After HOURS of investigating, I finally discovered that it was THIS mod that was causing my merged plugin to constantly spam errors in the console.
"Error in script 3017B534 (FNCDSRAdjustScript) Begin Function block not found in compiled script data Error in script 3017B534 (FNCDSRAdjustScript) Could not look up argument variable for function script"
I merged this mod with an .esp file that has a bunch of mods I merged. With this mod in the merge, everytime I click something in the game with the console open, that error appears. Not implying it's this mod's fault exactly, but just pointing it out that it shouldn't be merged!
Late response, but it happens to me, too, and I don't use a merged mod. I fixed it by opening all three of this mod's scripts in the GECK, saved each script without making any changes, and then saved the plugin.
Really cool mod, tyvm for all the contributions you've made to improve this game! <33 btw, i have a little question; are your mods safely mergeable? As far as i'm aware, mods that are based on MCM are out of the question, but i would _really_ love to use this along the majority of this "small" tweaks of yours:)
I merge my own mods, including this one. Let's be honest: With all the goodies out there for FNV, even 255 is an uncomfortable ceiling. I'm far too lazy to go back and reiterate small mods like this into esp-less, although if I ever have incentive to return to them, I'll probably do exactly that.
The biggest thing to watch out for is mods that other mods rely upon, and that especially includes reliances that aren't actually dependencies. Meaning there are ways to make mod A rely on mod B without requiring mod B, and that's probably the best way to go about it, but things will get broken all the same, because mod A is looking for a mod named "mod B.esp", not "Merge - Mods B through G.esp".
Other than the dependency consideration, best advice I can think of is to generally allow 1) large, complicated mods, and 2) mods that are frequently updated to be their own thing. I don't merge No More Double Open & Close Sounds or Cosmetic Wardrobe for these reasons. But yeah, this mod? I only made the .esp because apparently there are players who swap between genders.
100% agree, i went through yuki's stuff the other day and ended up with like 30+ Goodies/QoL mods lol. Either way, tyvm for the tips, i didn't really consider those unmarked dependencies but yeah, i'll keep that in mind:))
Since the FNVmodlimitFix, why not make a mod that detects female or male? I'd keep that in my load order for sure! (would have even without the fnv limit fix to be honest!) thanks !
I think this should be turned into an esp, in order to detect the PC gender. I know, it will occupy valuable load order space...or not, if you use the program Merge Plugins, it's simple to use and pretty cool. I have a super mod esp that has 100+ mods merged into one (my intention would be to merge this mod's esp to my merge as well, if there was one that is) and my load order is 47 currently xD With that being said, I'd love to have an esp for this!
Eh, I figured somebody might want that eventually. It's up.
I do the same thing for the most part. I have a half dozen mods that contain about 200 among them. But I also tend to want to keep things separated, just in case, because almost no mod I add survives without me forcing it to be compatible with the rest of my load order. I'm always somewhere around 130 mods.
After playing almost exclusively as females i wanted to finally do a male run but then i saw this......curse you Astera lmao jk great idea havent donwloaded yet so idk how it sounds but will probably update this comment when i hear the sound in game
Right. I mentioned I could make it detect, but as you note, that would take up a precious esp slot. Even though people really should be in the habit of merging things, plenty don't, and I admit it can be a hassle. So far, it seems people generally know which they're going to be.
42 comments
"Error in script 3017B534 (FNCDSRAdjustScript)
Begin Function block not found in compiled script data
Error in script 3017B534 (FNCDSRAdjustScript)
Could not look up argument variable for function script"
I merged this mod with an .esp file that has a bunch of mods I merged. With this mod in the merge, everytime I click something in the game with the console open, that error appears. Not implying it's this mod's fault exactly, but just pointing it out that it shouldn't be merged!
I fixed it by opening all three of this mod's scripts in the GECK, saved each script without making any changes, and then saved the plugin.
btw, i have a little question; are your mods safely mergeable? As far as i'm aware, mods that are based on MCM are out of the question, but i would _really_ love to use this along the majority of this "small" tweaks of yours:)
The biggest thing to watch out for is mods that other mods rely upon, and that especially includes reliances that aren't actually dependencies. Meaning there are ways to make mod A rely on mod B without requiring mod B, and that's probably the best way to go about it, but things will get broken all the same, because mod A is looking for a mod named "mod B.esp", not "Merge - Mods B through G.esp".
Other than the dependency consideration, best advice I can think of is to generally allow 1) large, complicated mods, and 2) mods that are frequently updated to be their own thing. I don't merge No More Double Open & Close Sounds or Cosmetic Wardrobe for these reasons. But yeah, this mod? I only made the .esp because apparently there are players who swap between genders.
I do the same thing for the most part. I have a half dozen mods that contain about 200 among them. But I also tend to want to keep things separated, just in case, because almost no mod I add survives without me forcing it to be compatible with the rest of my load order. I'm always somewhere around 130 mods.
Doesnt hurt to swap it out each time you play different genders.