Zombies approach Far Harbor as part of opening sequence. Progress The new mod is progressing now that I've figured out inter-mod ...

Far Harbor Progress

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'.
The bit about changing ref from base to base makes sense because that is what I'm doing. However, I did not change the cell so I'm not sure why it is saying from NONE to Wilderness. In the render window it is in a wilderness cell (it appears anyway), so I'm wondering if a couple specific instances of LvlWolf are not configured correctly?

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.


5 comments:

  1. Love this mod on ps4.. however..the radroaches in vault 111 are ghouls now and using a baton against these zombies (which can't be blocked) it's a complete nightmare. I even dropped it to very easy lol, if you dodge them and try to get through the two hallways to the office for the pistol it is easy. Getting there however is another story.

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  2. Glad you got through it. Melee is admittedly tough against them. I may tone down the stagger effect. I can't give items until you pick up the pipboy unfortunately.

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    Replies
    1. I don't suppose you know how to add new/clean toilets to the game? I'm a settlement building fanatic and with all the mods containing newer fixtures, the toilet is sadly lacking

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