Hi LB, good to hear from you. I have spent the last 2 weeks porting the Immersive Mod Pack over to the Creator Kit. It was not easy. There are some vital blueprint nodes which are not exposed to blueprints in the CK, so I had to basically rewrite about 95% of the logic. Anyway, I recently finished porting it over and uploaded it... at which point I encountered a bug in the CK's Cooker which is affecting all the gameplay modders. Basically, if you add a new item to the game's database and use that item in your mod (as I do a lot in mine) that item is not recognised by the Cooker, so it gets rejected and wiped. As a result a lot of gameplay mods, including mine, simply won't work. The devs at Avalanche are looking at this now. Hopefully they will be able to fix it soon. Until they do the CK version of this mod is in limbo I'm afraid.
There's no reason to switch from the Nexus version of Time Dilator to the CK Version. But if you do there's no special instructions. Just don't have both installed at the same time!
Thanks for your time porting it over and the explanation, I appreciate it! Glad to hear you were able to port it over, well almost. Hopefully that issue gets fixed soon.
I wanted to try my hand at some Hogwarts modding, so I downloaded the CK. I did not realize unpacked it was going to be 300+ GB!? So that almost filled my SSD. Even on the SSD, it was just so slow to start up and the entire interface was just laggy for me. I do not have a potatoe PC by any means, so not sure what was going on there. I can run most games on high settings just fine, but no ray tracing.
In any case, there was no way I would be able to even fiddle around with it like that so I removed it.
The Nexus version of this mod should work fine with the current version of the game. Just follow the installation instructions as usual. However, if any of your in-game mods make changes to the SQL database those changes will be erased if you install any Nexus mod (like this one) that alters the SQL database, so those in-game mods will stop working. I have ported this mod to the Creator Kit (i.e. the in-game modding system) but it doesn't work yet due to a bug in the Creator Kit. Until that bug is fixed mods that use "Stations" (like this one and nathdev's Class System mod) can't run via the in-game modding system.
it's good to hear this mod can be used on this current version of the game. how to install this mod with UE4SS ? the description only give instruct with apparate
My mods aren't designed to be loaded using UE4SS I'm afraid, so they can't be loaded that way. This is partly because BPA is easier, and partly because UE4SS used to (maybe still does, I dunno) cause the game to crash so I didn't want to use it.
When you say it doesn't work, do you mean that nothing happens when you press F8? If so, did you try pressing Fn-F8 instead of just F8? Some keyboards require that. (Also try ALT-F8, CTRL-F8 and Win-F8 just in case.)
i have tried all variations of F8 (shift, alt, etc) but F8 is not working. some people said that Apparate Modloader is not compatible with current version of the game, also not compatible with in-game modding system too. but when i use UE4SS , i dont have any problem.
Do you have "Posture Check - Animation Overhaul" installed via the in-game modding system? If so, that is known to be incompatible with BAM. Maybe some other official mods too. I don't think the modding system itself is incompatible though - I have the official modding system running together with BAM and Immersive Modpack just fine...
Ah i see so the problem is official mods, not the modding system. clearly i cant play this mod because Apparate Modloader is not compatible with many official mods. i should wait for your mod become official mods (after Dev fixing the bug) or if any Immersive Modpack using UE4SS version instead of Apparate Modloader. Thank you so much for your response
They are 99% compatible and should not cause any crashes. The only incompatibility is that nathdev's Class System mod chooses NPC's at random to attend his classes... which can sometimes include my pyjama-wearing students (even though his classes happen during daytime). nathdev is aware of the problem and has said he'll fix it in a future update, but I'm not sure when that might happen.
That's the error I would expect if you selected the wrong game version. Look inside the file `Steam\steamapps\common\Hogwarts Legacy\Phoenix\Content\Data\Version\DA_Version.txt` and you'll see the version number of the game you're running. Is that the version you're choosing in HMM?
I tried the same thing and got the same error. Looks like there's a bug in HMM. I have therefore created and uploaded a special version of the mod for people who are running an old version of the game. You will find it on the FILES tab under "Optional Files". For historical reasons it's called the "FebVersion" of the mod. Remove the version of the mod that you have installed currently and install the FebVersion instead. Use HMM to merge the SQL file with any other SQL mods you might have then delete it from ~mods and replace it with the zMergedMods.pak file. (HMM should work with the FebVersion.)
When are they attacking you? They're supposed to attack you if you enter their houses or shops at night. Are they attacking you at some other time as well?
This actually happened to me once, I thought it was just a fluke so didn't really think anything of it. Just chiming in here, since op reported it as well. I am actually not 100% sure the NPC was a shop keeper, but they ran out of a house and started to attack me. It was only that one time though and only that one NPC. I do not run through hogsmead at night that often though, so will try again later and report back.
Okay thanks. There's a house just below Zonko's where the guy from the Cauldron shop is supposed to sleep at night. But thanks to a bug in the game (something to do with the NAV mesh I think) he get's stuck near the doorway and never makes it into the house. As a result, when you pass that house he can aggro on you and start firing spells before you enter the house. In the new version of Immersive ModPack (which I created using the Creator Kit) I've implemented a system to prevent shop-keepers from attacking if they're outdoors. So this problem will be addressed eventually. But there's still no word from Avalanche on if/when they will fix the Creator Kit's Cooker so I am still unable to cook and publish the Creator Kit version of the mod. It is also extremely difficult to transfer mods from the Creator Kit back to the Custom Engine, so I can't easily update the Nexus version with those changes. For now, we're stuck waiting for Avalanche to fix the Cooker.
This works with using official in-game mods? I just follow instructions in description, installing this, Time Dilator and Emote with any npc the old way and all other mods through official in-game mods?
Starting a new save thought I'd ask while building out my mod list. Was under the impression the new official mods broke the old mods.
Hi, I absolutely adore this mod and have been using it for a while. For about a week I've had a bug where all the NPC's stand in a group and don't move unless I fast travel away. I've checked all of my other mods and couldn't find anything that was causing it. The only mod I have merged with this one normally is the class mod (which I've removed and it still did it) I'm not sure what to do from here.
Hm... Press F8 to make sure the ImmersiveModPack is still in the list of loaded mods. If yes, install and run the Mod Merger Checker to see if you have any other SQL mods that need merging.
You can't, unfortunately. You must get Blueprint Apparate Modloader working. It might be worth noting that on every occasion that I've investigated someone having a problem with Blueprint Apparate Modloader it has turned out to be a user error.
Hello. Excuse me, but are you still accepting mod requests? Is it possible to create a mod that adds rolling dodge to companions? Companions mod includes protego but not rolling dodge. I would appreciate it if you would consider creating one whenever you have time.
sorry. It seems like the wording was strange because I wasn't familiar with the terminology of the game. To be exact, it was a Dodge Roll. I will correct it.
If I knew how to do that I would happily do so, but I've never looked at the game's companion system. There's another modder who has done that though, so I would suggest making your request to Dan Br3ton.
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I was just wondering if you are able to, or working on converting this mod to the in game mods at all?
Semi related, I saw you have time dilator in game now. If I have time dilator installed from nexus here, is there a reason to switch at all?
If I wanted to switch though at some point, would there be any special instructions I would need to do to not mess something up?
Thank you!
LB
There's no reason to switch from the Nexus version of Time Dilator to the CK Version. But if you do there's no special instructions. Just don't have both installed at the same time!
I wanted to try my hand at some Hogwarts modding, so I downloaded the CK. I did not realize unpacked it was going to be 300+ GB!? So that almost filled my SSD. Even on the SSD, it was just so slow to start up and the entire interface was just laggy for me. I do not have a potatoe PC by any means, so not sure what was going on there. I can run most games on high settings just fine, but no ray tracing.
In any case, there was no way I would be able to even fiddle around with it like that so I removed it.
SQL logic error
table MissionNamedGroups has no column named Platform
This actually happened to me once, I thought it was just a fluke so didn't really think anything of it. Just chiming in here, since op reported it as well. I am actually not 100% sure the NPC was a shop keeper, but they ran out of a house and started to attack me. It was only that one time though and only that one NPC. I do not run through hogsmead at night that often though, so will try again later and report back.
EDIT: Deleted my question, it was mostly unrelated to this mod specifically and is basically answered in the description, but I'll leave the praise :)
Starting a new save thought I'd ask while building out my mod list. Was under the impression the new official mods broke the old mods.