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Monster Wars Troubleshooting


Ironman5000

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I have been testing Monster Wars in my own Test Cells and the Wasteland, and spotted a problem. The scripts used to add creatures/NPCs/armour/weapons work fine in my test cells - I place vanilla levelled spawns in there to see a mix of vanilla and my creatures (this is good), but when I travel to the wastes nothing from my mod shows up. I tried going to an interior cell and waiting 3 days for spawns to refresh but it doesn't change anything (this is bad).

 

I have walked around for ages, visiting stores for my equipment and looking for areas I know generate levelled creatures but nothing :confused: Is there any know issues with adding multiple items to a single script, like 2 guns set up to spawn in the same levelled list? Theoretically it should be fine just like if they were manually added... :unsure:

 

I really don't want to have to manually edit the levelled lists because half the fun of this mod was to give it maximum compatibility, plus like I said it seems to work in my test cells. If anyone with knowledge in this area can help but needs to see how the esp is set up I can upload it with an external link.

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I know (Thank you GunRunnersArsenal.esm for making me review your scripts until my eyes bled) that if you use a script to add an item to a respawning container - including a levelled list - that item is NOT preserved when the container respawns. You have to override the container. Could you be having a similar problem here?
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I haven't added to the containers directly, just to the lists that the containers use to generate the equipment. It was done using the same method as Millenia does to add his guns, and i'm guessing they work fine?
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Actually I MIGHT have fixed it, I tried converting from plugin to master and they are now spawning. I need to test further to see if everything work, and if they will respawn after several days or if they only appear once at the same point but it's an improvement. These are 2 mutants that use the same list :biggrin:

http://img197.imageshack.us/img197/8018/screenshot191.jpg

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OK I have a new problem. It's do with FNVEdit - I made a simple edit to the vanilla raider helmets in the geck, mostly so they would show up in fnvedit to edit the 'male biped model' to make them actually equippable and not hover over the side of the head. Because it is a vanilla item it has a green highlight over it and I can't edit the facegen model flags, is there an easy way to disable it?

 

I would prefer to edit the vanilla (and unused) helmets to allow my raider faction to use them instead of making new editorIDs because these are already integrated into the game and would save a lot of hastle.

 

It's probably a noobish question with an easy solution but I am still pretty new to the program and just need a quick fix.

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Uhm. When you have an override record like that, FNVEdit shows all the mods playing with that record in columns. Are you trying to edit the right column? If you've got Monster Wars selected and you're trying to edit the FalloutNV.esm column, it will smack you upside the head with a stick.

 

Edit: I started to say the RTFM stick then realized that FNVEdit doesn't really have a FM.

Edited by Xaranth
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Uhm. When you have an override record like that, FNVEdit shows all the mods playing with that record in columns. Are you trying to edit the right column? If you've got Monster Wars selected and you're trying to edit the FalloutNV.esm column, it will smack you upside the head with a stick.

 

Edit: I started to say the RTFM stick then realized that FNVEdit doesn't really have a FM.

Thanks for making me realise what an idiot I am :tongue: I was trying to edit the fallout.esm column, I really need to spend more time on this utility! Plus I have been obsessively modding this all day so that might contribute to my ignorance. Thanks again, you've been really great help and I have added you to my credits :thumbsup: (let's hope I don't have to post again on this thread!)

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