pootthedestroyer Posted December 9, 2015 Share Posted December 9, 2015 Hi all. I'm continuing my work on a perk/spell that will apply blindness, deafness, and a damage resistance debuff on a per-hit basis. I've run into another issue. This time, it appears I have discovered that at least three Actor Values that are stored in Fallout4.exe instead of Fallout4.esm cannot be referenced in my .esp file without causing a CTD more-or-less on startup. To be more specific, I attempted to create two new MGEFs largely mimicking the function of the included Blindness and Deafness MGEFs in Fallout4.esm. The changes I made were: Peak Value Modifier changed to Value Modifier. Removed Keyword "Chem Effect." Removed condition "check for immune to poison." None of these changes seem like they would be fatal in and of themselves. However, building these new MGEFs and including them in a new spell - again, a spell that mimics the included BlindnessSpell in the .esm, save for included my versions of the MGEFs - causes a CTD during startup, even without referring to the spell anywhere else. The third Actor Value that caused similar problems was WeaponSpeedMult. Although that AVIF was not referenced in the .esm to my knowledge, the one right below it was, so that's at least three I know about that Fallout4.esm seems able to grab properly from Fallout4.exe without causing the CTD issue. Any insight? Link to comment Share on other sites More sharing options...
Recommended Posts