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Showing results for tags 'eternal gratitude'.
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Hello Nexussists, I've got some troubles with a Mod I'm currently building. It's a rather classical two-levels Vault Interior, with a rather large central room where a large but reasonable amount of books are stored (I made them into SCOLS of bookshelves, to avoid them getting crazy because of the Havoc engine. It went very fine at the time.) The place loads fine, and I can navigate through it without any problem (even in the places where there are a -relatively- large amount of objects) but *everytime* I go in the south-eastern part of the first floor corridor FNV systematically CTD (and there isn't much in terms of light or object or anything, there). As if there was something there that the program couldn't compute. Going in the same place upstairs on the second floor is totally fine. Tried to go there after cleaning the place up, erasing entire rooms but the problem subsists, and I have no idea what it could be. There is nothing special there, only classical vault corridors. I don't know if somebody may help me with this, but I would be very grateful nonetheless. Thanks in advance for your attention, guys. Edit 1 : I use no other mod than the one I'm working on. Edit 2 : Seems like the problem disappears when I delete all the NPCs in the Interior. What could cause this? Navmeshes (haven't laid them yet) ? They have a good chunk of lines (Amongst 200 for each NPC) Edit 3 : Still no solutions, but at least I somewhat know how the thing is triggered : if a NPC is in the northwestern side of the interior, the game CTD when I go to the south-eastern corner of the place. Does that make sense to anyone ? Thanks again.
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Anyone that has played for a few hours on end knows how annoying it is to open the facility menu over and over to redo "boost yields" or places that have unique actions like the utility room in the fire fighter station on providence. If this is possible it should be figured out if it is possible to do this with producing meds/ammo and even satellite broadcasting at the command center. On the harder difficulties it would be great to refresh rationing automatically and then turn it off when its not needed anymore too. This would be the greatest QoL mod on the entire nexus for SoD2. At the very least can we get a discussion going about the feasability of this idea from people experienced with modding this game?