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new patch and mods!!!! BE AWARE!!!!


jaysus

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to all that experience problems with any of my mods and all the other mods since of yesterday...

 

its the darn fricking bloody new patch :wallbash: ... it messes with any old mod due to a timestamp verification system which outdates all mods prior to the patch and thus results in quite some funky problems... *.esm files are hit hardest but even *.esps suffer

 

as to the following thread, http://www.bethsoft.com/bgsforums/index.php?showtopic=941421, changing the timestamp of the mods alone wont necessarily work, youll also have to recompile your scripts and prolly other things aswell...

 

so plz refrain from rating mods bad due to them not working in the next few weeks and give modders time to react and recreate their mods... maybe even tell em if their mods are affected by it or if they work just fine even after the patch... many will prolly not even know about this conflict

 

(so approx. 5h of uploading, 1 week recompiling all mods, 1 day checking em, 10h answering hate mails due to broken mods... nh x 200$... (5+7x24+24+10)x200$.... 231x200$ = 46200$... k beth got visa?)

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well according to qzilla that is not true lol... he says only FOSE scripts need to be recompiled and one only needs to put fallout.esm back ontop... i dunno dont have the patch yet lol

 

but since i got alot of error reports since the patch release it sounds reasonable to me

 

will prolly have to try it tho i hate installing patches if somin works fine and fallout does for me... apart from the usual ctd and my vent going humingbee lol

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I'm gonna be a rebel and not install this 'new and improved' patch from Bethesda.

 

I wasn't that unhappy with the prior version.

 

Course now rebels like me with old version of the game may cause issue with updated mods. /sigh.

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Am I seeing a replay of Oblivion 1.2 hatred? Has been so many reports about serious memory leaking on XP, if the patch addressed it it is a must have. By it's own characteristics FOSE is specially vulnerable to patching at this moment. Something that should be expected and will be certainly addressed at the new version. Every modder should go standby for a while until the dust is settled. It's almost sure the DLCs will require the newer patches.
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Am I seeing a replay of Oblivion 1.2 hatred? Has been so many reports about serious memory leaking on XP, if the patch addressed it it is a must have. By it's own characteristics FOSE is specially vulnerable to patching at this moment. Something that should be expected and will be certainly addressed at the new version. Every modder should go standby for a while until the dust is settled. It's almost sure the DLCs will require the newer patches.

 

Yeah since the 1.1 patch adds the means to actually download the DLC's .

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Am I seeing a replay of Oblivion 1.2 hatred? Has been so many reports about serious memory leaking on XP, if the patch addressed it it is a must have. By it's own characteristics FOSE is specially vulnerable to patching at this moment. Something that should be expected and will be certainly addressed at the new version. Every modder should go standby for a while until the dust is settled. It's almost sure the DLCs will require the newer patches.

 

Yeah since the 1.1 patch adds the means to actually download the DLC's .

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  • 10 months later...
How would one recompile the stuff as you mentioned? I have never used GECK before so would not know what to do. I imagine it could be the reason why a bunch of the merchants seem to no longer be able to talk?

 

There's a `compile scripts' button at the bottom of the quest box in GECK. If you make any changes to a script you generally need to press that before saving.

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