Hi, actually, is this problem already fixed? Or was it at least posted here before so that you were informed (if Kivan really is responsible)?
http://www.shsforums.net/topic/45457-ctd-o...post__p__491795
(see also first post in this thread)
Problem with Edwin
Started by Guest_Fennek_*, May 07 2011 12:27 PM
5 replies to this topic
#2
Posted 14 July 2011 - 11:07 AM
That's the original bug report dating back to 2010. In the BWP Fixpack it's fixed since version 9.9.
The last update for Kivan was around the time of that bug report, probably even before that.
10th
The last update for Kivan was around the time of that bug report, probably even before that.
10th
Edited by 10thLich, 14 July 2011 - 11:11 AM.
#3 Guest_RunQ_*
Posted 03 November 2011 - 10:35 AM
I can confirm this.
With Kivan v12, I had this indeed. With installs without Kivan this has never occured for me.
The bug shows itself after Edwin has...
When he has been in that state for not very long, each rest outside starts to produce a crash. Resting indoors works fine.
Kicking Edwin out of the group "solves" it.
I'm also 99% sure that kicking Kivan out of the group did not make a difference (the game still crashed).
With Kivan v12, I had this indeed. With installs without Kivan this has never occured for me.
The bug shows itself after Edwin has...
Spoiler
When he has been in that state for not very long, each rest outside starts to produce a crash. Resting indoors works fine.
Kicking Edwin out of the group "solves" it.
I'm also 99% sure that kicking Kivan out of the group did not make a difference (the game still crashed).
#4 Guest_RunQ_*
#5
Posted 03 November 2011 - 11:15 AM
One of the challenge any NPC modder faces is that they have to write the mod so that it doesn't break the game if somebody installs the mod and doesn't recruit the NPC. The thought is "Why would anybody bother wasting valuable time downloading a mod they didn't intend to play?" But it happens. People build installations for future playthroughs, not just their current one, and next time, they may bring other NPCs. It isn't a bad idea to have a group of beta-testers install the mod and then never recruit the NPC, just to make sure that nothing breaks.
This is one of those times when that would have been helpful, because the bug is still there. It's on my "fix it" list for my upcoming mod-revision weekend. Hopefully, it'll be this one... if we don't get more snow. We shouldn't. Last weekend was a fluke.
Anyway, this one was caused by Kivan and it would *only* happen if Kivan wasn't in the party at the time. So, yeah, it's getting updated.
This is one of those times when that would have been helpful, because the bug is still there. It's on my "fix it" list for my upcoming mod-revision weekend. Hopefully, it'll be this one... if we don't get more snow. We shouldn't. Last weekend was a fluke.
Anyway, this one was caused by Kivan and it would *only* happen if Kivan wasn't in the party at the time. So, yeah, it's getting updated.
Must. Write. Faster.
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
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cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#6
Posted 10 December 2011 - 01:45 PM
Fixed locally, updating today.
Must. Write. Faster.
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
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