![fallout mod manager keeps crashing fallout mod manager keeps crashing](https://staticdelivery.nexusmods.com/images/1151/3307556-1504341643.jpg)
The yellow highlighting might be linked to the problem, but - if so - I do not know what the solution is. Sorry, I do not know why some database tables appear yellow in PFM. Trying to spot all of the potential errors in a mod is like looking for an unknown number of needles in - not a haystack, but a big pile of needles. You could also try removing the projectiles table from your mod and make your units use standard projectiles (in the default_missile_type column of the unit_stats_land table), in case that is a reason why the game crashes.Įven if you do that, your mod might not work. So, if you keep doing this, you might eliminate the cause of the problem.)ģ.
#Fallout mod manager keeps crashing mods
(I doubt that this is the cause of the problem, but - in my experience mods are more likely to work when I use entries in database tables which the game already uses. The safest thing to do is to pick a number which the game uses for the ammunition of some units, such as 30, 100 or 999. That might be okay or it might cause a crash. For example, you have given units 200 ammunition I could be wrong, but I don't think there is a unit in the vanilla game which has 200 ammunition. The safest thing to do seems to be to only use entries in your mod which you can find in the game's existing tables. Check all database tables not just for spelling errors but for entries which do not exist in the vanilla game. Sometimes, when I tried adding required technologies to one of my test mods, the game crashed when I made this table in the mod blank, my mod worked.)Ģ. Perhaps the game is crashing because it insists on knowing what technologies factions need to research in order to recruit your new units (this table can be blank, if you do not want there to be required technologies. Add a blank unit_required_technology_table. I thought of a couple of extra things you could try (as before, I cannot guarantee that your mod will work if you do this):-ġ.
#Fallout mod manager keeps crashing download
If you would like to play as the Knights of St John (Malta) with a better unit roster, I recommend the Knights of St John mod by EmperorBatman999 - there is a working download link in the original post of that thread. That involves step three in my basic guide to creating units. However, for the units to appear in the game, you would need to create a modded localisation file as well as this modded pack file. The fourth thing I noticed is that it looks like you want to give your units names using the units_table. Your mod does not include a unit_required_technology_junction_table (this can be blank, in fact my mod crashed the game when I added entries in this table) or a unit_to_unit_abilities_table (this is normally needed). Units_to_exclusive_factions_permissions_tables Unit_stats_land (if you want to make new ships, you will need unit_stats_naval) Unit_required_technology_junctions_tables It seems that, to create a new unit, you need the following database tables: I posted my experience of learning to create a new unit as one of my basic guides for ETW modders, here. The third thing I noticed was that it looks like you are trying to create new units, but I think you might need one or two extra database tables. You do not need this table to make or unlock a unit.
![fallout mod manager keeps crashing fallout mod manager keeps crashing](https://supernallibrary.weebly.com/uploads/1/2/4/1/124170537/460301496.jpg)
I have had problems with CTDs when including this database table in mods. The second thing I noticed was that you use the units_to_groupings_military_permissions_table. But there is a risk of CTDs when using this approach. This is a problem because, if you play a Native American faction in the Grand Campaign, you cannot research Spirit Medicine). This can sometimes be useful (for example, in theory this could be used to remove the required technology (Spirit Medicine) which is needed to recruit Bowmen for Native American factions, when these factions have been unlocked for the Grand Campaign. If you do not rename the database tables, then the game tries to use your tables instead of the database tables which it normally has. This works well if you are making a mod to add units to the game. For example, unit_stats_land could become new_unit_stats_land or mod_unit_stats_land.Īs I understand it, if you rename them, then the game uses the tables in addition to the database tables which it normally has. The first thing I noticed was that you have not renamed the database tables. Unfortunately, modding ETW tends to involve a lot of 'trial and error' - I cannot guarantee that your mod will work if you deal with these issues. I had a look at your mod and noticed a few things. I am not a modding expert, I just know basic stuff.