Deleted35607895User Posted February 12, 2019 Share Posted February 12, 2019 I tried to create a patch to take one NPC line item as a copy/non-override from Sim Settlements Conqueror combined with a lvl list override from CMG. While those two line items work to spawn NPCs from that lvl list when those two lines are IN the CGM mod, they don't work in the .esp patch. Note I am using Fo4edit here. CGM offers opportunity for capture the flag, and you can choose which faction (including custom faction provided by mod author) you want to spawn to help you fight. While testing with those two line items inside that CMG mod, the mod correctly spawned those NPCs from that lvl list. When I moved those two line items into a new file to make the patch, the custom spawns never spawned. I recreated the whole scenario several times, and the same line items IN the mod work but do not work when in a new .esp. The new .esp has these two as masters (which FO4edit said must be so, of course). The mod author for CGM said this: "The spawn script just pulls straight from the leveled list. When you press "Custom Faction 1" a setstage occurs which calls a function inside the script attached to the quest which sets an empty leveledactor property in the spawning script = to that of the ctfcustom whatever it's called list. Then actors are pulled from the list. It doesn't really make much sense to me that the patch would stop working after an update seeing as all it changes is that custom leveled list. I didn't really have patch conflicts in mine when I was updating it though, sorry about that" Does anyone have any ideas? Can such a patch work at all? Also, for reference, I use Wrye Bash to bash patch lvl lists. On startup, WB told me my new file had "unrecognized versions", but did rebuild without complaint. Loot correctly ordered the mod to boot. Any help you might offer would be grand. Link to comment Share on other sites More sharing options...
MrJoseCuervo Posted February 12, 2019 Share Posted February 12, 2019 (edited) Copy a record (any) as override from both of the mods to your new ESP. Save the ESP and try again. Welcome to the world of modding. Your life, as you knew it , is over. Edited February 12, 2019 by MrJoseCuervo Link to comment Share on other sites More sharing options...
Deleted35607895User Posted February 13, 2019 Author Share Posted February 13, 2019 That appears to work the ten times I tested it with each line item being an override rather than the mixed over/copy. That means then I'll need to check those line items for conflicts when CGM or SS: Conqueror get updated. Link to comment Share on other sites More sharing options...
MrJoseCuervo Posted February 13, 2019 Share Posted February 13, 2019 (edited) You should "Copy as override" the record you are changing to a new ESP. Then change it in the New ESP. FO4Edit 4.0 seems to have some good error preventing features that were not in earlier versions, however I noticed it has trouble linking to masters sometimes. It might be my setup but I find if I select a Keyword from each of the mods I merge (because those are least likely to change) and "Copy as Override" them to my new ESP helps solve that problem. Also check the Referenced By" tab and make sure you're not missing something, Or if you don't plan on sharing it you can keep doing what your doing. Edited February 13, 2019 by MrJoseCuervo Link to comment Share on other sites More sharing options...
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