Ealcmhar Posted November 11, 2012 Share Posted November 11, 2012 Similar to the problem the OP mentioned in this topic, my custom NPC (not necessarily a companion) is causing the game client to crash whenever entering the world-space where they were placed. These are the packages I've used to create the NPC (via the TES CS):Oblivion.esmBeautiful People 2ch-Ed.esmCobl Main.esmLovers with PK.esmTamagoClub.esmHiyokoClub.esmMONSTERGIRL-ANGELICALLIANCE.esp I'm sure that I only needed [Oblivion.esm and MONSTERGIRL-ANGELICALLIANCE.esp] (I created a new form out of the 111worshiper NPC from the latter package), although used the other packages listed there. (Could that be causing the crashes? Personally I do not believe that to be the case, although I may be wrong.) I've tried removing all inventory items from the NPC, as well as their spells and have not managed to prevent the crashing. I have been using Wyre Bash the entire time. Does anybody have an idea as to what exactly may be the issue? If need be, I can upload the custom NPC's .esp for anybody else to troubleshoot. Link to comment Share on other sites More sharing options...
dubiousintent Posted November 12, 2012 Share Posted November 12, 2012 (edited) Have you made MONSTERGIRL-ANGELICALLIANCE.esp as 'master' of your mod? As I understand it, a new form still has the base id from that ESP (since it doesn't exist elsewhere), and if it's not a master of your mod then the base id can't be found, which will definitely CTD. IIRC, you use TES4Edit/Wrye Bash to change the ESP into an ESM, add it as a master to your mod, and then change it back to an ESP, because you can't add an ESP directly. You are basically making a patch to the mod. (Not something I've actually done; just read about it.)<br><br>Edit: <a href="http://cs.elderscrolls.com/index.php/De-Isolation_Tutorial">Here</a> is the article that explains the process.<br><br>If you do not want your custom NPC mod to be dependent upon another mod, then you need t export the components you are using and import them to your mod as 'new' objects with their own base ids.<br><br>And I could be total wrong. I am not an experienced Oblivion modder; I've just been learning it and no one else seemed to have any ideas to help you.<br><br>-Dubious- Edited November 12, 2012 by dubiousintent Link to comment Share on other sites More sharing options...
Ealcmhar Posted November 13, 2012 Author Share Posted November 13, 2012 It works; made the .esp an .esm. Thanks for that. :laugh: Link to comment Share on other sites More sharing options...
Striker879 Posted November 13, 2012 Share Posted November 13, 2012 (edited) - Edit - Oops ... posted the same link as dubiousintent had already linked. Edited November 13, 2012 by Striker879 Link to comment Share on other sites More sharing options...
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