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Convert a base form to a persistent reference temporarily?


HerrBaron

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Ok, here's what I did:

 

  • Brought up the geck and made sure there were no items in the formlist to begin with.
  • Started a new char with all the mods I'd been using in place.
  • Left Doc Mitchell's place, set up the tent, and using only vanilla weapons (AEP7 and 9mm pistol), no hotkeyed items, activated the weapon locker.
  • As soon as I chose "Move weapons to storage", it CTD'd. There were no other NPC's with me in the cell.

The container is a rename/copied one based on LockerCabinet02; I'm going to try changing to another container next.

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  • Replaced the container per above.
  • Modified the container script to check for IsActionRef Player as suggested above.
  • Modified the Manager script to use ListAddForm WSTNHKItemList, rHKBaseObject, 0, on the off chance that GECK list functions and NVSE list functions are incompatible.
  • Fell back to a save just before the mod was activated; ESP is at the bottom of the load list.
  • Set up the tent, activated the container with the 2 vanilla weapons mentioned above, neither hotkeyed (empty hotkeys).
  • CTD at the same location in NVSE_1_1.dll.
  • This Game and NVSE installation is very close to fresh.

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Well, crud; at this point, all I can think of to do is rebuild 4 months of work from scratch... I'm kinda at a loss here, Ricker; you aren't having problems with a script that is consistently giving me fits. I dunno; maybe it's for the best... I've made a lot of mistakes and corrected them along the way with this mod, so maybe something's just hanging around in it that I don't see and causing issues...

 

Kind of a bummer, when I'm so close to finished with this thing, but I've wasted enough of your time. I've learned a lot; thank you for all your help and patience! :)

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Tent?

Is the container being moved around?

 

 

No; it's in an interior cell. That said, I think I may have this figured out, but haven't tested it yet. I'm using Gopher's Advanced Recon Gear mod, a truly lovely thing, but it has an inventory item configurator that's set up as BigGuns and quest item so that it appears under the armor tab in inventory, and can't be dropped. I'm wondering if this is NVSE at all, but the RemoveAllItemsOfType that is trying to remove the configurator. I dunno, but this just can't be the mod I'm building; you've tried the code in an entirely new esp, and it works. It must be a conflict with something else I'm using. I've looked at it in FNVEdit for dirty edits, conflicts and such, and can find nothing. Anyway, I'm gonna take off the Adv. Recon Gear and try this again... I'll let ya know.

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grrrrrrr! That wasn't it; still crashed. I'll tell ya though; when faced with rebuilding this thing from scratch, with this much work into it, I just can't see myself doing it. I'm either gonna solve this or just leave out the weapon storage.
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Tent?

Is the container being moved around?

 

 

No; it's in an interior cell. That said, I think I may have this figured out, but haven't tested it yet. I'm using Gopher's Advanced Recon Gear mod, a truly lovely thing, but it has an inventory item configurator that's set up as BigGuns and quest item so that it appears under the armor tab in inventory, and can't be dropped. I'm wondering if this is NVSE at all, but the RemoveAllItemsOfType that is trying to remove the configurator. I dunno, but this just can't be the mod I'm building; you've tried the code in an entirely new esp, and it works. It must be a conflict with something else I'm using. I've looked at it in FNVEdit for dirty edits, conflicts and such, and can find nothing. Anyway, I'm gonna take off the Adv. Recon Gear and try this again... I'll let ya know.

 

The RemoveAllTypedItems keys off of the signature of the item. For the configurator, it's signature is ARMO - armor. So it will be ignored by your script. The 'Equipment type' of Big Guns won't apply.

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The RemoveAllTypedItems keys off of the signature of the item. For the configurator, it's signature is ARMO - armor. So it will be ignored by your script. The 'Equipment type' of Big Guns won't apply.

 

Dude! Where do you find out all these cool internal details? :)

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The RemoveAllTypedItems keys off of the signature of the item. For the configurator, it's signature is ARMO - armor. So it will be ignored by your script. The 'Equipment type' of Big Guns won't apply.

 

Dude! Where do you find out all these cool internal details? :)

In FNVEdit, the configurator is under the Armor group. In the header for the item is it's signature - Item Type ARMO. I have a list of them at home that has the new ones for FNV. I'd post them but i'm out of town till tomorrow night.

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The RemoveAllTypedItems keys off of the signature of the item. For the configurator, it's signature is ARMO - armor. So it will be ignored by your script. The 'Equipment type' of Big Guns won't apply.

 

Dude! Where do you find out all these cool internal details? :)

In FNVEdit, the configurator is under the Armor group. In the header for the item is it's signature - Item Type ARMO. I have a list of them at home that has the new ones for FNV. I'd post them but i'm out of town till tomorrow night.

 

No, I meant how did you know RemoveAllTypedItems keys off of signatures? I have the list of new signatures.

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