lockinvarj Posted April 28, 2011 Share Posted April 28, 2011 A Place to post MODS that have been found to either work or not work with update 1.3 Creatures XIII add on appears to have been causing the crash when trying to enter doc mitchell's, so presumably will also cause crashes elsewhere & possibly other similar mods will do the same. HUD_Extended_Beta3-38589-Beta3, Jump_Fall_Fixer_Beta1-37876-beta1, Tag_Skills_Improved-35164, The_Couriers_CollectionV2-35949, all now cause a crash within a few seconds of starting the game. War Never Changes appears to have been causing the crash when trying to enter Prospector Saloon, so presumably will also cause crashes elsewhere G.E.C.K. needs an update as it will no longer work with 1.3 Underground Hideout by danthegeek will be updated as soon as a new G.E.C.K. is available as 1.3 has caused a few problems. Link to comment Share on other sites More sharing options...
gazz1209 Posted April 28, 2011 Share Posted April 28, 2011 I have to second the War Never Changes mod as the cause of the Prospector saloon crash. Having had to start a new game i loaded all my mods back up one by one and have tried them all out! War Never Changes was the only mod that was causing my crash. Another poster on the Nexus site has also said that this causes their game to crash. Looking at the comments page the modder himself has said that there will be an update as soon as he gets time! Link to comment Share on other sites More sharing options...
viking99 Posted April 28, 2011 Share Posted April 28, 2011 There is a new geck out so that problem is solved unfortunately geck powerup is not working anymore. Anyone ready for a challenge? Link to comment Share on other sites More sharing options...
angelwraith Posted April 28, 2011 Share Posted April 28, 2011 ok so i downloaded geck earlier and it said GECK_NVE_v1.3 and it stopped working all together saying there was a version issue.. now i go back to the same download link thinking maybe i downloaded it too early and here comes 1.1.... and now im confused.. did i do something to piss off the creation kit gods or something? now, geck starts but is back to the previous state of just plain not loading scheiße here are the files i got:new vegas updated to 1.3nvse_1_beta9.zipGECK_NVE_v1.3.zip (got this a few hours ago, wouldnt start at all)GECK_NVE_v1.1.zip (got this 10 minutes ago from the SAME link, wont load mods) Link to comment Share on other sites More sharing options...
rickerhk Posted April 29, 2011 Share Posted April 29, 2011 You need NVSE beta 10 for the new Geck 1.3 http://nvse.silverlock.org/beta/nvse_1_beta10.zip Link to comment Share on other sites More sharing options...
wcstorm11 Posted April 29, 2011 Share Posted April 29, 2011 I've uploaded a fix to my mod War Never Changes. Please let me know if it works! Link to comment Share on other sites More sharing options...
angelwraith Posted April 29, 2011 Share Posted April 29, 2011 (edited) @rickerhk thank you. so very much. i couldn't find anything anywhere about that. was driving me crazy.. i really thought 9 was the latest.they just post the link infos on a forum somewhere or something? the site still says 9 last time i looked. YAY!!! all is back in order now!! so happy. thx a ton.now to see if the update effected my mod in any way (although i seriously doubt it as i dont use any sort of replacers anywhere) Edited April 29, 2011 by angelwraith Link to comment Share on other sites More sharing options...
rickerhk Posted April 29, 2011 Share Posted April 29, 2011 yeah, it's post number 135 on this thread: http://forums.bethsoft.com/index.php?/topic/1168320-beta-new-vegas-script-extender-nvse-v1/page__st__120 Link to comment Share on other sites More sharing options...
davidlallen Posted April 29, 2011 Share Posted April 29, 2011 I've uploaded a fix to my mod War Never Changes. Please let me know if it works!I have gotten one report of a crash apparently due to my mod, in a cell I did not modify. What did you change in your mod to make it compatible with 1.3 (or, how did you figure out what was wrong, to change)? Link to comment Share on other sites More sharing options...
wcstorm11 Posted April 29, 2011 Share Posted April 29, 2011 Well, in general an update to the fallout3.esm can change references or very subtle code. I did two things 1) Removed a reference that actually did exist in the saloon (shouldn't have been there...)2) Just load up your mod in the Geck and save. This should even any issues related to the update with relative certainty. Of course, I haven't had any feedback yet, but AFAIK this is your fix Link to comment Share on other sites More sharing options...
Recommended Posts