Which mod requires Knights deactivated at start?

Post » Sat Jan 16, 2010 7:07 am

I made myself a note that Knights.esp has to be deactivated until after leaving the sewers, but I can't for the life of me remember which mod requires it. Anyone remember?

gothemasticator
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Johnny
 
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Post » Sat Jan 16, 2010 3:55 pm

double post :(
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Connie Thomas
 
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Post » Sat Jan 16, 2010 8:54 am

From the Open Cities readme:

Known Issues
------------

When starting a new game if you are using "Knights - Unofficial Patch.esp" you need to disable this until you are able to save and then you can reactivate it. This is due to a bug in how the UOMP handles reverting some changes for previous Open Cities compatibility scripts that don't need to be run during chargen.


The game crashes a couple seconds after you finish creating a character if you don't follow this. I suppose deactivating the master would work as well, which is probably why you had this note.
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Alba Casas
 
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Post » Sat Jan 16, 2010 8:31 am

Thank you!

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IM NOT EASY
 
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