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RaceCompatability not loading in CK


TQWorld

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Posted

Hey all, 

 

I am trying to create a custom NPC using the Ningheim race, however, I cannot even get the RaceCompatability.esm (required for Ningheim) to load. I've tried loading without Ningheim and only trying to load the RaceCompatability.esm and no change. I've consulted the article on creating an NPC using this race but the tutorial assumes that you are able to load everything into the CK. 

 

I have modified the SkyrimEditor.ini to allow multiple masters and to accept Dawnguard.

SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa

In my attempts at getting this to work, I've added RaceCompatability.esm to the string above and I have also added in the below line which previously was not in my SkyrimEditor.ini:

SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa

I have also fudged it a little bit by changing the extension in the scripts above to read RaceCompatability.BSA (even though there is no RaceCompatability.bsa, only .esm).

 

Here is the error I am receiving:

 

 

Assert

 
File: C:\_Skyrim\Code\TESV\TES Shared\misc\BGSLocalizedString.cpp
 
Line: 2871
 
LOCALIZATION: Error opening or reading strings file.

 

After that, it's CTD.

 

 

I'm somewhat at the end of my rope here. My first attempting at modding is not going well at all. 

 

Any thoughts?

Posted

As it seems, RC was localized to use string tables.
You can undo this with TES5Edit or check if all string files are in place - if not, undo the localization.

 

TES5Edit delocalization:

  1. load the plugin,
  2. richt-click the loaded plugin,
  3. Other -> Localization -> Delocalize plugin,
  4. save,
  5. try again in the CK.

Just a quick warning: Delocalizing a plugin is not 100% error-free, so make a backup of the original file (TES5Edit makes one, if you choose so), so you can use this for playing the game. Using the delocalized plugin to play the game might lead to unforseeable errors.

Posted

As it seems, RC was localized to use string tables.

You can undo this with TES5Edit or check if all string files are in place - if not, undo the localization.

 

TES5Edit delocalization:

  1. load the plugin,
  2. richt-click the loaded plugin,
  3. Other -> Localization -> Delocalize plugin,
  4. save,
  5. try again in the CK.

Just a quick warning: Delocalizing a plugin is not 100% error-free, so make a backup of the original file (TES5Edit makes one, if you choose so), so you can use this for playing the game. Using the delocalized plugin to play the game might lead to unforseeable errors.

 

And THIS is why you are the Grandmasta of all things, not just typos. Thanks so much.

Posted

Thanks. ^^

if it helped, please mark this thread as solved, so others know that they might find a solution for their problem here.

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