Man... I need help.

Post » Tue Jun 19, 2012 3:40 am

My mods works perfectly for me but not for others who use it. I can't figure out why.

Have I edited vanilla scripts? Yes, but only a few and very minor changes. Like renaming a property. I did this because I do not care how it affects the install I am currently modding. And since everything the mod changes is in the BSA the user(s) are safe to use the mod. But my mod isn't working for other players...

My mod for the most part edits the PlayerVampireQuest. I removed the default script and added my own that does mostly the same thing but with some different powers added, old ones removed and some adjustments to the stages of Vampirism. It works like a beaut on my system. But for everyone else my mod doesn't change anything other then the abilities I simply renamed. Even with my mod running their game still loads the default 'PlayerVampireQuestScript' even though it's no longer even in the quest with my mod!


It's killing me. What should I do? Is anyone willing to test my mod and take a look? Hopefully I'll get help but I'm determined to fix this problem and continue adding the features I have planned for my mod. I just need to learn what the hiccup is!


...thanks
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Shirley BEltran
 
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Post » Mon Jun 18, 2012 8:28 pm

My mods works perfectly for me but not for others who use it. I can't figure out why.
maybe this solves your problem:
Are you using a custom script that extends another custom script? There is a bug in the .bsa packager where if the parent custom script is not actually present in a base form in the game, then it will not be listed in the file selector for the packager. The solution is to create a dummy mesh that has the parent script attached, or manually include it in the .bsa on build.
http://www.creationkit.com/index.php?title=Special%3ASearch&profile=advanced&search=faq&fulltext=Search&ns0=1&redirs=1&profile=advanced
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Amysaurusrex
 
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