All of my testing as well as my current playthrough with this mod installed has been done with save files that have never had any mods uninstalled, or changed between master types. If you believe you are having problems with this mod, and you have done either of those things to your save file, including making a supposedly "clean save," I won't be able to help. There are just too many variables at play that can cause any number of issues when you remove mods or change them between master types. Any mod troubleshooting should always be done with stable, healthy save files. Look under the articles tab for further explanation.
If you are unsure whether an NPC is affected by this mod or not, the articles tab contains a complete list.
I am not sure on this if it is a true issue/conflict or not but xEdit shows Faction Requisition Kiosks has a CELL conflict with this mod with XTV2 - Traversals (is this like Skyrim's Navmesh?) only in the Rock in Akila City.
So traversals are how NPCs do advanced movement across a navmesh, like jumping over railings or obstacles, climbing ladders, etc.
Here is what Elminster himself (xEdit developer) said about traversals and the XTV2 subrecord: "...it collects in one place information about all traversals that exist in that CELL, so any mod that makes changes to REFRs in that CELL will probably end up changing that XTV2 subrecord, which now means that any mods making changes in the same CELL will confict with each other, even if they just touch REFRs at opposite ends of the CELL."
This mod only adds small objects to the mentioned cells, like data slates, most of which don't actually affect traversals. Any overrides that show up with the mods you mentioned are probably benign. As long as those mods load below this one so they can override, everything should probably be fine
Thanks for taking the time to explain this so easily. I would not have guessed that Traversals are movement paths over objects! I am also happy that you have good guidance from Elminster. As I was wondering today, my thought was going to be just to load the effected mods lower than your mod. I appreciate the clarification.
do you have the original esp by any chance? This is a full master plugin dependent on a small master but unable to be edited in xedit so its a bit volatile. it can potentially cause infinite loadings in places like cydonia if other mods touch around it
I do have the esp, I can upload it as a miscellaneous file if you need it.
I added the small master SFBGS008.esm to avoid breaking city maps, but if it's confirmed to cause problems then I can consider removing it as a dependency
I had an issue where one of the constellation members I had yet to meet was on Atlantis and advanced a quest for me without meeting Vlad at the Eye. Andreja was just wandering around Atlantis and I'm not sure if that is intended.
I just double-checked everything in xEdit and I can confirm that Andreja and all of her associated quests are not touched at all by this mod. I do recall running into this bug myself, although I didn't have time to figure out if it was a vanilla bug or caused by another mod
I think you're asking if you can translate this mod into French? If so, yes, permissions are open for translations. I think it's already been translated into a couple other languages
FlippingEggs , thanks, no i ask you if is necessary to traduct in french, i wants my games in full french, your mods add voice or just text form npc ? Thanks
I couldn't find Ravioli (the bot at Jemison) and I wondered where it went since it was definitely the night shift. And then I went to the public square and saw its "corpse" lying there out in the open. It seems we have a proper whodunnit on our hands. Personally, I think it was UC Security. They gunned down some civilian lady in the well just the other day and I have no idea why. With that being said, the bot sure did have an attitude... So who knows?
Considering Amoli has been programming him while high on Aurora and/or drunk on Chandra, I'm not surprised someone decided to take him out...
But the serious answer is, I had to make him a member of the UC Faction in order for aggro to trigger properly if you choose to attack him through dialogue, so if a fight breaks out nearby it is possible that he will try to help anyone else who is in the UC faction and get killed in the process. I can consider changing his "ally assistance" settings to prevent this or just make him protected (only the player can kill).
Also, I don't know if it's been fixed, but I think there used to be a rare vanilla bug where NPCs would randomly get launched hundreds of meters in the air, then fall to their deaths, so that could be another possibility
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If you are unsure whether an NPC is affected by this mod or not, the articles tab contains a complete list.
Other worldspace conflicts found are with the Commerical District in New Atlantis with XTV2 - Traversals with Falkland Systems Ship Services
and in Red Mile some XTV2 - Traversal conflicts with Settled Systems Shuttle Service
Just wanted to report that, not sure if it will be a issue in game or not. Thanks.
Here is what Elminster himself (xEdit developer) said about traversals and the XTV2 subrecord: "...it collects in one place information about all traversals that exist in that CELL, so any mod that makes changes to REFRs in that CELL will probably end up changing that XTV2 subrecord, which now means that any mods making changes in the same CELL will confict with each other, even if they just touch REFRs at opposite ends of the CELL."
This mod only adds small objects to the mentioned cells, like data slates, most of which don't actually affect traversals. Any overrides that show up with the mods you mentioned are probably benign. As long as those mods load below this one so they can override, everything should probably be fine
I added the small master SFBGS008.esm to avoid breaking city maps, but if it's confirmed to cause problems then I can consider removing it as a dependency
But the serious answer is, I had to make him a member of the UC Faction in order for aggro to trigger properly if you choose to attack him through dialogue, so if a fight breaks out nearby it is possible that he will try to help anyone else who is in the UC faction and get killed in the process. I can consider changing his "ally assistance" settings to prevent this or just make him protected (only the player can kill).
Also, I don't know if it's been fixed, but I think there used to be a rare vanilla bug where NPCs would randomly get launched hundreds of meters in the air, then fall to their deaths, so that could be another possibility
I vote protected status. :) I miss his jokes!