Jump to content

Installed Tweakpack on Vista but nothing happened.


Guest Guest

Recommended Posts

I installed the Tweak Patch in Vista with no errors except that none of the things I installed happened. For example, I installed a mod that gave the potion seller in the bridge district a potion holding container. However, when I went there to try to buy it, she still didn't have it. I checked several other modifications I made and none of those happened either. During the installation, it still went through telling me all the files that were changed on a command prompt after I selected what I wanted to install. At the end it said installation successful or something similar.

 

I have only SoA installed (no ToB). I downloaded the latest patch from bioware less than a week ago. I installed SoA in the Program Files folder and can not reinstall it elsewhere because I have a 60+ hour saved game I want to preserve. I read in the common problems topic that that could cause the .ini file to not be able to be changed but that did not occur for me. I have successfully turned on the Debug Mode and have used it multiple times. I have UAC turned on still but it did not give me any issues. I also have an NVidia Graphics card which I see causes some problems, although I haven't had any of the things described in that topic happen to me.

 

Any help on this strange problem would be greatly appreciated. Thanks.

Link to comment

I deleted your other thread because it's a duplicate of this one and unrelated to the forum you posted in.

 

A mod altering stores will not modify stores in saves pre-mod. If you have made no modifications, you can uninstall SoA and reinstall it in C:\games, and your older saves will still be available in the older folder (and you can copy them to your new installation), although preserving older saves is a bad idea when changing your mod setup, unless you actually know what you're doing.

Link to comment

Thanks for the help. I didn't mean to post the other thread. I did a search and thought it was just searching this area but it searched the entire site haha.

 

Is there anyway to force a mod to effect a current saved game? If not I'll just have to live without.

Link to comment
A mod altering stores will not modify stores in saves pre-mod. If you have made no modifications, you can uninstall SoA and reinstall it in C:\games, and your older saves will still be available in the older folder (and you can copy them to your new installation), although preserving older saves is a bad idea when changing your mod setup, unless you actually know what you're doing.

 

Uh...wouldn't this be something that should really be explained in the readme?

Link to comment
Uh...wouldn't this be something that should really be explained in the readme?
Ahh, which readme? As it's a common help for a Infinity Engine game setup, not just 1 mod issue.

So OK, I made a kinda readthat for the issues, but as you can see, it's a little long and non-discrete, to put to every mods readme, and no one actually reads those things. :D

Link to comment
Uh...wouldn't this be something that should really be explained in the readme?
Ahh, which readme? As it's a common help for a Infinity Engine game setup, not just 1 mod issue.

So OK, I made a kinda readthat for the issues, but as you can see, it's a little long and non-discrete, to put to every mods readme, and no one actually reads those things. :D

 

Well...I read it :D

 

It would have been helpful if under the section describing the new containers there was something like "NOTE: New containers will not be available from merchants if you load a game that was saved previous to mod installation".

 

Or words to that effect.

 

I did notice, as an aside, that although you can't obtain the containers from a merchant if you load a game saved prior to installing the mod the containers can be edited into character inventory using Shadowkeeper.

 

Now I'm not saying this isn't going to completely mess up your saved game and cause you to curse Shadowkeeper to the end of the time (that's way beyond my technical competence) - but it can be done.

 

Just throwing it out there for what it's worth...

Link to comment
It would have been helpful if under the section describing the new containers there was something like "NOTE: New containers will not be available from merchants if you load a game that was saved previous to mod installation".

 

I did notice, as an aside, that although you can't obtain the containers from a merchant if you load a game saved prior to installing the mod the containers can be edited into character inventory using Shadowkeeper.

 

Now I'm not saying this isn't going to completely mess up your saved game and cause you to curse Shadowkeeper to the end of the time (that's way beyond my technical competence) - but it can be done.

 

Just throwing it out there for what it's worth...

Correction: "NOTE: New containers will not be available from the merchants you have already visited, if you load a game that was saved previous to mod installation". And I think there was something to that effect. But generally if you are going to mod the game, it's best to start a new game, because if any of the mods change the dialog.tlk, the references in the savegame can be totally messed up. So... START A NEW GAME...

Now, you can CLUAConsole the containers to yourself too.

The latest(Version 2.1.4) Shadowkeeper actually should warn you if the new saved games will be messed up because if it can't find the resources.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...