For anyone having the issue of certain buildings (including doc mitchells house) teleporting everything in front of the door, make sure you download the extra file as it includes a patch for this
Just spent an hour trying to figure out why everything in Doc Mitchell's house (including me and him) spawn in front of his door. No idea why this mods would cause that to happen though.
When I check weight off, shouldn't all chems get no weight? Cause cigarettes, jet and others still have weight (here is a paint "montage" of two other exemples)
(LINK of the image, if it doesn't load on your browser)
this could use some hardcore functionality. such as the stimulante affecting sleep like caffeine in nuka-cola and deponents affecting like alcohol. other then that i have enjoyed like mod for the few years i have been using it.
yeah i use the Craftpack mod and the Craftmaster file overwrites (i think) the function of the chemistry Set. i dont be able to make chems of this mod but dont want to uninstall CF. someone know how to deal with it? thx
I deleted Dialog Topic and Talking Activator in FNVEdit but still got crash in place/ cell where this mod edited either by enter interior cell or fast travel to another cell. Wish someone would take over this promising mod.
Figured I would go ahead and share w/ everyone how I was able to ""fix"" the issue w/ Doc Mitchells and said Junknado's. I first followed the advice given below by "JULOZAKI" and went into FNVedit and deleted "Dialog Topic" and "Talking Activator". I had also came across This and followed the directions by deleting the ESM header. I have been able to completely start a new game and play w/out and negative consequences.. so far. I do need to state that I, in no way, know what I'm doing exactly, I just wanted to share what has worked for me so far. Whether this will have detrimental effects in the long run, well.. I guess I'll find out. Follow directions at your own discretion.
I've opened up morechems.esp in edit.. where are the dialogue topic and talking activator boxes exactly? They don't show in the first list of things you see. Thanks
Hey there, so the dialog topic and talking activator will be among the many other things that are located under the file header that have a box with a plus on the right hand side.. its hard to explain.. So if i open morechems.esp in edit, then click on the dropdown box, then look alphabetically, dialog topic should be between "door" and "object effect". Same process for talking activator, which should be between "static" and "terminal". Now mind you, since i deleted these, i no longer actually have them, so i dont really know if thats 100% where they are, but its all in alphabetical order so i would assume thats where they will be.
First off, thanks for the quick response.. I've figured out why I appear to be so blind lol. I'm just coming back to modding after a long break and have been reading the comments of previously downloaded mods..long story short, turns out that I already went through this whole process way back and forgot all about it lol I'm losing it.. re-downloaded it to confirm my theory and then, sure enough, there it was in the list... FACEPALM Thanks though!
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Updated version of the mod that fixes and expands it a little
Cause cigarettes, jet and others still have weight
(here is a paint "montage" of two other exemples)
(LINK of the image, if it doesn't load on your browser)
other then that i have enjoyed like mod for the few years i have been using it.