Thursday, February 3, 2011

RR Companions Vault v5.65, Uploaded

I swear, I'm never going to get out from under this goddamned mod. No more am I joining any teams, or "inheriting" any mods. Ever. Any frustrating failures I have to deal with will be my own. I make enough mistakes on my own, thank you very much.

In any event, someone took up the hobby of deconstructing RR in FO3Edit, and pointed out some shit to me that survived my seventeen other purges. For some reason, there were modifications to idle markers, position of an item in Moira's shop, and there was an old part of the prisoner system that was flagged as renaming the Alienbeaconradioscript. Not sure how they escaped my notice before, but all such overrides are fixed now, leaving only the modifications (door placements and such) that are supposed to be there.

I should have went with my first instinct a year ago, and trashed the entire plugin; started anew. Would have saved me weeks of trouble, on the whole.

Oh, and link.

3 comments:

  1. I can't imagine how much greif and how many headaches RR Companions Vault has caused you, but I would like to say thank you for suffering through them to give us the excellent and must have companion system it has become! I, at least, appreciate what you have done with it :)

    Druuler

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  2. I don't dislike the mod itself, despite my complaining.

    It's just been so long now that I've spent trying - unsuccessfully - to clean up someone else's messes in it... and it just never ends.

    Even now. I just got a report yesterday where someone discovered a new way to break the companions. Seems to have to do with the way the "guard job" is set up...

    So now, I have to stop working on NCCS yet again, to delve into that clusterfuck and try to figure out what's going on.

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