This is a great little mod that fixes what immediately stood out as a glaring issue with what is otherwise a fantastic mod. One thing I've noticed, though, is that this mod seems to stop Loot Menu showing with the new ash piles and body parts.
I'm assuming you don't have the dlc? Or you didn't delete the other 2 esp files, SMH. It literally states to only use one of the esp files in the file so when you use vortex or manually download it only have one in the file, so in vortex click the down arrow right next to the remove button on the mod and click open in file manager, then delete 2 of the esp files that you don't need. The files say no dlc, so use this if you don't have the dlc, and the no GRA is "gun runners arsenal" obviously another dlc, so if you don't have GRA use it. But I'm pretty sure you just bought the game with the recent sale meaning you have all the dlc so just delete the 2 other files other than the all dlc esp.
If you still here, I need help. Looks like the more perks don't recognize the piles. Granted I'm using the data from other mod ( 60001 ). Any idea how to fix?
So In short the ash will only disappear when until the enemy that's been killed by plasma or laser will respawn, so as of now the ash/goo pile stays there so the player can look to make sure nothing is missing.
what is the difference between your mod and the "Eve moveable piles" patch found on the download page of the EVE mod (https://www.nexusmods.com/newvegas/mods/42666?tab=files) ?
The first seems to only touch meshes, and yours seems to touch quite a lot more stuff (scripts included) in an ESP. Is EVE's patch not enough ? Is it advisable to use both ?
That only allows the ash piles to be grabbed by the player, in case anything's covered by them or they end up in an awkward spot. This keeps that from happening in the first place, by making the game treat the ash piles like its own, so they're stuck to the floor and things will (Generally) be pushed above them. They're also linked to their corpse, so no need to worry about the contents getting updated after death and having a script running to check for and keep transferring new contents just in case; the inventory with these points directly at the corpse, so it's the same as you searching the corpse directly.
What do you mean 'both'? Both versions of this mod, both this and EVE, this and the movable piles mod...? You only need one version of this mod, but you need the appropriate EVE to go with it. For the normal version, you just need the linked EVE mod. For TTW, you need to find its special version of EVE and follow the instructions, but installation of this mod is the same. You don't need the 'Movable Piles' optional EVE file, since this mod makes it obsolete, and it could possibly cause issues when trying to move static ash piles.
Oh, I would love to see a patch for the TTW version of EVE. It's slightly outdated, but the only issue with the ash piles is this mod not taking in to account, and removing references to, the Fallout 3 side of EVE's ash piles. It's simple work, if a bit tedious.
It turns out you don't need to really do anything! I've made the patch myself. I was right when I suspected it would be tedious, because hoo boy that wasn't very fun. I've been testing it for a few hours now and all the various remains seem to link to the proper people, so gameplay and visuals would appear to be just fine. (I may have even found a bug or two and fixed them! Probably.) There is an error that occasionally gets posted in the console about a null reference, but it doesn't seem to affect anything and I'm not certain why it's happening (I'm not used to doing such advanced stuff with the Geck), but as long as I'm unable to locate the error (Which may admittedly have something to do with me spending the entire night on this), I can't do anything about it. I did directly alter your 'All DLC' esp though, so... would you mind if I uploaded that as a TTW version of your mod? Oh, or would you want to upload it here as an optional file maybe?
I had forgotten about this, I don't use TTW so I wouldn't really be able to take a look to see how you did. And yes, if you redid it from scratch I commend you because boy was it tedious... at first I was commenting out script parts "just in case", but at some point I just said screw it and applied the Supr key liberally. If I had the big picture I'd have made it a function call party, but if it ain't broke...
I'd say it's best to upload your work here, if you agree. I did talk with weijiesen while making this mod and I think it's for the best to have this kind of stuff for EVE centralized. As to how to do it, I can give you access, though then I'd appreciate it if you're the one who maintains the TTW plugin. Or you can send me the file and I can try to take care of that, if you prefer. In any case you certainly deserve credit.
I had thought about rewriting some of the scripts to just call more general functions since I was going through it all anyway, but yeah, it ain't broke. If there's one good thing about repetitive work, it's that you can usually watch a show or something while doing most of it, so it wasn't unbearable. The most stressful part was altering scripts which were exclusive to Fallout 3's EVE, but it was a nice learning experience.
I wouldn't have much of a problem with it being uploaded here; it would feel like a waste to make anyone else go through this process after I've just done it. I guess I'll send you a PM with the file, then? I will warn you that there was one crash during a death animation, but I haven't been able to reproduce it, so I'm hoping it was a one-off. I also commented out lines in the activator scripts referencing something called an 'EVELootToken' which doesn't exist in TTW's EVE version, so I'm hoping that was just a failsafe for installing this mod part-way through a playthrough. However, we can reasonably assume that it never existed in a person's playthrough if they were using TTW-EVE, so it shouldn't be a problem? If there are any scripts you're particularly interested in seeing (I would certainly appreciate an experienced eye taking a peek), I could include their source in the attachment.
20 comments
Or you didn't delete the other 2 esp files, SMH. It literally states to only use one of the esp files in the file so when you use vortex or manually download it only have one in the file, so in vortex click the down arrow right next to the remove button on the mod and click open in file manager, then delete 2 of the esp files that you don't need. The files say no dlc, so use this if you don't have the dlc, and the no GRA is "gun runners arsenal" obviously another dlc, so if you don't have GRA use it. But I'm pretty sure you just bought the game with the recent sale meaning you have all the dlc so just delete the 2 other files other than the all dlc esp.
Looks like the more perks don't recognize the piles. Granted I'm using the data from other mod ( 60001 ).
Any idea how to fix?
what is the difference between your mod and the "Eve moveable piles" patch found on the download page of the EVE mod (https://www.nexusmods.com/newvegas/mods/42666?tab=files) ?
The first seems to only touch meshes, and yours seems to touch quite a lot more stuff (scripts included) in an ESP. Is EVE's patch not enough ? Is it advisable to use both ?
Thank you for sharing your mod with us.
This keeps that from happening in the first place, by making the game treat the ash piles like its own, so they're stuck to the floor and things will (Generally) be pushed above them.
They're also linked to their corpse, so no need to worry about the contents getting updated after death and having a script running to check for and keep transferring new contents just in case; the inventory with these points directly at the corpse, so it's the same as you searching the corpse directly.
You only need one version of this mod, but you need the appropriate EVE to go with it.
For the normal version, you just need the linked EVE mod.
For TTW, you need to find its special version of EVE and follow the instructions, but installation of this mod is the same.
You don't need the 'Movable Piles' optional EVE file, since this mod makes it obsolete, and it could possibly cause issues when trying to move static ash piles.
I hope that answers your question!
Yes i was asking about the 'Movable Piles' optional EVE file, if this one is add-on or replacement.
Now i got my answer, thanks
It's slightly outdated, but the only issue with the ash piles is this mod not taking in to account, and removing references to, the Fallout 3 side of EVE's ash piles.
It's simple work, if a bit tedious.
I've been testing it for a few hours now and all the various remains seem to link to the proper people, so gameplay and visuals would appear to be just fine. (I may have even found a bug or two and fixed them! Probably.)
There is an error that occasionally gets posted in the console about a null reference, but it doesn't seem to affect anything and I'm not certain why it's happening (I'm not used to doing such advanced stuff with the Geck), but as long as I'm unable to locate the error (Which may admittedly have something to do with me spending the entire night on this), I can't do anything about it.
I did directly alter your 'All DLC' esp though, so... would you mind if I uploaded that as a TTW version of your mod? Oh, or would you want to upload it here as an optional file maybe?
I'd say it's best to upload your work here, if you agree. I did talk with weijiesen while making this mod and I think it's for the best to have this kind of stuff for EVE centralized. As to how to do it, I can give you access, though then I'd appreciate it if you're the one who maintains the TTW plugin. Or you can send me the file and I can try to take care of that, if you prefer. In any case you certainly deserve credit.
If there's one good thing about repetitive work, it's that you can usually watch a show or something while doing most of it, so it wasn't unbearable.
The most stressful part was altering scripts which were exclusive to Fallout 3's EVE, but it was a nice learning experience.
I wouldn't have much of a problem with it being uploaded here; it would feel like a waste to make anyone else go through this process after I've just done it.
I guess I'll send you a PM with the file, then?
I will warn you that there was one crash during a death animation, but I haven't been able to reproduce it, so I'm hoping it was a one-off.
I also commented out lines in the activator scripts referencing something called an 'EVELootToken' which doesn't exist in TTW's EVE version, so I'm hoping that was just a failsafe for installing this mod part-way through a playthrough. However, we can reasonably assume that it never existed in a person's playthrough if they were using TTW-EVE, so it shouldn't be a problem?
If there are any scripts you're particularly interested in seeing (I would certainly appreciate an experienced eye taking a peek), I could include their source in the attachment.