting topic? I'm not saying this is the issue, just trying to find something in common with another mod I've verified that has the masterupdate issue. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 9, 2011 Share Posted May 9, 2011 In an effort to assist someguy2000 with his NVBII esm issues, I have found that trying to enable activators directly doesn't work as an esm, but does as an esp. This goes goes for trigger boxes as well. Using an enable parent instead seems to work around the issue just fine. Link to comment Share on other sites More sharing options...
davidlallen Posted May 10, 2011 Share Posted May 10, 2011 That is really unfortunate. If some things (navmeshes) work better as esm and other things work better as esp, there is no way for everything to work at the same time. Can you give some more details about what fails to work as esm? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 10, 2011 Share Posted May 10, 2011 Apparently, any activators that start out initially disabled and are later directly enabled via script (i.e. myactivatorref.enable).But if you create something like an xmarker and use it as the enable parent for your activators, it seems to work fine (myenableparentref.enable). Link to comment Share on other sites More sharing options...
apostate9 Posted May 12, 2011 Share Posted May 12, 2011 Simply changing from esp to esm should not have much effect at all. It reduces navmesh bugginess, for an unknown reason. I do this all the time and I have not had any trouble with quest updates. I am sure you did not change anything else at the same time. What exactly is the problem you are having now? Positive. The man quest of the mod simply won't advance if the file is an .esm. I refer to Silver Peak Bunker. The bock where the setStage command is won't even run. Link to comment Share on other sites More sharing options...
rickerhk Posted May 12, 2011 Share Posted May 12, 2011 Simply changing from esp to esm should not have much effect at all. It reduces navmesh bugginess, for an unknown reason. I do this all the time and I have not had any trouble with quest updates. I am sure you did not change anything else at the same time. What exactly is the problem you are having now? Positive. The man quest of the mod simply won't advance if the file is an .esm. I refer to Silver Peak Bunker. The bock where the setStage command is won't even run. aaCOSThug1, RHCOSCaptainREF, RHBrokenConsoleREF are not marked as persistent in the editor. There may be more - I didn't check everything. Strictly speaking, References used in a script MUST be marked as persistent. It seems an esp is more forgiving. But when I click 'save' on the aaBosQuest script, the errors pop up. And checking the editor confirms that they are not marked as persistent. So yes, it will be buggy. I think RHCOSCaptainREF was also in a result script of dialog that came up with the same error. Link to comment Share on other sites More sharing options...
Recommended Posts