Help needed. Not all changes my mod makes get applied ingame

Post » Tue Jun 19, 2012 9:40 pm

Hey there.

I finally got around to finishing my Lunar Forge fix mod.

Sadly though upon making my final test I noticed that the changes I made to Sielnt Moons Camp Cells aren't all applied and the recipes aren't working.

Changes I made to the cells:
  • replaced the forge with my own special lunar forge that has a script attached to it to set a global variable based on the current daytime and Moonphase.
  • changed the dummyweapons to use my own LeveledWeapons
  • Replaced "Notes on the Lunar Forge" with my own version.
Other changes the mod makes:
  • Made my own lunar weapon replacements using an enchantment that actually does what the book says (absorb health). The original is a mess: Book says it's a vampire effect stealing health, weapon description says it's a burn effect, the actual applied enchantment modifies the weaponspeedmult of the target.
  • Made my own leveled lists as replacements.
  • Appllied "MagicDisallowEnchanting" keyword to the weapons to prevent the enchantment from being learned.
  • Created recipes that only work at my special Forge and when the global variable is set to 1.0. The recipes use my LeveledWeaponLists as created Object to allow for enchantment strength being based on player level.
Problems I have noticed:
  • The recipes aren't showing. This was working before the latest skyrim patch and before using my own leveled weapon lists. But it worked prior to the patch using the original leveled weapon lists.
  • The dummyweapons still create the original lunar wepons allthough my mod replaces the targeted leveled weapon list.
  • When using my clean save and traveling to Silent Moons Camp the book is not allways replaced.
Please, if anyone has hints on why my mod is such a mess now I'd much appreciate that.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Wed Jun 20, 2012 4:18 am

Hmm still got no clue what's going on. Would it be worth a try to look at the esp with aynother editor than the CK? Also is there a way to get debuging information from the actual loading of the esp?
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Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Tue Jun 19, 2012 6:02 pm

Still need help with this. I cannot get it to work. But I want that forge working in my game and possibly your games too of course ;). If you want/need to have a look at the esp and scripts leave a message and I'll email them to you (or tell me how to attach zips to my posts if that is possible at all).
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Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am


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