rickerhk Posted May 1, 2011 Share Posted May 1, 2011 Wouldn't there have been hundreds of angry posts, from the thousands of people who have updated and loaded a save game? The only posts I have seen relate to one or two mods which stopped working, but base game people don't seem unhappy. I'm just OCD like that. I want a pristine save game for developing and testing my mod, and I don't want any structural errors in the mods I use, so I check/fix them all before using them. The 90 or so FormID changes I listed will probably go un-noticed by the majority of vanilla users. Link to comment Share on other sites More sharing options...
rickerhk Posted May 1, 2011 Share Posted May 1, 2011 yeah but really who references items in script by the actual ID rather than the name? That brings up another issue. I'm pretty sure that formIds are stored in the compiled script code. During run-time and in the save game, Editor Id's are not available - just the formID (and the display name of objects) But we're talking about problems with vanilla items here, not mod-added items. If your mod has a script that references a vanilla item, and the form ID has changed for it, then you will need to re-compile your script in the Geck. i mean the ID changes on items every time you install a mod higher in the load order... and at least with my mods I haven't seen any issues b/c of that. (last in the load order before the MP so IDs change o it constantly)or maybe i just misunderstood what you guys are saying.It's just load order 00 - vanilla items that can cause issues if your mod over-rides one or references it in a script, and the formID in FalloutNV.esm has changed. I had one in my own mod. Link to comment Share on other sites More sharing options...
davidlallen Posted May 1, 2011 Share Posted May 1, 2011 90 or so FormID changes ... can cause issues if your mod over-rides one or references it in a script, and the formID in FalloutNV.esm has changed. I had one in my own mod.Is there any automatic way to find if the changed formid's are referenced in my mod, for example using fnvedit? Link to comment Share on other sites More sharing options...
phoneyLogic Posted May 1, 2011 Share Posted May 1, 2011 @rickerhkWhy do you think they've changed form IDs?I mean adding an item with a new form ID is new item.If they would have changed them, they couldn't overwrite the old IDs.Or did I misunderstand sth? Link to comment Share on other sites More sharing options...
rickerhk Posted May 1, 2011 Share Posted May 1, 2011 90 or so FormID changes ... can cause issues if your mod over-rides one or references it in a script, and the formID in FalloutNV.esm has changed. I had one in my own mod.Is there any automatic way to find if the changed formid's are referenced in my mod, for example using fnvedit? Checking the mod for errors is the only automatic way I know - and that is if the item has become a different type. For example, the error in my mod was a dialog condition, checking for a particular faction. That faction was no longer a faction, but an ammo effect and was no longer valid as a condition, so checking for errors picked it up. Note that if you just load your mod up in the Geck, these kinds of problems just silently disappear (no error reporting). So you save your mod and the error is gone, but so is the condition on the dialog topic. Link to comment Share on other sites More sharing options...
rickerhk Posted May 1, 2011 Share Posted May 1, 2011 @rickerhkWhy do you think they've changed form IDs?I mean adding an item with a new form ID is new item.If they would have changed them, they couldn't overwrite the old IDs.Or did I misunderstand sth? I don't know how they manage a bunch of people working on the main esm. They may have deleted items, then added them back, or form ids that they were working on changed when they merged them back into the main file, is all I can think of. Link to comment Share on other sites More sharing options...
PaladinRider Posted May 1, 2011 Share Posted May 1, 2011 There is one known bug for Run the Lucky 38 due to this update, with a light fixture causing a CTD in the Control Room (where House resides). We've deleted the light reference, uploaded and it seems to work now. Link to comment Share on other sites More sharing options...
lockinvarj Posted May 3, 2011 Author Share Posted May 3, 2011 Anyone else had this problem. The house opposite the player home used in AWOP in goodsprings causing CTD on entry. It's not "War Never Changes" that's the first mod I disabled. Mods installed.FalloutNV.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaliber.esmAWorldOfPain(Preview).esmNosCo Companion System.esmNCCS Nos' Premade Companions.esmdangame.esmdecwithreg.esmEVE-900.esmIWS-Core.esmMikotoBeauty.esmMore Perks.esmRun the Lucky 38.esmTales from the Burning Sands.esmValleyOfTheGiants.esmWar Never Changes.esmB72 -Broken Command Unit v3.esmnvberniecompanion.esmnccsbrookecompanionnv.esm3LVCompKayenta.esm3LVCompSynthia.esm3LVCompQuiet.esmGIP_Kirina.esmJaneV3.esmJasmineforNCCS.espdrgNV - Melissa Companion.esmNooraCompanionslimtype3.esmWeapon Mod Expansion.esmAWOPCaliberXAmmoPatch.espBigger Brighter Livelier Vegas.espFreeside NCR Guard Post - Revamp.espHELIOS Outpost - Revamp.espIWS-Core-Civilians.espIWS-Core-Guards.espIWS-Core-Patrols.espIWS-AS-MedSpawns.espIWS-AS-NoInteriorSpawns.espI Fought the Law Workaround.espLess Armor Degradation.espLess Weapon Degradation.espLucky Lighter.esplucky Shades.espMikotoBeauty.espMojave Outpost - Revamp.espMore Perks Update.espNCR Embassy-Revamp.espNevada Skies.espThe New Bison Steve Hotel.espNewVegasBounties.espNewVegasBountiesII.espNewVegasStrip&FreesideMarkers_v2.espNight Vision Sunglasses.espPerkEveryLevel.espPlausible Starting Outfit.espSearchlight Outpost- Revamp.espSerial Killer.espStory of ol' McCartney.espSuper Duper Mart.espThe Chase.espWar Never Changes.espWar Never Changes - Seven.espxatmosSkillPerks.espDalls_SpecOps_Forces.espThe Lost City.espThe power is in your Talons....espvatsbuff2x.esp1ASS RPG, Clean.esp1ASS RPG, Extra.esp1ASS RPG, Icons.espAlternativeSniperPerk.espBCU Preformance.espBobblehunt.esp3LVCompKayentaWheel.esp3LVCompSynthiaWheel.espRWKNV.espPhoebe.espSunnyCompanion.espPersephone.espNVC_Misty.espNCCSVenus.espSaveCass.espCyberEve.espSarahConner.esp[Candora's Box] Sharing & Caring.espCompanionLevel30Cap.espCompanions Relax.espNoCompLimit.espAllCompanionsEssential 2.0.espComp_Idles_NV.espCompanionDisguises.espFollower Home Marker.espNVLevelCapByDandysWithHPAnd1LPP.espNVSpaceSuit.espScrapair it.espScrapMetalRecipes.espShells.espNoMainStoryUltimatums.espWeapon Mod Expansion.esp50MG Machine Gun.espErebus.espm110.esp50MGHE.espabetterreload.espAmmoCraftingSchematics.espAnti-Personel Rifle.espAWMRifle.espBarrett M82a1.espCombineSniperRifle.espReloadingExpanded.espDeath Machine.espEnhancedSniperAmmo.espCritical Anti-Material Rifle.espgoodspringschest.espKiller Sniper Rifle.espwex_L115A1.espMidnightKiss.espOld Faithful.espASG.espWinstonNightScope.espOutofVATS.espBetterScopesModWMEVersion.espNo Scope Wobble.esp Total active plugins: 125Total plugins: 127 Link to comment Share on other sites More sharing options...
lockinvarj Posted May 4, 2011 Author Share Posted May 4, 2011 GIP_Kirina.esm is causing the CTD CTD bug will be fixed in the next update, Have tested the bug fix for him & working fine now. Link to comment Share on other sites More sharing options...
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