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Zombies approach Far Harbor as part of opening sequence. |
Progress
The new mod is progressing now that I've figured out inter-mod communication. The main Zombie Walkers mod is now dynamically checking for the Far Harbor plugin and adding fog zombies to the core leveled lists as part of the initialization script.
Outside of that I am now adding and testing spawn replacements starting with Gulpers and Anglers. Once all the core replacements are set for Far Harbor animals/creatures, I'll post the first version of the mod. Right now the mod will automatically replace all Far Harbor creatures and I haven't decided yet if I want to put the work into a holotape config option. The replacements are kind of the main point of this mod.
Wolf bugs?
When I was doing a search and replace for the DLC03_LvlWolf leveled actor and replacing with the zombie equivalent, I noticed the below error message when I next loaded the Creation Kit.
Warning when opening the Creation Kit about how I'm changing a wolf from cell 'NONE'. |
Game Crashes (resolved)
At first I tried using the render window to do all replacements. The problem is the game would crash on cell load. Different combinations of replacements would crash in different cells (where the specific creature was used I'm guessing?).Initially I suspected wolves are what was causing the crash given the error above. It turns out the game crashed even if I didn't touch the wolves. I ended up rolling back all the way to no render-view replacements and updating leveled lists directly before I could walk across half of "The Island" without a crash.
Now that I'm more familiar with modding, I recognize the brief hiccup that sometimes occurs on my XBox is the game loading a new cell. It is during that hiccup that I was experiencing the crashing, so now I cringe slightly each time and then relief comes over me as I realize the game is still running.
I haven't experienced anymore crashing after sticking with leveled list updates, but at some point I'd like to figure out what is going on in case I need to use the Render window for this mod in the future.
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