Would it be feasible to expand the mod to allow NPCs to hear sounds resulting from the player bumping into items (such as abandoned shopping carts for instance) or dropping/throwing items (such as glass bottles for example)? Basically, whenever the game determines that the player has interacted with an item and a sound needs to be played, have that sound be detectable by NPCs as well?
The mod is not working for me, I followed The Midnight Ride, but this is the only mod that is not working, any help?
EDIT: It seems the issue was with the Papyrus Common Library mod version 1.5.0. I downloaded version 1.4.3, added it as a separate mod in MO2, and let the older version overwrite the new one, and it worked. I don't know anything about scripts, but something in the new version of the Papyrus Common Library made this mod not work for me. It might be worth investigating.
I was getting some crazy stuttering while I was playing and felt like something was up so I turned off my game to check my save file. The size of the save was 77MB and when I finally got resaver to open it there were 75000 active scripts referencing HTO:Program. Not sure if this was just a coincidence or not, but it started happening when the ghouls from SKK Feral Nights started spawning. Any idea what might be causing this?
Can you reproduce this issue again, or is this some kind of rare bug? Maybe SKK's mod is somehow firing tons of hit events recursively. In the meantime, try restarting/resaving your current save. Any unused scripts should be cleanup up. If it's not helping, revert to an earlier save.
This happened very early on in my playthrough so I decided to just play it safe and remove HTO + HTE and start a new game. I tried to reproduce the issue on a new save before I removed it, but it seemed fine so maybe it was just a freak accident.
I'm still not 100% sure feral nights had anything to do with the issue because I noticed a previous save before feral nights triggered had a suspended stack. There aren't any source files so I can't verify, but I doubt feral nights is triggering any on hit events. Theoretically all that mod should do is just spawn a bunch of ghouls, right?
Does it means the enemy will ignore your shooting sound and just notice the broken bottles or something? Or the will notice both of them and search those two sound resources?
the mod works and is great. one thing though, is that if you break an item it gives you a misc item like HTO_glassshard which you cant use but it clutters your inventory, would be nice if it would either drop nothing or just drop vanilla materials like glass or ceramics
only this mod and two dismemberment mods - one that reduces dismemberments by type of weapon and another that gives a chance for a 2 secon slo-mo on explosion - do not seem to want to work. Other than that I also noticed that sprinheeljohn's lightweight perk up mod works but one or two of its perk descriptions don't seem to match his screenshots.
All's well otherwise. About 120 mods all in all, very carefully curated.
you do not install F4SE in your mod manager. you install it by unzipping it and dragging it into your game’s folder. there are instructions on f4se’s modpage.
i highly recommend following The Midnight Ride guide for a proper setup
Well, that's what I seem to vaguely remember from few years back, but then... if you look at the official F4SE installation instructions they do actually list vortex installation as a fully legit thing. I'm familiar with midnight ride too.
Also, at this point it seems that reinstalling the two dismemberment mods got them working. The only mod out of 126 installed that does not seem to budge is this one. No idea what's up with that, but thanks for help. I'll let you know if it get unstuck.
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EDIT: It seems the issue was with the Papyrus Common Library mod version 1.5.0. I downloaded version 1.4.3, added it as a separate mod in MO2, and let the older version overwrite the new one, and it worked. I don't know anything about scripts, but something in the new version of the Papyrus Common Library made this mod not work for me. It might be worth investigating.
Resaver Image
In the meantime, try restarting/resaving your current save. Any unused scripts should be cleanup up.
If it's not helping, revert to an earlier save.
I'm still not 100% sure feral nights had anything to do with the issue because I noticed a previous save before feral nights triggered had a suspended stack. There aren't any source files so I can't verify, but I doubt feral nights is triggering any on hit events. Theoretically all that mod should do is just spawn a bunch of ghouls, right?
v1.2.0 is still available in old files, but it's not optimized well due to how garden of eden's hit event is implemented.
Steam looks all updated.
All's well otherwise. About 120 mods all in all, very carefully curated.
Not sure what to make of it.
I do have the NG version of garden of eden indeed, but I'm not wandering about F4SE. Let me check.
All installed via vortex, but never had issues with it before so assuming it must be fine now also - all other mods are working.
EDIT: also I do not assume that having F4SE installed via vortex is an issue in itself, right?
i highly recommend following The Midnight Ride guide for a proper setup
I'm familiar with midnight ride too.
Also, at this point it seems that reinstalling the two dismemberment mods got them working. The only mod out of 126 installed that does not seem to budge is this one. No idea what's up with that, but thanks for help. I'll let you know if it get unstuck.