![]() ![]() Champollion doesn't seem to play nice with Quest Fragments, so attempting to add or delete Aliases will likely cause compilation errors for the script "QF_FIOFireSpawner1_02000D64.psc", specifically some error about ScriptName and EndOfFile. ![]() Unfortunately, this is easier said than done. What you need to do is edit the Quest so that there is a more reasonable ratio of Spawners:Deleters. However, it seems like the Aliases that place objects vastly outnumber the Aliases that delete them, causing way too many objects to be spawned, crashing the game. The crux of the issue is that this quest uses Aliases to run scripts that both place fire Hazard objects, and cull said objects. After loading up the mod, you'll want to find a Quest called FIOFireSpawner1. pex files (with Champollion, for example) that come with the mod and place them in /Data/Source/Scripts. If you want to make the same changes I did, you'll need a decent understanding of the Creation Kit. As for why this didn't happen in original Skyrim, I have no idea. From what I can tell, the mod simply produces way too many Fire hazard objects, so much so that the game quickly becomes overwhelmed by the number of objects and crashes. Some people suggested it may have had something to do with buildings transitioning to a "burned" state, but I don't believe so. As some other people who have done this before me have noticed, the mod gets very crashy once fire starts spreading. I had an old copy of the mod from before the author delisted his mods, and thought I'd try converting it to SSE to see how it worked. Unfortunately, the mod was never ported over to SSE. Like many people, I really enjoyed Fire and Ice Overhaul on Skyrim. Because the author delisted his mods there is no longer any legitimate way to get a copy of this mod, so this guide is mostly for people who happen to have an old copy sitting around from back in the day. I also have literally not even touched the Ice side of this mod in SSE yet. This was only tested with basic fire spells, not dragons or fire traps. Bottom line, there is no guarantee this will produce a working conversion of the mod to SSE. The changes I made to the ESP seem to prevent crashing, but no extensive testing has been done to confirm it is crash free. Disclaimer: I haven't actually tested this extensively yet. ![]()
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