When one goes to create a new mod, or modifies an existing module via the File>Manage Modules>Properties menu, there are several fields that have to have values for it to be a valid mod, and this is well known.
Something that doesn't seem to be as well documented is that the Script field apparently needs to be modified from module_core to some other script. Several of the tutorials/existing mods already use a custom script reference in this field, but it seems NOT changing it from the base module_core causes several issues, including:
-- spending 1 attribute point on level up gives a bonus of 2 points.
-- custscenes entered directly from combat will eventually have terribly high framerates, and can crash your game, (though mine never crashed it just took 5-10 minutes for a 1-2 minute conversation, other people reported crashes)
-- various other random oddities including not getting attribute points every level, breaking or disabling functions from other mods, etc.
I'm not sure of the best fix really since we just established the problem today, but what seems to've worked for me so far is to make my own script, which I called CORE, and essentially leave empty. IE my script was simply
void main()
{}
So far it seems to've worked with the only side effect I've noticed being that the mod to show items you get as floating text is disabling, which I'm working on figuring out. SO if you're having problems with your own or someone elses mod giving these problems, change your script field in module properties. Or ELSE!
:cue music: The More You Know!





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