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Need Helping debugging a mod crash


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Makes no sense... for some reason any enabling x markers in Sloan crash the game. Thats just weird. :wallbash: :wallbash: :wallbash:

I'm not too sure on what the x markers are totally for just yet, but is there a way to not use them?

 

Yes, you dont have to... problem is...then you have to make each build item a peristent ref. and put that ref. into a script... more room for error, more persistent references to keep track of and more work .... for ex. I have 15 trees going up where old tree trunks will be replaced. Unless someone can tell me another way... (if not 1 x marker attached to them all) - then I would have to have 30 ref. names for 30 different trees..

 

You see...? and that's just the trees. :verymad:

 

Using the XMark as an enable/disable parent? And just flipping the enable bit when the right conditions arise?

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Makes no sense... for some reason any enabling x markers in Sloan crash the game. Thats just weird. :wallbash: :wallbash: :wallbash:

I'm not too sure on what the x markers are totally for just yet, but is there a way to not use them?

 

Yes, you dont have to... problem is...then you have to make each build item a peristent ref. and put that ref. into a script... more room for error, more persistent references to keep track of and more work .... for ex. I have 15 trees going up where old tree trunks will be replaced. Unless someone can tell me another way... (if not 1 x marker attached to them all) - then I would have to have 30 ref. names for 30 different trees..

 

You see...? and that's just the trees. :verymad:

 

Using the XMark as an enable/disable parent? And just flipping the enable bit when the right conditions arise?

 

 

That is what I have been doing.. in every other area I do it in NCRCF, Hidden Valley, etc. I've had NO problems with it. In Sloan, only 1 X marker workers...any more than 1 - even if it's only attached (as a test) to 1 or 2 items - CTD's the game at FNV boot.

 

Makes no *&&^%&^ sense.

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