drakulakun

Joshua Graham bug fix by SomeOne1121

Sep 2nd, 2013
4,216
0
Never
9
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.43 KB | None | 0 0
  1. Joshua Graham bug fix by SomeOne1121 (http://www.youtube.com/user/SomeOne1121)
  2.  
  3. Hi, I'll try to do a step-by-step guide, as basic as possible. It's very simple really as long as you're familiar with how to build Merge patches in FONV-edit, which most people who would ever mod the NewVegasBounties into their games probably are. If not, there's always Gopher's excellent videos on the subject of modding and using FO-edits for both FO3 and FONV. But really even without that, it's easy. I'm going to write it as dumbed down as I can, if anything is unclear, let me know.
  4.  
  5. I'll assume one has already made a Merge Patch. It doesn't catch this incompatibility if you make it automatically, which is why what we have to do is create a separate one just for this bug. The principle is the same. In case you've never done a Merge Patch, you missed one of the most important steps of properly modding your game. For your own sake, look at Gopher's vids on the subject, they're great.
  6.  
  7. 1. Start up FONV-edit and unmark everything. You can do this quickly by right-clicking and selecting "unmark all". Then mark the main FalloutNV.ESM, Honest Hearts, and all the mods that cause a conflict. The program will automatically also load any dependencies and master files that belong to those files. You can also just leave it be, and the marked files will just be the ones you use in your load order. Alternatively if you're unsure, just mark everything.
  8.  
  9. The only difference is that you will have a lot more to look at, most of it not being relevant to us. You could also end up with a load-problem that causes FONV to not let you make any edits if you load ALL your files, even ones you're not using(probably because many mods have several version of itself depending on how you want them to work, and these versions are not meant to be used at the same time). If this happens, just do what I originally said and only load those files I mentioned.
  10.  
  11. 2. Once the FONV is done loading, find Honest Hearts in the list and expand the list. Find the header that says "Dialog Topic". In the list that now comes up, there will be at least one entry marked in red (probably more, but you only need to worry about one), indicating an incompatibility. This is most likely the one you're looking for. The top "address field" should say " [02] HonestHearts.esm \ Dialog Topic \ 00152CCA <NVDLC02JoshuaAboutZion>", or at least it does for me. This entry contains the script for Mr Mummy's conversation.
  12.  
  13. 3. Mark that entry and take a look at what you see. You see all the files containing this entry and affecting it or being affected by it, and also the order in which they are loaded. The main Fallout file comes first, then Honest Hearts, and then comes any mods that overwrite the original script and entry, which is what's causing the bug. You see that the rows that have entires in them are showing different values/scripts.
  14.  
  15. Simply put, the problem is that the game KNOWS it should run this script at a certain point. But when it tries, this script is being overwritten, the game goes crazy and you end up with the bug. And the reason it's being overwritten is load order. Honest Hearts comes before any mods, and as you should know by now, that means it can be overwritten by anything that comes later in the load order. Why the NewVegasBounties 1/2/The Inheritance are doing this, I have no idea. A mistake by the mod author probably. Silly man...
  16.  
  17. 4. We're gonna create a file that loads at the very bottom of our load order where the correct script will overwrite the changes made by the mod/s, thus letting the original script do its job. This works exactly like a Merge Patch in practice; you're deciding which file/mod is going to win the conflict.
  18.  
  19. To create this file, you simply select the [02] HonestHearts.esm \ Dialog Topic \ 00152CCA <NVDLC02JoshuaAboutZion> in your big list, right-click it, and choose "Copy as override into...".
  20.  
  21. 5. It's gonna ask you WHERE you want to copy the "override", as it calls it. Select "new file" and move on. It will ask for a name of the new file, it doesn't matter at all, name it whatever you wish. After that, it will ask you to confirm that this new file will have two master files. That's only logical, click OK and you're done.
  22.  
  23. 6. If you want, you can scroll down in your list of files and you'll see your newly added file at the very bottom. Expand it completely, and you will see only one entry, the one we copied. If you mark it, you'll see that it will now load AFTER the mods, thus overwriting their changes, and that the values and scripts in it are identical to the original Honest hearts file. Honest Hearts will now win the conflict and the script will run as intended. This will of course only work if you place this "fix" to load AFTER all the other files. Just place it at the bottom of your load order, there is no reason to place it elsewhere as it won't affect anything else.
  24.  
  25. The beauty with this is that you're not going to modify any "original" file, thus causing further problems. All you're doing is fixing the load order to temporarily bypass the changes made by the mods. Once you're done with the conversation with Mr Mummy and no longer need the fix, you can disable the file from your load order and the mods will work 100%, without you ever having to disable them, uninstall them, or modify them directly. Whatever possible reason for them originally breaking this script to begin with won't matter, perhaps there WAS a good reason, you can now go on enjoying your game.
Advertisement
Comments
  • User was banned
  • User was banned
  • User was banned
  • User was banned
  • User was banned
  • User was banned
  • User was banned
  • Fenlalon
    85 days
    # CSS 0.85 KB | 0 0
    1. ✅ Leaked Exploit Documentation:
    2.  
    3. https://docs.google.com/document/d/1dOCZEHS5JtM51RITOJzbS4o3hZ-__wTTRXQkV1MexNQ/edit?usp=sharing
    4.  
    5. This made me $13,000 in 2 days.
    6.  
    7. Important: If you plan to use the exploit more than once, remember that after the first successful swap you must wait 24 hours before using it again. Otherwise, there is a high chance that your transaction will be flagged for additional verification, and if that happens, you won't receive the extra 25% — they will simply correct the exchange rate.
    8. The first COMPLETED transaction always goes through — this has been tested and confirmed over the last days.
    9.  
    10. Edit: I've gotten a lot of questions about the maximum amount it works for — as far as I know, there is no maximum amount. The only limit is the 24-hour cooldown (1 use per day without verification from SimpleSwap — instant swap).
  • User was banned
Add Comment
Please, Sign In to add comment