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Ultimate Edition made my mod go insane


geekminxen

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I did a companion mod that keeps Benny in the game as a follower if you free him from the Fort. It worked well enough. Then I installed the Ultimate Ed. yesterday, and now the mod is horking hairballs. It won't make the transition between freed vanilla Benny and the "new" companion Benny (the latter never enables, even though enabling him is in the results script for freeing the vanilla version at the fort). That same result script also makes vanilla Benny essential, so he can actually escape, and he *does* still become essential. The enable part just doesn't work anymore. Is this a known something with adding the DLCs, that they can mess with mods' scripts, or just some weird geck/Bethesda thing, or...?

 

As always, any help is GREATLY appreciated!!

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Is it possible you switched it from esp to esm? I have a similar issue with a Ulysses follower right now and haven't figured it out yet, but it worked as an esp, but not esm.

I know the game and geck treat persistent vs non-persistent references slightly differently depending whether they are master, but that shouldn't be the case here as all NPC refs are persistent.

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Is it possible you switched it from esp to esm? I have a similar issue with a Ulysses follower right now and haven't figured it out yet, but it worked as an esp, but not esm.

I know the game and geck treat persistent vs non-persistent references slightly differently depending whether they are master, but that shouldn't be the case here as all NPC refs are persistent.

 

I checked it in both the geck and FOMM, and they both display it as an esp. Darn; that would have been a straightforward fix. And now I'm not sure it's the DLCs-- I uninstalled the Ult. Ed. and reinstalled the old one, and it's still messed up. I think I'm going to reload older versions of the mod and see if ANY of them still work.

 

I know in painting when you're mixing colors that there's a point of no return, when the paint suddenly goes some funky color and there's no way to correct it; how do you know when you've reached that point with a mod? :ohdear:

 

(And thanks, Quetzl, as always)

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FNVedit is like magic paint eraser for mods.

Can you enable him via console?

 

I've got FNVedit, but my experience with it is almost zero. I'll try anything, though. :)

 

He won't enable with console; I never could get him to do that, and neither could llama. Neither of us know why. I mean, I know it's something I did or didn't do, but I don't know what that is. :wallbash:

 

Edit:

I'm going to go back and fiddle with an xmarker and see if I can get that to work. I haven't been able to so far, but I hate to give up on the guy now that we've come so far together. :tongue:

 

Edit to my edit:

Redid the xmarker, and huzzah! Benny's back in the game. So *whew*, and thanks for your help, and I guess I go back to my quest that won't work, either. :D

Edited by geekminxen
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