Azuvector states that his file can be used or modified, so I did my best to fix this mod and have uploaded it here.
It looks like he mistakenly used the "Recompile All" function in the GECK and added all the scripts in the game to this mod. Seems to be a fairly common problem - never ever use Recompile All! I have tried the new esp and it worked fine for me.
Please note that I take no credit for the idea or the original mod, I just wanted to fix a mod that I would like to use.
Breaks Broken (heh) Steel. As mentioned before, the game ends just as though BS wasn't installed. Also, can't use a follower to activate the purifier. Other content seems fine.
Reason: this mod contains 1258 (one thousand two hundred fifty eight!) redundant (duplicated) script entries. FO3Edit can clean it, leaving only SchematicsFlamerItemSCRIPT.
This mod is having some serious problems with Broken Steel. I have narrowed down two bugs to this mod, both wouldnt occure after disabling just this mod: 1. The game will simply end like with pre Broken Steel, "2 weeks later" never appears on the screen. 2. Rotchild will ask you to stand next to the map and you will keep activating him just to hear "closer please" or something like that. He will never talk to you.
Both problems were solved when deactivating flamer schematics.
6 comments
Azuvector states that his file can be used or modified, so I did my best to fix this mod and have uploaded it here.
It looks like he mistakenly used the "Recompile All" function in the GECK and added all the scripts in the game to this mod. Seems to be a fairly common problem - never ever use Recompile All! I have tried the new esp and it worked fine for me.
Please note that I take no credit for the idea or the original mod, I just wanted to fix a mod that I would like to use.
Would like to know if it has a custom model, suspecting not though.
Would like to endorse when this is fixed.
As mentioned before, the game ends just as though BS wasn't installed. Also, can't use a follower to activate the purifier. Other content seems fine.
Reason: this mod contains 1258 (one thousand two hundred fifty eight!) redundant (duplicated) script entries.
FO3Edit can clean it, leaving only SchematicsFlamerItemSCRIPT.
1. The game will simply end like with pre Broken Steel, "2 weeks later" never appears on the screen.
2. Rotchild will ask you to stand next to the map and you will keep activating him just to hear "closer please" or something like that. He will never talk to you.
Both problems were solved when deactivating flamer schematics.
You want to create a new container to put it in. You just have to set it to not respawn and then he'll sell it once and it'll be gone forever.
I thought about a new flamer model constructed from junk like the shikesbab but I am too untalented to build something like that