flyingkitty96 Posted November 20, 2018 Share Posted November 20, 2018 Hi there! Let me preface real quickly by saying I'm brand new to these forums and have tried my best to make sure I'm posting correctly and in the right place; if not, I beg for your eternal forgiveness.So I've encountered a really peculiar problem with a mod I'm in the process of making. I'm simply redecorating the Camp Searchlight Basement (non NCR one) to look like a ghoul speakeasy, with shelves of alcohol and a pool table and the works. It's nothing fancy, mostly run of the mill static decor, and so far Ive only placed two NPCs in the cell - one very simple vendor ghoul with no connections to any other NPC/script/etc, and one shrunken mole rat that idly sits on a static gomorrah pillow and yawns. My problem is that whenever I load the cell in-game, HORDES of seemingly random enemies spawn out of nowhere; At one point, there was a group of supermutants with guns, legion assassins, and a legendary fire gecko. I've tried loading the cell with different save games and it still happens, so it doesnt seem to be related to a specific playthrough/save file. Id like to also note that this is the first mod I've installed in a LONG while, and I've never had any issues beforehand. So I'm doubting that this is caused by an existing mod, but just in case, heres my load order:FalloutNV.esmDeadmoney.esmHonesthearts.esmOldworldblues.esmLonesomeroad.esmGunrunnersarsenal.esmCaravanpack.esmClassicpack.esmMercenarypack.esmTribalpack.esmFallout3.esmAnchorage.esmThepitt.esmBrokensteel.esmPointlookout.esmZeta.esmTaleoftwowastelands.esmElectrocity.esm [abbreviated]zzhairsfnv.esm sunglassescollection.espBennyreturns.espzzhairsfnv.espvegasvariations.esmSearchlightbar.esp [the mod in question, dependent only on FNVs esm]Any help would be wildly appreciated! I'm at an absolute loss at this point and it's a real bummer because I've already put many hours into this mod. Link to comment Share on other sites More sharing options...
dubiousintent Posted November 21, 2018 Share Posted November 21, 2018 This is not my area of expertise, but I do have some suggestions based upon other problems that have surfaced in the past. As "Camp Searchlight" is a Mojave site, don't load any TTW/FO3 masters (or really other than essential plugins to the one you are creating) when editing the plugin in GECK, or when testing it until you believe it is "beta". Any ESM/ESPs you have loaded in GECK when creating the plugin will automatically become "required masters" when you save it. Always use a "New Game" when testing a new cell. You certainly don't need the potential complications. It's never a good idea to assume your potential customers will have the same mods installed as you. Anything you include has to be listed on your mod page as a "requirement", which narrows down the number of potential clients. Look for possible conflicts after you are satisfied the basics are all there. Be sure you have "finalized" your cell navmesh before you attempt to test. Navmesh helps keep out the "riffraff". See the other tips in the 'Worldspaces' and 'Interior Creation' sections of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
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