OTHER COMMON PROBLEMS
please note that the words "plugin" and "mod" are used interchangeably
Corrupt Save Games
If you are experiencing strange problems with my mods you most probably are using a bad save game. Sometimes a save will become corrupt after uninstalling many, many plugins over time. The kind of problems that commonly occur when using a bad save are:
Vampires and Shades walking around for long periods of time in the day time.
The Wilderness sounds NOT changing from Day to Night.
Vampires and Shades missing their heads and parts of their body.
Advanced guards not showing up in your game.
There are two things you can do when this happens.
1. Start a new game.
2. Fix the save game with TESAME
Using The Elder Scrolls Advanced Mod Editor (TESAME) to clean and fix your save.
You simply get the save from the Save folder. Next, change the extension from .ess to .esp
Now open TESAME and edit the save like you would a plugin. I recomend experimenting with a back up save and try deleting any references to the mods that are giving you problems. I also recomend deleting all or most "exterior" cells especially the ones giving you trouble with TESAME. Interior cells have a less chance of not working right but if you encounter wierdness in an interior cell do the same to it. The drawback to this is that cells will "reset" back to their original state so characters you may mave killed will show up again. Same goes for the Seyda Neen start characters and boat. If you encounter this just delete/disable NPCs and objects that should not be there anymore with the console (see DOUBLING). Your local map in those areas will also be reset (not the world map). Reseting cells is the only way to fix your save game cells, though.
I cannot take responsibility for any permanent problem that may occur by using the above mentioned technniques. Use at your own risk. If you feel you don't understand them don't try them.
The sun-death crime bug.
This is the only known bug that my GIANTS mod is directly responsible for. The sun-death crime bug happened when other mods that added outdoor gaurds to MW too close to where I placed Shades and Vampires. So when the sun came up and they where killed by it the new gaurds detected this and would charge you with the deaths. This problem HAS BEEN FIXED in patch # 5 for GIANTS. Other mods still use the older version of the Vampires that give sun-death crimes, "Adventurers NPCs" is one.
DO NOT use the old GIANTS.esp with the GIANTS.esm. You will get massive amounts of sun-death crimes along with doubling. Always uncheck/remove the esp. You will probably need to clean afterwards too if you've been playing a while like this.
Still getting charged with crimes while playing GIANTS
(The following only applies to the non-Tribunal version of GIANTS 2.0. All Crime issues have been resolved in the Tribunal version.)
Still getting charged with crimes for attacking Shades and Vampires in towns? This is happening because you're atempting to back-stab them by surprise. The Readme.doc that came with the original GIANTS 2.0 states quite clearly that you cannot back-stab GIANTS' npc-creatures in front of gaurds. If you are in a town with gaurds for instance you must let the vamp or shade notice you first. Its something that is hard-coded and we can't script around.
This can also happen with the new assasins that come after you in the new expantion Tribunal.
It's a trade off - you have gaurds to help you except gaurds don't like it when you start trouble.
Tip:
Listen to the music. If it has not changed to battle-music, the Shades or Vampires haven't noticed you yet.
Sometimes if you resist arrest and then later the Guard kills the Npc-creature you will get charged with the murder (but who resists arrest anyway).
NOTE: GIANTS 2.0 non-Tribunal will have problems when using it with Tribunal expansion pack. Guards may not attack or fighting will stop and start up again.
Get the the new GIANTS ULTIMATE v.2.7.1. You will not experience any of these problems.
I can't get a soul from some creatures in GIANTS
This is becuase some of the creatures I use in the mod are actually Npc's. Npc's (Non-player characters) do not have this feature. There is no way at the moment to script souls into Npc's.
Here is the list of creatures with and without souls:
NO souls-
Giants, Gorgos, Liches, Seducers, Trolls, Shades, Ascended Mumies, Nymphs, Phantasms, Titans , All Vampires & Automaton Golems (they are mechanical).
HAVE souls-
Harpies, Zombies, Traditional Mummies, Imps, Field Haunts - Luminous Ghosts and Spectres, Spriggans, Night Sprites, Ebony, Glass Golems, Giant Skeletons, Giant Spiders, Shalk Stalkers, Pack Nix-Hounds, Killer Netch, Sea Devils.
Tribunal: King Lich, Golem Colosus, Skeleton knights, Fire Daedra. Note: In order to create the dismemberment effect, when Zombies dismember they automatcaly are "switched" with and Npc corpse, thus no soul.