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My mod crashing when approaching some spot in the cell


Andyno

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If you look at my other cells, you find out that they are much more complex and contain much more objects than this relatively small cell. And they work just fine, so I don't think it's related to this problem. You just probably deleted ONE specific object that caused this problem, and now it's fine. Right, now to find out what object it is... Removing the whole part of a cell I'm not considering as a solution.

You used a single character marker for many characters and crossed across many cells with it just above that hallway. Look at it in the geck in any plugin you've made and see.

 

It's as if you use a single marker for the Entire world-space. It tied into all the creations of edits you made to build that world space.

If you like , let me show you also what I found.

  1. Error-1.jpg

you had two of these overplayed one another. I slid it aside and found that this was duplicated? how did that happen?

Marker-issue-is-bad.jpg

This is not necessary at all. what that does is connect the cells as if they are all one instead of compartments of a cell. the game will simply shut off.

 

The data you need is finished, it's not the master file but the prior plugin you had available. I used that one due to matters you can deal with on your master.

I repair mods for users. I am not here to compete or tell you what to do, just find the issue that's wrong, fix it, test it ,and send it back. that's all.

There are massive huge mods I deal with in private with many famous modders and the deal is this, KEEP my name out of it because I have enough on my plate.

the repair mod/plugin you need is a private matter between you and I. it no longer crashes at all.

Was that not your goal?

https://youtu.be/NCKpTfO67aU

 

Kitty.

Edited by Purr4me
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you had two of these overplayed one another. I slid it aside and found that this was duplicated? how did that happen?

You probably mean overlapped, right? Anyway, it's not duplicated - the first teleport marker is for elevator button, the second marker is for elevator itself. This is not the only one cell I've made it like this, and no problems at all.

 

This is not necessary at all. what that does is connect the cells as if they are all one instead of compartments of a cell. the game will simply shut off.

Not necessary? So please tell me how to effectively spawn multiple NPCs at the same time. This method is used all the time even in the vanilla game - actually I borrowed this method from the vanilla game.

 

Anyway, I deleted all your suggestions (both xmarkers, both triggers, elevator, elevator button), and guess what? No difference.

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you had two of these overplayed one another. I slid it aside and found that this was duplicated? how did that happen?

You probably mean overlapped, right? Anyway, it's not duplicated - the first teleport marker is for elevator button, the second marker is for elevator itself. This is not the only one cell I've made it like this, and no problems at all.

 

This is not necessary at all. what that does is connect the cells as if they are all one instead of compartments of a cell. the game will simply shut off.

Not necessary? So please tell me how to effectively spawn multiple NPCs at the same time. This method is used all the time even in the vanilla game - actually I borrowed this method from the vanilla game.

 

Anyway, I deleted all your suggestions (both xmarkers, both triggers, elevator, elevator button), and guess what? No difference.

 

  1. wrong methods used.
  2. any object requiring multi spawns only require duplicating on one spot. of that item.
  3. Example---taft tunnel of enclave soldiers.

I fixed your issue, do you want that plugin?

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A door marker can not be removed in the geck if it is assigned a teleport marker, you only need that door.

The switch requires a scripted item, not the same type of door marker. EDIT: a "linked event"-"referenced link to cell/ or item in cell"

 

Remember, I have your data, I have taken it apart and found only your issues you complained about.

I have not mentioned the facts about other things found because the work is incomplete, how ever I have show in video clip such an item.

there are NO key's.

 

There is no quest markers. "compasses" to indicate directions which is common practice.

This is NOT a critique.

 

your trying to start an argument over silliness. so I'll leave you to it.

But your entitled to the repaired item sitting on my server if you so wish it.

 

Your problem is solved.

 

Kitty Black.

Edited by Purr4me
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