humanindustry Posted February 7, 2016 Share Posted February 7, 2016 So, been trying to create a new faction for the mod I'm working on since it's seems to be a good way to get the npc's it adds to work as intended. Basically, I want members of that faction to only attack each other and be friendly to every one else unless attacked. Got it working in the game with the NPCs acting as intended, but found out that every time I load a game that's been saved with the mod, I crash to desktop. And this only started once I added a new faction and assigned it to the npc's that the mod contains. So my question is, is it possible to create a faction for a mod or is this something that's sort of impossible until the creation kit comes out? Link to comment Share on other sites More sharing options...
AceSevenFive Posted February 8, 2016 Share Posted February 8, 2016 Could you provide an ESP? I might be able to take a look in FO4Edit. Link to comment Share on other sites More sharing options...
humanindustry Posted February 8, 2016 Author Share Posted February 8, 2016 (edited) Sure, uploaded the esp here: https://www.dropbox.com/s/0h7c77oj3mcq1wy/Settlement%20Fight%20Club.esp?dl=0 Not using any other assets besides the esp for the moment. Thanks for the help :smile: (and downloaded the latest version of fo4edit yesterday before starting to work on the mod, so have the most recent version of it.) Edited February 8, 2016 by humanindustry Link to comment Share on other sites More sharing options...
humanindustry Posted February 8, 2016 Author Share Posted February 8, 2016 Did a bit of testing. Found Arena_Fight_Faction which does pretty much the same thing as I wanted to do, so used that for further bug testing. And this CTD bug is sorta weird... If you craft a fighter, leave them in the settlement, save and reload: no CTDIf you craft a fighter, kill him/her yourself, save and reload: no CTDIf you craft two fighters, let them fight until one dies, scrap or store the survivor, then save and reload: no CTDIf you craft two fighters, let them fight until one dies, leave survivor alive or kill him/her yourself afterwards in the settlement, then save and reload: get a CTD every single time. Not quite sure where to start with getting that error sorted out. Link to comment Share on other sites More sharing options...
robtest Posted February 9, 2016 Share Posted February 9, 2016 (edited) Not quite sure what is causing the CTD ... I looked over your esp file a bit... And nothing jumped out as obviously wrong... A couple of suggestions... 1.) Create a unique RACE too... That way you have control and no "pre-existing" vanilla cross race fighting ... Put your NPCs in that new RACE.2.) In your faction, make Player Faction (fact: 0001c21c) an Ally ... Remove the NPC from the PlayerFriendFaction (not needed now)3.) Consider making your own custom Combat Style ...4.) Not sure on your using the ConstructableObjects to spawn them... (My only thought of what might cause CTD btw, but then again, we do have craftable cat/dogs)... I use a WorldSpace and spawn the NPC's up at the Vault111 Exit, and then use bat file/console commands to pull them to me... They spawn not being in the FightClub Faction, and I put them into the Faction with bat file/console commands to make them start the fight. When I am done fighting them, I remove them from the faction). Sounds like we are working on a similar project... I have been developing an NPCFightClub mod... <<<link to youtube <<< Edited February 9, 2016 by robtest Link to comment Share on other sites More sharing options...
humanindustry Posted February 9, 2016 Author Share Posted February 9, 2016 (edited) Not quite sure what is causing the CTD ... I looked over your esp file a bit... And nothing jumped out as obviously wrong... A couple of suggestions... 1.) Create a unique RACE too... That way you have control and no "pre-existing" vanilla cross race fighting ... Put your NPCs in that new RACE.2.) In your faction, make Player Faction (fact: 0001c21c) an Ally ... Remove the NPC from the PlayerFriendFaction (not needed now)3.) Consider making your own custom Combat Style ...4.) Not sure on your using the ConstructableObjects to spawn them... (My only thought of what might cause CTD btw, but then again, we do have craftable cat/dogs)... I use a WorldSpace and spawn the NPC's up at the Vault111 Exit, and then use bat file/console commands to pull them to me... They spawn not being in the FightClub Faction, and I put them into the Faction with bat file/console commands to make them start the fight. When I am done fighting them, I remove them from the faction). Sounds like we are working on a similar project... I have been developing an NPCFightClub mod... <<<link to youtube <<< So far, I've avoided to to touch races since there's a lot of things in those records that I'm not sure about what they do. Gonna try it out if the CTD can't be fixed after I tried out a few other solutions that might work. Same thing goes with the combat style. I've had craftable dogs up for 2 weeks now and have yet to have a single user mentioning a CTD on that one, only thing has been minor bugs that in some cases seems to affect vanilla npc's as well. And at one point when I was doing the 1.1 patch, I accidentally gave the animals a very similar behavior, without any CTDs occurring. Might be something with that which causes the CTD, but CD seems to be pretty stable from my own experience, barely had to do any bug fixing on that one so far. The one thing that differs from that mod is that the fighers are counted for population which the animals aren't, so probably gonna try and get rid of that, and do some testing on my craftable dog files to see if they can work as intended without bugs, then use them more as a template than I've done now. Yeah, similar but not quite the same :smile: Yours is much more advanced than what I'm going for, and I do intend to have mine being in settlements only. Want to avoid having people to use the console as well as long as it's possible (the less work a user needs to do to use the mod, the dumber they can be and still manage to use it :tongue: ), hence the reason for using the crafting menu. And if I can get it to work properly, then it'll be used as another template for further settlement mods. Edited February 9, 2016 by humanindustry Link to comment Share on other sites More sharing options...
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