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infinate new game load screen - vaultsuit mod. help?


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hi everyone, im having a very wierd issue with one of the mods im working on, its never happened before and i have no idea why its happening...

 

((So, ive made changes to the vanilla Vault111Suit - ive added a script (to open an options menu when equipped) ive added an attach point keyword "ap_armor_SM_Style, and ive added an OMod to the armor object template (iarmorindex, set, 1). the Vaultsuit now has 4 armorindex's 1,2,3,4, with 1 being the vanilla AA record.))

 

The outfit is fully skinned etc and works perfectly in an existing game....

 

But when i go to test the outfit in a new game, i get stuck on a black loading screen that goes on forever (20 mins and still not loading a new game)

 

Does anyone know why this is happening?

Can the vanilla 111 suit not be edited?

does anyone know how to solve the issue?

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Note that the player actor wears the vault suit as default outfit, so when you run a new game the engine loads the actor in to the world and the vault suit is equipped by the player in the background, then it loads the main quest which changes the outfit for the player, but in first place the player equips the vault suit, this happens while loading. So when you load a new game the message that you added to the vault suit is shown in the background, so when you press A button it continues loading, because you just closed the message box. There are two solutions to this problem, (1) add a "first load variable" to the script which avoids loading the message for the first time, or (2) do a copy of the vanilla suit instead of modifying it. The second option would be the best one for compatibility, but if you are willing to replace vanilla content, instead of adding new content, you're going to deal with this kind of situations. Also there may be other mods replacing the default record of the vanilla suit, they would be incompatible with yours, so my recommendation is that you make a duplicate of the suit and leave the default record vanilla. You can use xEdit to remove changes from your esp that affect to the vanilla suit.

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Well, while a simple variable that changes from true to false after the first time its equipped would work to avoid this situation on a new game, this would do the same for someone loading your mod from a saved game.

Checking if the mirror scene is already done should be enough to avoid this problem:

Scriptname SM_Equip extends ObjectReference

Message Property OptionsMESG Auto

ObjectMod Property Mod_1 Auto
ObjectMod Property Mod_2 Auto
ObjectMod Property Mod_3 Auto
ObjectMod Property Mod_4 Auto

Quest Property MQ101 Auto

Bool CurrentlyAttachingMod = False
Bool NewGameStarted = True

Event OnInit()
	If MQ101.GetStageDone(20)
		NewGameStarted = False
	Else
		RegisterForRemoteEvent(MQ101, "OnStageSet")
	EndIf
EndEvent

Event Quest.OnStageSet(Quest akQuest, Int auiStageID, Int auiItemID)
	If akQuest == MQ101 && auiStageID == 20
		NewGameStarted = False
		UnregisterForRemoteEvent(MQ101, "OnStageSet")
	EndIf
EndEvent

Event OnEquipped(Actor Owner)
	If !NewGameStarted ;Check if the mirror scene of the beginning is already done.
		If Owner == Game.GetPlayer() && !CurrentlyAttachingMod
			CurrentlyAttachingMod = True
			Int iButton = OptionsMESG.Show() ; Shows your menu.
			If iButton == 0  ; Open
				AttachMod(Mod_1)
				Debug.Notification("Mod 1 equipped")
			ElseIf iButton == 1  ; Closed
				AttachMod(Mod_2)
				Debug.Notification("Mod 2 equipped")
			ElseIf iButton == 2 ; Unzipped
				AttachMod(Mod_3)		
				Debug.Notification("Mod 3 equipped")
			ElseIf iButton == 3 ; Tied
				AttachMod(Mod_4)
				Debug.Notification("Mod 4 equipped")
			ElseIf iButton == 4 ; Cancel
				Debug.Notification("Style unchanged")
			EndIf
			CurrentlyAttachingMod = False
		EndIf
	EndIf
EndEvent

PS: Do not forget to use "Auto-Fill" in the script properties to get the quest property filled.

Edited by DieFeM
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