zippy57 Posted August 20, 2012 Author Posted August 20, 2012 Regarding your first spoiler: Karrens is not supposed to follow you. She does not follow the player when I test it on my computer. She initially speaks to you via a one-time StartConversation command, so after she talks to you she has nothing telling her to follow you. Did she start following you after talking to you, or did she suddenly appear on the lower floor? I can't reproduce this behavior. Also, that room isn't empty. As for the nurse: What she is intended to do (and what happens successfully when I test it) is run back to her editor location (right inside the door), locking the door behind her, and then disable herself (due to the time it takes the door to animate, visually she disappears BEFORE the door closes). Like Karrens, the Nurse talks to you via a one-time StartConversation command and should not have anything telling her to start conversation a second time. Once again I can not reproduce this behavior. Not sure what else to tell you. You may just have something weird going on in your game.
fritz_t_coyote Posted August 20, 2012 Posted August 20, 2012 Thank You! Now we understand why it seemed to be impossible to succeed. It IS. It Would be nice if the quest assigner dialogue made it clear that the 'failure' was not fatal, and that more missions may come along. Something like "Damn, so they got you too. Don't worry about it. I'll let you know if I have any more work for you." will prevent a ton of confusion. Or maybe an option to 'describe hallucinations in detail' would allow a quest complete/success outcome? But, quibbles aside, thanks for a nice addition to the mod.
Citlalicue Posted August 20, 2012 Posted August 20, 2012 Hm. I'll have to try doing a clean save again and see if anything changes, but to reply: I didn't notice her actively following me, but after searching the room and getting injected, I found her standing at the bottom of the stairway I had come down. Do they have any behaviour that makes them use the residential area? If so, it's possible she might have just been standing there because she got locked in when I triggered the event and the doors locked. As for the nurse, she definitely doesn't disable herself or lock the door in my game (And someone else mentioned going near her afterwards turning them invisible a bit earlier in the thread, so I assume they're having the same issue as me). Also, I just double-checked, and the room is definitely empty for me as well, unless I'm completely blind. I'm going to try doing another clean save and possibly reinstalling a few mods to see if that fixes anything. I just updated all of the required mods (along with a few others) before trying this, so that shouldn't be the issue, though it's always possible that something did go wrong while I was doing so.
zippy57 Posted August 20, 2012 Author Posted August 20, 2012 fritz_t_coyote: The quest was originally supposed to lead immediately into the follow-up quest. Unfortunately, the first part ended up taking so long to develop that I felt it was a bad idea holding off updating the Store until I finished the second part. While planning the second half I then ran into a mental block and couldn't find a way around it so I moved on to another project, which usually helps me, and it did. After the first mission in Agent is debugged a bit more, I'll return to the second half of the quest. The main problem is that the person testing the quest's basic structure was the same as the person who was creating it. It never occurred to me that people wouldn't figure out it was unwinnable because I already knew it was and it seemed obvious to me. I foresee this being a problem in the future as well, as now that I think about it at least one event I have planned for Agent is something that happens regularly in-game as a glitch. I'm going to have to change that event so the player knows it's supposed to happen that way and no, nothing is wrong. I'll try to revise the quest-end dialogue as a placeholder until the second half is done. When the second half is in there it should be fairly obvious that the first half had to play out the way it did. Citlalicue: Covert Op uses only vanilla assets or assets included in the SexoutStore.bsa. There should be a beam of light in the center of the room you say is empty.
Citlalicue Posted August 20, 2012 Posted August 20, 2012 After trying again, I did find what was in the room (And managed to complete the quest... as much as it can be completed, anyway), but I didn't see any beam of light. As for the nurse, she does seem to disappear while the door is closing, now that you've mentioned it, but when I go near the door she appears again half inside of it and it opens, then she does what I mentioned before. Not sure what the cause of that is. Also, Tina Karrens didn't seem to follow me down there this time, but I did run into the heavy armour salesman in the residential area after it got locked down.
zippy57 Posted August 20, 2012 Author Posted August 20, 2012 You're running the SexoutStore.esm and not the .esp, right?
Citlalicue Posted August 20, 2012 Posted August 20, 2012 Yeah, running the new esm, I removed the old esp as well.
zippy57 Posted August 20, 2012 Author Posted August 20, 2012 That's odd... I can't think of any reason why it's not there.
Citlalicue Posted August 20, 2012 Posted August 20, 2012 Okay, I stand corrected. It is there, just not very noticeable (which could be a result of my graphics settings): This is what I see looking into that room: http://i.imgur.com/eSgJO.jpg Without knowing what to look for, the spot of light on the floor didn't stand out too much, and I probably just passed what's on the floor off as part of the floor the first time, as vault floors tend to have things like that. It's easy to spot now that I know it's there, but unless it's something in my settings making it like this, the light is very faint and doesn't stand out much (especially if someone were using their pipboy light to navigate the dark hallways). Also, sorry if I'm coming across as complaining a bit too much. It's not my intention, just trying to give as much information as possible.
zippy57 Posted August 20, 2012 Author Posted August 20, 2012 Your link is giving me a 403 Forbidden error. I honestly didn't expect anyone to have their PipBoy light on until at least the Silent Hill corridor. I tried to keep it bright enough so they didn't turn it on until the big dark room, but my monitor may be brighter than most. I'll look into lighting those corridors a bit better so the player isn't using the PipBoy yet. And you're not coming off as complaining. Feedback is always good. For example, the beta version didn't have the beam of light (which is why I asked which version you were using). It just had the key and the light on the ground. Not only were most people not seeing the key, but due to an oversight you didn't have to actually pick up the key to proceed. People kept missing the key, walking down the new corridor, and then getting to the dark room to find an impassable locked door. Whoops.
Citlalicue Posted August 20, 2012 Posted August 20, 2012 Huh, never had problems with linking to imgur before, but I'll try another host: This one got shrunk a little, but it should be okay. I'm at the point where I can't even remember half of the mods I've added to this install of FNV in the past (I've managed to go that long without completely breaking it and needing a reinstall). I think I used something in the past to make nights darker, which might affect this (though I have no .esps to that effect now, that doesn't mean I can't have something left over that's affecting it).
srayesmanll Posted August 20, 2012 Posted August 20, 2012 zippy57: "Your link is giving me a 403 Forbidden error." - Every time I get that, I just clicked into the url for the image and hit Enter, and it reloads. Weird, but it does it to me for all of the images stored there.
zippy57 Posted August 20, 2012 Author Posted August 20, 2012 Well... That works for me too. Interesting... Going to look at that spot in my game to see if it's actually a lighting issue on your end or if this is another case of "I know it's there". EDIT: Without PipBoy light:With PipBoy light:
Citlalicue Posted August 20, 2012 Posted August 20, 2012 Hm. So that's definitely something on my end then, since that looks a lot brighter than it does for me. Unfortunately, I don't really have any good way to know for sure whether it's something left over from an old mod or another setting that's causing it without doing a full reinstall (or picking through all of the files), which I don't really have the time to be doing right now. Anyway, thank you for the responses, and I'm looking forward to the continuation of this and the Agent mod.
prideslayer Posted August 20, 2012 Posted August 20, 2012 Citlalicue, that "issue" of not knowing what's causing what goes way entirely if you use FOMM. (Or NMM or Wrye, but I endorse FOMM).
Citlalicue Posted August 20, 2012 Posted August 20, 2012 Citlalicue' date=' that "issue" of not knowing what's causing what goes way entirely if you use FOMM. (Or NMM or Wrye, but I endorse FOMM). [/quote'] I do use FOMM, and I know that it's not something that one of my currently active .esp/.ems should be causing. What I don't know is whether there are other files left over from some old mod that I didn't fully delete, as that's something I've run into multiple times in this game as well as FO3 and Oblivion. It could also be something unrelated, the problem is just that I don't really have a good way to be sure, other than a lot of trial and error.
prideslayer Posted August 20, 2012 Posted August 20, 2012 Citlalicue' date=' that "issue" of not knowing what's causing what goes way entirely if you use FOMM. (Or NMM or Wrye, but I endorse FOMM). [/quote'] I do use FOMM, and I know that it's not something that one of my currently active .esp/.ems should be causing. What I don't know is whether there are other files left over from some old mod that I didn't fully delete, as that's something I've run into multiple times in this game as well as FO3 and Oblivion. If you deactivate the mod in FOMM, then everything in it is deleted, no question. Are you saying you installed some before you started using FOMM?
Citlalicue Posted August 20, 2012 Posted August 20, 2012 Citlalicue' date=' that "issue" of not knowing what's causing what goes way entirely if you use FOMM. (Or NMM or Wrye, but I endorse FOMM). [/quote'] I do use FOMM, and I know that it's not something that one of my currently active .esp/.ems should be causing. What I don't know is whether there are other files left over from some old mod that I didn't fully delete, as that's something I've run into multiple times in this game as well as FO3 and Oblivion. If you deactivate the mod in FOMM, then everything in it is deleted, no question. Are you saying you installed some before you started using FOMM? Not exactly before I started using FOMM, but I was originally just installing everything manually that didn't come pre-packaged as a .fomod, and using FOMM to manage load order and activate/deactivate mods. (Though more recently I've been packaging everything myself to make uninstallation easier, even if it takes longer to install). I know that some loose files (textures, meshes, etc.) will continue to be used even without an active mod if they replace vanilla resources, so all I was saying is that I'm not sure if that might be the case here or not.
prideslayer Posted August 20, 2012 Posted August 20, 2012 Ah ok. I should've been more clear, when I say "use FOMM" I pretty much always mean "Use it to install all your mods, no exceptions" -- not just as a load order tweaker.
Citlalicue Posted August 20, 2012 Posted August 20, 2012 Ah ok. I should've been more clear' date=' when I say "use FOMM" I pretty much always mean "Use it to install all your mods, no exceptions" -- not just as a load order tweaker. [/quote'] Yeah, that's what I do now (and have for a while), though I'm sure I still have bits and pieces of old mods lying around in my data folder, since this is a fairly old installation. I really should do a full reinstall sometime to get rid of all of that.
greenguy Posted August 24, 2012 Posted August 24, 2012 I got a major fps lag when I enter the bunker. Anyone know what could be causing it or how I can help fix the problem? I have all the latest SCR and Sexoutstore stuff installed.
ChancellorKremlin Posted August 24, 2012 Posted August 24, 2012 Holy fucking shit Zippy, did you ingest some bad mushrooms or something? That was some freaky shit. DAMN RIGHT MY PIPBOY FLASHLIGHT IS ALWAYS ON! Its misty outside, its 12:33AM and I'm scared. Thank God for dubstep. Anyway, that was some weird shit. I especially liked how it was totally unexpected, you go downstairs to get some evidence and BAM hell happens. I am also getting the "nurse" reappears if I approach the door, and keeps trying to talk to me issue. Other than that and a few graphical glitches here and there, everything ran smoothly. The corridor that only opens when you go round it a few times was fucked up too. I want more!
ChancellorKremlin Posted August 24, 2012 Posted August 24, 2012 Also, when you say "below SCR" do you mean below like this: SCR Agent Or before, like this Agent SCR ?
Halstrom Posted August 24, 2012 Posted August 24, 2012 Also' date=' when you say "below SCR" do you mean below like this: SCR Agent Or before, like this Agent SCR ?[/quote'] As Agent uses SCR resources and I think Store Resources it needs to load after them to access them, otherwise it loads into the game, looks around for stuff it wants then has a fit because the stuff it needs isn't in the game yet.
zippy57 Posted August 25, 2012 Author Posted August 25, 2012 Sorry for the delay, real life happened. I mean: FNV [skip...] Sexout SCR [other Sexout.esms] Store [other esms] Agent Don't expect a fix anytime soon. I updated one mod, ONE! And FUBAR. It was Arwen's tweaks. It said it didn't need a clean save. I gave it one anyway. Nope, it apparently died. I ended up able to get Med-Tec stat penalties, but couldn't bring up the menu to heal anything. No save I had worked. So I had to give up my 30 hour game and start a new one. CRASH before Doc Mitchell says anything. So I disable all mods but the ones important for the opening. Perk mods, trait mods, stat mods etc. Right after the game asks me if I want hardcore mode, I die. I turn on god mode the next time around. It crashes two seconds after the dialogue closes, but before it does I notice that the game apparently gave me lethal food and water levels as soon as I activate hardcore mode. So I disable everything but FNV and the official DLC. CRASH in the same spot. So now I'm double-checking all my mods, getting all the most up-to-date versions into FOMM, then I have to wipe the Data directory, verify the cache, go through the opening, get out of that stupid house, and then reactivate all my mods and hope Arwen's isn't just totally broken and I did all of that for nothing. Rant over.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now