re: picador's
vows and covenantsfor anyone who has taken a vow to mara in picador's vow and covenants mod,
i've found a bug when riding on horses and being in the good graces of mara: http://www.gamesas.com/bgsforums/index.php?showtopic=968853&view=findpost&p=15162235.
i think this is a "general" game bug rather than a conflict with any other mods (particularly Horse commands).
re:
Horse commands,
Clean upHorse commands is corrupt, downloaded from nexus and would not open
I am trying to download the new version of Clean UP for 3 days now but all I get from TesNexus is server errors.
It is a pity that Nexus has become quite unreliable recently, maybe a mirror (PES) would be nice.
i tried both just now: downloaded, unextracted, created omod from zip all worked fine.
their file servers were down for the last couple of days: http://tesnexus.com/news/index.php?id=728
and it may be that the server was too busy updating all the other files just as you were downloading the mod, xtyfe.
re:
actor detail.espWell I could never get the actor details mod to work even with conscribe installed, but with the newer version of Battle Fatigues I'm not seeing the crashes due to orcs casting berserk....So strange - I also had an issue with PiiP enhanced grabbing that I cannot now duplicate even though two days ago it was non-stop repeatable....strange.
hey psymon!
with actor detail, you may need to
hold down the right-shift key while in game mode when the actor is inside the activatable range (i.e. when their name pops up on the hud).
the mod only runs at 1/4 per second (or was it 1 per second - i can't remember).
so it may not detect a key that is simply tapped.
once you see the "done. Done" message box, you can open the console (even without clicking on Done) and see the actor's inventory, spells and active effects.
but good to hear that your game (at least for now) seem to have stabalised.
re:
mods with scripted tokensi'm in the process of updating my mods with scripted tokens (battle fatigue and injuries, crime has witnesses, npcs yield, etc...) to use arrays rather than scripted tokens.
not having tokens run on actors when they become inactive should address all the untraceable crashes from my mods.
i still suspect some of MMM's Load scripts may cause some spawns.
also, i've noticed that scripted tokens are dropped by npcs (maybe when they die): i saw a DeathTracker (from Vows and Covenants) on the ground.
also, in the Clean up log, i constantly see these scripted tokens getting picked-up by the "cleaner".
the cleaner only picks up items that are not in containers or in actor's inventory.
(recently, i experienced crashes caused a long-dead (3 or 4 real-time months dead) pirate running an npcs yield token.
i think only i (or a very few) would experience this because of not clean-saving the mod.
i always try to address problems with the mods running on old data - a good exercise.)