[RELWIP] Automatic Variants - Thread 5

Post » Sun May 27, 2012 10:36 am

That is definitely not caused by this mod. AV doesn't even touch anything related to smithing or items at this moment. It only alters NPC data.

I thought as much but figured I'd check.
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Sun May 27, 2012 8:29 pm

Well, I've run into an interesting problem. :(

I was upgrading mods, particularly WATER and Deadly Dragons. AV suddenly crashes due to a NullPointerException. I'm not sure what would be causing this as I haven't added/removed mods, only updated, but maybe there is a problem in one of the updates (although I'd think other people would have found it as these updates have been out for awhile now).

Here is the Debug Overview:

Spoiler
[1] [OPEN DEBUG FILE] Opening Debug File
[2][0m:0s][1835] [AV] AV version: 1.3.1 Alpha
[3][0m:0s][338] [AV] Available Memory: 96MB
[4][0m:0s][149] [AV] Max Memory: 725MB
[5][0m:0s][568239] [Importer] Starting import of targets:
[6][0m:0s][70] [Importer] NPC_ RACE ARMO ARMA LVLN TXST WEAP
[7][0m:0s][49] [Importer] In mods:
[8][0m:0s][47] [Importer] Skyrim.esm
[9][0m:0s][74] [Importer] Update.esm
[10][0m:0s][39] [Importer] Imp's More Complex Needs.esm
[11][0m:0s][35] [Importer] ApachiiHair.esm
[12][0m:0s][34] [Importer] RaceCompatibility.esm
[13][0m:0s][34] [Importer] Extended Colors.esm
[14][0m:0s][34] [Importer] Unofficial Skyrim Patch.esp
[15][0m:0s][34] [Importer] HighResTexturePackFix.esp
[16][0m:0s][34] [Importer] Ring of Himalayan Hauling v1.0.esp
[17][0m:0s][34] [Importer] Skyrim HD Full - Windhelm.esp
[18][0m:0s][34] [Importer] Skyrim HD Full - Whiterun.esp
[19][0m:0s][34] [Importer] Skyrim HD Full - Water.esp
[20][0m:0s][33] [Importer] Skyrim HD Full - Solitude.esp
[21][0m:0s][34] [Importer] Skyrim HD Full - Markarth.esp
[22][0m:0s][34] [Importer] Skyrim HD Full - Dungeons.esp
[23][0m:0s][34] [Importer] Skyrim HD Full - Sky.esp
[24][0m:0s][34] [Importer] Skyrim HD Full - Landscape.esp
[25][0m:0s][34] [Importer] Skyrim HD Full - Clutter and Clothes.esp
[26][0m:0s][34] [Importer] Skyrim HD Full - Farmhouses.esp
[27][0m:0s][34] [Importer] Skyrim HD Full - Reflections.esp
[28][0m:0s][34] [Importer] Chesko_Frostfall.esp
[29][0m:0s][34] [Importer] skyradio.esp
[30][0m:0s][35] [Importer] SoS - The Dungeons.esp
[31][0m:0s][34] [Importer] SoS - The Wilds.esp
[32][0m:0s][33] [Importer] Better Dynamic Snow.esp
[33][0m:0s][34] [Importer] Natural Skyrim Rain.esp
[34][0m:0s][34] [Importer] Realistic Lighting.esp
[35][0m:0s][34] [Importer] Realistic Lighting Patcher.esp
[36][0m:0s][34] [Importer] PersonalizedMusic_v4.0.esp
[37][0m:0s][35] [Importer] StaticMeshImprovementMod.esp
[38][0m:0s][34] [Importer] Bag of Holding.esp
[39][0m:0s][34] [Importer] HousecarlWhiterun.esp
[40][0m:0s][34] [Importer] MomoDash.esp
[41][0m:0s][34] [Importer] Valdacil's Item Sorting - Potions.esp
[42][0m:0s][34] [Importer] Valdacil's Item Sorting - Books.esp
[43][0m:0s][34] [Importer] Valdacil's Item Sorting - Clutter.esp
[44][0m:0s][34] [Importer] Valdacil's Item Sorting - Soul Gems.esp
[45][0m:0s][35] [Importer] Valdacil's Item Sorting - Smithing Smelter Categories.esp
[46][0m:0s][35] [Importer] Valdacil's Item Sorting - Quest Unique and Trophy.esp
[47][0m:0s][34] [Importer] Valdacil's Item Sorting - Ammo.esp
[48][0m:0s][34] [Importer] Auto Unequip Arrows.esp
[49][0m:0s][35] [Importer] kuerteeAutoSaveAndTime.esp
[50][0m:0s][35] [Importer] AnimeticaMikuAppend.esp
[51][0m:0s][35] [Importer] FlameAtronachArmor.esp
[52][0m:0s][54] [Importer] FullBootForKKSA.esp
[53][0m:0s][40] [Importer] DeadlyDragons.esp
[54][0m:0s][35] [Importer] TradeTools&FirewoodWeightFix.esp
[55][0m:0s][35] [Importer] Skyrim Creatures Alive.esp
[56][0m:0s][33] [Importer] SkyTEST-RealPredators&Animals.esp
[57][0m:0s][34] [Importer] WATER.esp
[58][0m:0s][35] [Importer] Ysolda.esp
[59][0m:0s][33] [Importer] IMCN - Overrides.esp
[60][0m:0s][34] [Importer] Starting Spell Choice.esp
[61][0m:0s][34] [Importer] numenume Hair.esp
[62][0m:0s][34] [Importer] CamillaValerius.esp
[63][0m:0s][34] [Importer] CarlottaValentia.esp
[64][0m:0s][34] [Importer] Vex.esp
[65][0m:0s][34] [Importer] Sapphire.esp
[66][0m:0s][33] [Importer] Rikke.esp
[67][0m:0s][34] [Importer] Nocturnal.esp
[68][0m:0s][34] [Importer] MirabelleErvine.esp
[69][0m:0s][34] [Importer] Maven.esp
[70][0m:0s][33] [Importer] Laila.esp
[71][0m:0s][34] [Importer] IdgrodRavencrone.esp
[72][0m:0s][34] [Importer] HousecarlSolitude.esp
[73][0m:0s][40] [Importer] HousecarlRiften.esp
[74][0m:0s][34] [Importer] Haelga.esp
[75][0m:0s][34] [Importer] Faleen.esp
[76][0m:0s][34] [Importer] ElisifTheFair.esp
[77][0m:0s][34] [Importer] dunAngiREF.esp
[78][0m:0s][34] [Importer] Astrid.esp
[79][0m:0s][37] [Importer] AelaTheHuntress.esp
[80][0m:0s][33] [Importer] saadia.esp
[81][0m:0s][34] [Importer] portal2mod.esp
[82][0m:0s][33] [Importer] Vocaloid Hatsune Miku.esp
[83][0m:0s][34] [Importer] Bashed Patch_Hatsune Miku-02-Adept-1.5.26.esp
[84][0m:13s][12864347] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -1
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.SubList.parseData(SubList.java:175)
at skyproc.SubRecords.importSubRecord(SubRecords.java:116)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1065)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:66)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at automaticvariants.AV.importMods(AV.java:302)
at automaticvariants.AV.importFunction(AV.java:170)
at automaticvariants.AV$StartProcessThread.run(AV.java:138)
at java.lang.Thread.run(Unknown Source)
[85][0m:13s][216] [Import Mods] Skipping a bad mod: Valdacil's Item Sorting - Potions.esp
[86][0m:13s][111] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[87][0m:13s][1333] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -1
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.SubList.parseData(SubList.java:175)
at skyproc.SubRecords.importSubRecord(SubRecords.java:116)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1065)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:66)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at automaticvariants.AV.importMods(AV.java:302)
at automaticvariants.AV.importFunction(AV.java:170)
at automaticvariants.AV$StartProcessThread.run(AV.java:138)
at java.lang.Thread.run(Unknown Source)
[88][0m:13s][182] [Import Mods] Skipping a bad mod: Valdacil's Item Sorting - Books.esp
[89][0m:13s][115] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[90][0m:13s][1253] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -1
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.SubList.parseData(SubList.java:175)
at skyproc.SubRecords.importSubRecord(SubRecords.java:116)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1065)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:66)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at automaticvariants.AV.importMods(AV.java:302)
at automaticvariants.AV.importFunction(AV.java:170)
at automaticvariants.AV$StartProcessThread.run(AV.java:138)
at java.lang.Thread.run(Unknown Source)
[91][0m:13s][177] [Import Mods] Skipping a bad mod: Valdacil's Item Sorting - Clutter.esp
[92][0m:13s][94] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[93][0m:13s][2626] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -1
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.SubList.parseData(SubList.java:175)
at skyproc.SubRecords.importSubRecord(SubRecords.java:116)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1065)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:66)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at automaticvariants.AV.importMods(AV.java:302)
at automaticvariants.AV.importFunction(AV.java:170)
at automaticvariants.AV$StartProcessThread.run(AV.java:138)
at java.lang.Thread.run(Unknown Source)
[94][0m:13s][161] [Import Mods] Skipping a bad mod: Valdacil's Item Sorting - Soul Gems.esp
[95][0m:13s][102] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[96][0m:13s][1304] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -1
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.SubList.parseData(SubList.java:175)
at skyproc.SubRecords.importSubRecord(SubRecords.java:116)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1065)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:66)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at automaticvariants.AV.importMods(AV.java:302)
at automaticvariants.AV.importFunction(AV.java:170)
at automaticvariants.AV$StartProcessThread.run(AV.java:138)
at java.lang.Thread.run(Unknown Source)
[97][0m:13s][164] [Import Mods] Skipping a bad mod: Valdacil's Item Sorting - Smithing Smelter Categories.esp
[98][0m:13s][95] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[99][0m:13s][1971] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -1
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.SubList.parseData(SubList.java:175)
at skyproc.SubRecords.importSubRecord(SubRecords.java:116)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1065)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:66)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at automaticvariants.AV.importMods(AV.java:302)
at automaticvariants.AV.importFunction(AV.java:170)
at automaticvariants.AV$StartProcessThread.run(AV.java:138)
at java.lang.Thread.run(Unknown Source)
[100][0m:13s][222] [Import Mods] Skipping a bad mod: Valdacil's Item Sorting - Quest Unique and Trophy.esp
[101][0m:13s][101] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[102][0m:13s][1362] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -1
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.SubList.parseData(SubList.java:175)
at skyproc.SubRecords.importSubRecord(SubRecords.java:116)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1065)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:66)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at automaticvariants.AV.importMods(AV.java:302)
at automaticvariants.AV.importFunction(AV.java:170)
at automaticvariants.AV$StartProcessThread.run(AV.java:138)
at java.lang.Thread.run(Unknown Source)
[103][0m:13s][160] [Import Mods] Skipping a bad mod: Valdacil's Item Sorting - Ammo.esp
[104][0m:13s][96] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[105][0m:14s][755891] [Import Mods] Done Importing Mods.
[106][0m:18s][4134490] [EXCEPTION] java.lang.NullPointerException
at automaticvariants.AVFileVars.locateUnused(AVFileVars.java:229)
at automaticvariants.AVFileVars.setUpFileVariants(AVFileVars.java:91)
at automaticvariants.AV.exportFunction(AV.java:195)
at automaticvariants.AV$StartProcessThread.run(AV.java:141)
at java.lang.Thread.run(Unknown Source)
[107][1m:23s][55010486] [DEBUG] Closing Debug File. Time was: 73353
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Sun May 27, 2012 3:31 pm

I'll look into Deadly Dragons and WATER. Thanks 8)

If you're bored, feel free to send me the exact esp files you're using, just to make sure im dealing with the same setup. Afterimage1753@gmail.com
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Sun May 27, 2012 11:28 pm

I'll look into Deadly Dragons and WATER. Thanks 8)

If you're bored, feel free to send me the exact esp files you're using, just to make sure im dealing with the same setup. Afterimage1753@gmail.com

I found the problem! (yay, me!) :)

It's odd, though. The problem .esp is the new Hatsune Miku - Append mod by Animetica. However, he has hidden the mod on the Nexus right now. It's similar to my Hatsune Miku mod but not as elaborate (he simply offered new outfits based on Miku's Append look). Basically, it's a clothing/armor mod.

I could send you the 7z of the mod if you'd like to take a look. It might be something to be aware of in case a similar problem pops up with other mods. Let me know, okay? I'm not sure how much time you have. :)
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Sun May 27, 2012 10:09 am

@leviathan and everyone. Forgot rule number ONE. If it works don't fix it. According to Wrye Bash after restarting new game I've played 64 hours without basically a hitch. Thought just to be sure I would not have problems with human NPC's in the future I implemented the fix in blocklist.txt

Spoiler

==ARMO BLOCKS== //FormIDs
000D64Skyrim.esm //SkinNaked
069CE3Skyrim.esm //SkinNakedBeast

==EDID BLOCKS== //Strings case insensitive

NOT a wise decision. Started playing resumed save game west of Skyrim. There were a bunch of Prides of Skyrim Lions/Lioneses and 17+ thalmors from the Occupy Skyrim mod. Lured the beasts to the thalmor and the thalmor killed them all. Afterwards checked the surrounding where the lions were. Found 5 dead whiterun guards ALL without cloths but could loot them as normall. Fast travelled to Riften and there was a female guard just left near the doors at the beginning. She had NO head. Hmmmm. Decided to remove the items from the blocklist. Started at the point were the female riften guard was, she HAD disappeared (invincible?). Fast traveled to whiterun. Met whiterun guard leader commander Caius, he appeared without cloths. Loaded autosave cretated when entering Whiterun again. Walked around, at first everything seemed OK, NOT SO. Normally at the market near Belathor merchant there is ALWAYS a whiterun guard at least in the night, but was not there. Normally AFAIK when entering Dragon reach there are two guards, also not there. Entered place were whiterun guard rest. Found Caius there, made http://dl.dropbox.com/u/73082907/Automatic%20Variants/Screenshots/Whiterun%20commander%20caius%20no%20clothes.jpg. Apart from gauntlet and boots he is naked. The other two normal guards had cloths on but because I have VariousGuardReplacer.esp installed they didn't look like vanilla guards (which is good).

Don't know what happened but it seems AV did not like the fact I added the two items to the blocklist in a situation were everything was fine. Anyone any explanation and/or solution. Perhaps someone after backing savegames and av.esp can add the two lines to blocklist and see if they can replicate my findings. ATM I'm fubarred, would hate to start new game again.....

Remark1: Just had smithing mdo Ars Metallica.esp installed this evening before starting playing and had not run Boss yett.
Remark2: Before adding lines to blocklist AV.esp was approx 12.4 MB, after adding lines it was approx 3.6 MB !!
Remark3: http://dl.dropbox.com/u/73082907/Automatic%20Variants/Bug%20reports/Automatic%20Variants%2020120514.7z and http://dl.dropbox.com/u/73082907/Automatic%20Variants/Bug%20reports/SkyProcDebug%2020120514.7z

Contents =--Debug Overview--=

Spoiler

[spoiler][1] [OPEN DEBUG FILE] Opening Debug File
[2][0m:0s][999] [AV] AV version: 1.3.1 Alpha
[3][0m:0s][2726] [AV] Available Memory: 96MB
[4][0m:0s][102] [AV] Max Memory: 1208MB
[5][0m:14s][14561754] [Importer] Starting import of targets:
[6][0m:14s][210] [Importer] NPC_ RACE ARMO ARMA LVLN TXST WEAP
[7][0m:14s][23] [Importer] In mods:
[8][0m:14s][19] [Importer] Skyrim.esm
[9][0m:14s][51] [Importer] Update.esm
[10][0m:14s][12] [Importer] HighResTexturePack01.esp
[11][0m:14s][10] [Importer] HighResTexturePack02.esp
[12][0m:14s][9] [Importer] DaedricShieldHiResFix.esp
[13][0m:14s][9] [Importer] Unofficial Skyrim Patch.esp
[14][0m:14s][9] [Importer] Improved Combat Sounds v2.0.esp
[15][0m:14s][9] [Importer] ICS Possible Fix 1.esp
[16][0m:14s][9] [Importer] SoS - The Dungeons.esp
[17][0m:14s][9] [Importer] SoS - The Wilds.esp
[18][0m:14s][9] [Importer] StaticMeshImprovementMod.esp
[19][0m:14s][10] [Importer] 83Willows_101BUGS_V4_HighRes_HighSpawn.esp
[20][0m:14s][9] [Importer] BetterFishAdded.esp
[21][0m:14s][10] [Importer] Birds.esp
[22][0m:14s][9] [Importer] bloodierCombatv1.1.esp
[23][0m:14s][9] [Importer] Crimson Tide - Blood.esp
[24][0m:14s][9] [Importer] Lanterns Of Skyrim - Around Cities.esp
[25][0m:14s][10] [Importer] Lanterns Of Skyrim - Bridges x2 - OnOff.esp
[26][0m:14s][9] [Importer] MoreVillageAnimals.esp
[27][0m:14s][9] [Importer] Occupy Skyrim.esp
[28][0m:14s][9] [Importer] Perfect Legionnaire 3.0.esp
[29][0m:14s][9] [Importer] PilgrimsDelight.esp
[30][0m:14s][9] [Importer] Prides of Skyrim weak.esp
[31][0m:14s][9] [Importer] RabbitsPlus.esp
[32][0m:14s][9] [Importer] Real Wildlife Skyrim 0.1.esp
[33][0m:14s][9] [Importer] DYNAVISION Dynamic Depth of Field.esp
[34][0m:14s][9] [Importer] IMAGINATOR - Visual Control for Skyrim.esp
[35][0m:14s][10] [Importer] daedric_phelm.esp
[36][0m:14s][9] [Importer] BetterQuestObjectives.esp
[37][0m:14s][9] [Importer] masser Size x0.5.esp
[38][0m:14s][9] [Importer] More Dynamic Shadows.esp
[39][0m:14s][9] [Importer] WATER.esp
[40][0m:14s][9] [Importer] WATER - Get Wet.esp
[41][0m:14s][9] [Importer] secunda Size x0.5.esp
[42][0m:14s][9] [Importer] SkyTEST-RealPredators&Animals.esp
[43][0m:14s][9] [Importer] Soul Gems Differ - E.esp
[44][0m:14s][9] [Importer] VariousGuardReplacer.esp
[45][0m:14s][9] [Importer] dD - Realistic Ragdoll Force - Realistic.esp
[46][0m:14s][9] [Importer] DeadlySpellImpacts.esp
[47][0m:14s][9] [Importer] DeadlySpellImpacts - Two Fire.esp
[48][0m:14s][9] [Importer] Animated Weapon Enchants.esp
[49][0m:14s][10] [Importer] RCRN Classic - Hybrid Shaders.esp
[50][0m:14s][9] [Importer] Bashed Patch, 0.esp
[51][0m:14s][9] [Importer] Ars Metallica.esp
[52][0m:24s][9453803] [Import Mods] Done Importing Mods.
[53][0m:26s][2751164] [AV_FileVar] Skipping AV Packages\Bellyaches Animals\Deer because it was empty or missing a spec file.
[54][0m:26s][187390] [04359CSkyrim.esm] Exception occured while loading nif: ACTORS\SKYTEST\GOAT\GOATBRAVE.NIF
[55][0m:26s][620] [EXCEPTION] java.lang.NullPointerException
at skyproc.NIF.loadHeader(NIF.java:68)
at skyproc.NIF.parseData(NIF.java:59)
at skyproc.NIF.(NIF.java:55)
at automaticvariants.AVFileVars$AV_Nif.load(AVFileVars.java:1303)
at automaticvariants.AVFileVars.linkToNifs(AVFileVars.java:348)
at automaticvariants.AVFileVars.setUpFileVariants(AVFileVars.java:94)
at automaticvariants.AV.exportFunction(AV.java:195)
at automaticvariants.AV$StartProcessThread.run(AV.java:141)
at java.lang.Thread.run(Unknown Source)
[56][0m:31s][4197911] [09192CSkyrim.esm] Could not locate ARMA matching ARMO's race
[57][1m:16s][35208999] [DEBUG] Closing Debug File. Time was: 66367


@Leviathan. Perhaps if you have time you could look into this one.
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sun May 27, 2012 9:14 pm

@Leviathan. Bellyache has created on last update for her textures mod, namely 1.7. Would it be possible to update your AV package (in the near future, I know D3 is almost there...)
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Sun May 27, 2012 11:08 pm

@AiTenshi
Got the bug, thanks!

@Wolverine
Sorry to hear. 8( The old AV system is definitely quite volatile and dangerous that way. Luckily...

http://www.mediafire.com/?ugvctlpbtrngtiz
  • New system using the in-game papyrus function EquipItem() as the means of selecting which variant to choose from a set of Form Lists. This replaces the old system which duplicated NPCs for each and every variant and adjusted template chains. This new system should be lightweight, easily expandable, clean, and safe if Bethesda wrote EquipItem() without any bugs or oddities.

    Thanks Pluto!
  • You shouldn't have to start a new game when installing AV anymore, as the script attachment system shouldn't trigger the same bugs that introducing new records previously did.
  • You can now safely delete old AV .esp files at your own leisure without the risk of ruining your savegame. Added an improved consistency system that stores FormID information in a specialized consistency savefile.
  • The setting "AV Prepping" has been removed as it is not needed in the new system.
  • Internal systems have been rearranged in preparation of integration with SUM (SkyProc Unified Manager)
  • Fixed null pointer bug when a modder had an armor pointing to an armor piece that didn't exist.
Major Points:
  • Brand new system - Lots of the "old AV rules" don't apply anymore.
  • @existing savegames and updating from previous AVs
    This new system is SAFE to install on existing savegames now, due to the fact that it uses in-game scripts instead of NPC duplicate records.

    HOWEVER those of you using old versions of AV are unfortunately "addicted" to AV 1.3. You cannot (most likely) disable the old AV version without breaking your savegame. This is an unfortunate side effect of the old AV's methods. Bethesda's savegames hate when records they previously had are removed. The new system doesn't suffer from that issue too much, but that doesn't help the fact that your current savegames ARE addicted to AV 1.3 Since AV 1.4 doesn't add any new features, this isn't a huge issue. Just keep playing with AV 1.3 on your old savegames until you feel like 1.4 has enough worthy new features.

    Those of you starting new games and/or just feel like contributing via testing, please try out AV 1.4 and let me know how stable you find it. 8) I'm hoping it's the most stable AV so far. 8)

  • You can now safely delete your old esps (assuming you upgraded to 1.4)
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Sun May 27, 2012 3:45 pm

Is the structure for 1.4 different from earlier, or can I use the packages at the top of the thread?

A question, does AV always pick one of the alternative textures, or is it 50-50 on AV textures and vanilla / re- textures?

Also, I have to tell you that I'm surprised not to find features such as this in other games these days. Whenever I battle monsters in other games now, I find the fact that they are identical to be almost annoying. Just having 3-5 different textures for the most common enemies would make everything so much more fun. That is how awesome it is.
User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Sun May 27, 2012 8:59 pm

@Leviathan. AV 1.4 sounds great. Will gonna test it soon. Almost done with installing the complete STEP guide. I will combine this with yet another run of Skyrim. This way I'm sure my save games do not conflict with the new STEP mods.
First run: main quest and quite a lot of side quests. Second run: no main quest but only side-quest. New start game remaining sidequest. Will report about AV 1.4 in the future, will remove av.esp and also the change blocklist.txt abundantly ;-).

I assume that this version does not yet include female NPC's (no spriggans variants) and/or humanoid NPC's. Are perhaps other EDID errors for for example wispmother fixed or do we have to wait for those after you got your D3 'fix', please do not OD on us....
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Sun May 27, 2012 6:47 pm

Also, I have to tell you that I'm surprised not to find features such as this in other games these days. Whenever I battle monsters in other games now, I find the fact that they are identical to be almost annoying. Just having 3-5 different textures for the most common enemies would make everything so much more fun. That is how awesome it is.

The funny thing is that Japanese game designers and artists have been doing this trick for decades, including recent games such as Tales of Vesperia and Star Ocean: The Last Hope. The only difference is that they normally do it to signify a different enemy of the same type, but different levels of difficulty. Still, the basic idea is there. This is one reason I have stated that the Japanese game companies who have openly claimed that they want to emulate Western game makers' decisions are going down the wrong path for success. Being the same only undermines diversity and thus undermines the variety of choice.
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sun May 27, 2012 9:45 am

1.4 is not working at all.

I have a fresh save, placed me some skeletons and nothing. After 200 skeletons I assume it's not working.

Here's my debug report: http://www38.zippyshare.com/v/6597253/file.html
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Sun May 27, 2012 11:14 am

The funny thing is that Japanese game designers and artists have been doing this trick for decades, including recent games such as Tales of Vesperia and Star Ocean: The Last Hope. The only difference is that they normally do it to signify a different enemy of the same type, but different levels of difficulty. Still, the basic idea is there. This is one reason I have stated that the Japanese game companies who have openly claimed that they want to emulate Western game makers' decisions are going down the wrong path for success. Being the same only undermines diversity and thus undermines the variety of choice.

Yea, but that doesn't add the same variation feel, as they are different enemies with different stats and levels. And you mostly encounter a buch of the same type. You don't come across 2-3 different ones at the same time, but 3 identical ones here, and 2 different identical ones there.
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Mon May 28, 2012 12:50 am

@Leviathan1753. Checked the consistency.txt file (of Sounaipr). I assume there was no other solution but IMHO the problem of 'safe to delete'' has just shifted. Just thought/assumed that in some magically the safe to delete feature would be inside a savegame (has drawbacks also). Now its 'safe to delete AV.esp' but when you delete consisenty.txt the same problems arises. Hence when someone deletes AV (av.esp + skyproc dir) to reinstall AV using existing save games we still get scrambled textures. To lessen this problem its perhaps better to put it in the dir where skyrim.ini exists where its a bit more out of reach. A BIG warning in the README to not delete consistency.txt EVER would be usefull. But perhaps I'm missing somethings and its safe to reinstall AV without problems....
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Sun May 27, 2012 9:27 pm

I can't get AV 1.31 or 1.4 to work.

I was using 1.22 or something that worked in the past.
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Sun May 27, 2012 11:09 am

Yea, but that doesn't add the same variation feel, as they are different enemies with different stats and levels. And you mostly encounter a buch of the same type. You don't come across 2-3 different ones at the same time, but 3 identical ones here, and 2 different identical ones there.

Umm... AV does the same thing, though. You do not encounter different types of enemies with AV (not different stats, only different textures/appearances). It just changes the textures so the enemies appear to be different, or have greater variety. Same thing. For example, you can encounter a pack of wolves with black fur or a pack with brown fur. That sort of thing. The Japanese game designers and artists do the same thing but do it manually from the ground up. The only difference is that they actually name the enemies differently and give them different stats, essentially treating them as different encounters. With AV, you have the same enemies with different appearances. Still, it's the same basic idea, and it certainly is NOT a good idea for the Japanese artists and designers to think about removing variety in visual appearance by following the vanilla Western approach.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Sun May 27, 2012 10:19 am

Hey guys, happy to see a new update! I'd like to report that the new AV throws a nullpointexception with Dwemer Spectres enabled. They're essentially 'Dwemer NPC Ghosts'...here's the mod:

http://skyrim.nexusmods.com/downloads/file.php?id=17011

Anyway, it also throws another error out at step 6/10...something about StarX's Frost Giants:

Spoiler
[469][0m:0s][25] [AV_FileVar] Generating FLSTs for [ARMO | 001830StarX Frost Giants.esp | STXSkinFrostGiant02]
[470][0m:0s][138] [AV_FileVar] Generating FLST for race null
[471][0m:0s][649] [EXCEPTION] java.lang.NullPointerException
at automaticvariants.AVFileVars.generateFormLists(AVFileVars.java:657)
at automaticvariants.AVFileVars.skinSwitchMethod(AVFileVars.java:121)
at automaticvariants.AVFileVars.setUpFileVariants(AVFileVars.java:111)
at automaticvariants.AV.runChangesToPatch(AV.java:427)
at skyproc.gui.SUMGUI$ProcessingThread.run(SUMGUI.java:245)
at java.lang.Thread.run(Unknown Source)

This was always compatible with AV 1.2 and 1.3, simply disabling it before running ASIS and AV solves the error.
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Sun May 27, 2012 11:11 am

Something I've considered in the past but maybe usefull for the future. This is under the assumption that if a mod throws an exception of some kind or lets AV hang during the construction of AV.esp that that is because of that mod AND not because of a specific combination of mods. It might be usefull to have an AV compatible mod list. A few of us have quite a large list of mods and this way you get a relative complete list of comp. mods. This should not be that difficult to achieve with the right tools (a Linux oneliner which combines/pipes a few tools together could do the trick. Yep Unix/Linux guy). Does anyone find that usefull or do you think I've been eaten a bit to much psychedelic mushrooms (which BTW can be legally bought and consumed here in the Netherlands.)
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Mon May 28, 2012 1:00 am

@spoki0. Starting with AV 1.3.0 the AV package structure has been changed which means AV packages usef for AV 1.2.x CAN NOT be used. You have to download 1.3.x compatible packages or convert them. Don't know if you have already done that and still can't get it to work......
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Mon May 28, 2012 12:58 am

Something I've considered in the past but maybe usefull for the future. This is under the assumption that if a mod throws an exception of some kind or lets AV hang during the construction of AV.esp that that is because of that mod AND not because of a specific combination of mods. It might be usefull to have an AV compatible mod list. A few of us have quite a large list of mods and this way you get a relative complete list of comp. mods. This should not be that difficult to achieve with the right tools (a Linux oneliner which combines/pipes a few tools together could do the trick. Yep Unix/Linux guy). Does anyone find that usefull or do you think I've been eaten a bit to much psychedelic mushrooms (which BTW can be legally bought and consumed here in the Netherlands.)

Tools aren't needed for that route.

Say you've got a list already. Ok, initially nothing is sorted so we perform the sort (a basic sort would do just fine) and lump them in a list.

Now, each time the program hits a mod, before it does anything with it, it checks to see if the list contains it via a simple search (any algorithm will do for the purpose of this example). If it doesn't contain it, go ahead with the tasks and include it. If the list does contain it, skip it.

That's the way to do it. Not with shell scripts and whatnot. The way to do these things is in the main program.

On the idea itself, I'm going to let someone else comment on it for various reasons of my own. >_>
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Sun May 27, 2012 1:53 pm

Is the structure for 1.4 different from earlier, or can I use the packages at the top of the thread?

A question, does AV always pick one of the alternative textures, or is it 50-50 on AV textures and vanilla / re- textures?

Also, I have to tell you that I'm surprised not to find features such as this in other games these days. Whenever I battle monsters in other games now, I find the fact that they are identical to be almost annoying. Just having 3-5 different textures for the most common enemies would make everything so much more fun. That is how awesome it is.

If you add 6 wolf variants and do "Use original as variant" then you'll have 7 wolf variants that it picks from equally. 8)
And yes, I agree.. I could never go back to monotextures. XD I'm surprised more people don't do systems like this myself. Same with DLL style systems where a level 20 vamp can chase you out of a dungeon as a level 1 character. I think that's amazingly cool and immersive to not walk in a dungeon knowing the entire thing is your level and smashable in 2-3 hits. Of course, that probably wouldn't work in linear games, but Skyrim and friends are prime candidates, and their LList systems could be much more engaging and unpredictable. Ah well, more modding for me. 8)

@Leviathan. AV 1.4 sounds great. Will gonna test it soon. Almost done with installing the complete STEP guide. I will combine this with yet another run of Skyrim. This way I'm sure my save games do not conflict with the new STEP mods.
First run: main quest and quite a lot of side quests. Second run: no main quest but only side-quest. New start game remaining sidequest. Will report about AV 1.4 in the future, will remove av.esp and also the change blocklist.txt abundantly ;-).

I assume that this version does not yet include female NPC's (no spriggans variants) and/or humanoid NPC's. Are perhaps other EDID errors for for example wispmother fixed or do we have to wait for those after you got your D3 'fix', please do not OD on us....

No females yet. That has less to do with the internal system used to get variants.. and more with me needing to set up protocols within my own program. Just haven't gotten to it.

1.4 is not working at all.

I have a fresh save, placed me some skeletons and nothing. After 200 skeletons I assume it's not working.

Here's my debug report: http://www38.zippyshare.com/v/6597253/file.html

*facepalm* I didn't include the in-game script files again. XD
Seems like the patch created okay, but the in-game scripts are just non-existent. 8P

@Leviathan1753. Checked the consistency.txt file (of Sounaipr). I assume there was no other solution but IMHO the problem of 'safe to delete'' has just shifted. Just thought/assumed that in some magically the safe to delete feature would be inside a savegame (has drawbacks also). Now its 'safe to delete AV.esp' but when you delete consisenty.txt the same problems arises. Hence when someone deletes AV (av.esp + skyproc dir) to reinstall AV using existing save games we still get scrambled textures. To lessen this problem its perhaps better to put it in the dir where skyrim.ini exists where its a bit more out of reach. A BIG warning in the README to not delete consistency.txt EVER would be usefull. But perhaps I'm missing somethings and its safe to reinstall AV without problems....

Yup, the consistency info is now stored in "Files/Consistency". So deleting that will have the same effect as deleting your esp.
Moving it to My Documents may be a safer route for sure! 8) Thanks for the idea.

Something I've considered in the past but maybe usefull for the future. This is under the assumption that if a mod throws an exception of some kind or lets AV hang during the construction of AV.esp that that is because of that mod AND not because of a specific combination of mods. It might be usefull to have an AV compatible mod list. A few of us have quite a large list of mods and this way you get a relative complete list of comp. mods. This should not be that difficult to achieve with the right tools (a Linux oneliner which combines/pipes a few tools together could do the trick. Yep Unix/Linux guy). Does anyone find that usefull or do you think I've been eaten a bit to much psychedelic mushrooms (which BTW can be legally bought and consumed here in the Netherlands.)

There really isn't a need. You can make a list if you want, but any mod that throws an error for AV in the end needs to be addressed by me so that it's handled. Eventually that list should be empty. XD
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Sun May 27, 2012 10:55 am

@Leviathan. "*facepalm* I didn't include the in-game script files again. XD Seems like the patch created okay, but the in-game scripts are just non-existent. 8P". Can we expect a new working AV 1.4.1 today?
Reason: as mentioned by changing the blocklist.txt I borked AV, naked and headless ppl everywhere. Installed a backupped AV.esp from few days back. To my surprise I still get naked ppl. Even a load game which I presume was before my tinkering does not work. Hence I'm forced to use AV 1.4.x and it would be nice if there is a working AV 1.4.x. You just got one more 'volunteer' to try AV 1.4.x out !!!
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Mon May 28, 2012 12:15 am

A bit on the side of AV, but how many other mods do people on here have running other than AV?
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Sun May 27, 2012 10:36 pm

@wolverine
Yeah, it's ready to upload now, but I'm looking into a few of the bugs real quick before uploading a fix.
It'll be up before I lock my door tonight. 8P
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Mon May 28, 2012 12:17 am

Something I've considered in the past but maybe usefull for the future. This is under the assumption that if a mod throws an exception of some kind or lets AV hang during the construction of AV.esp that that is because of that mod AND not because of a specific combination of mods. It might be usefull to have an AV compatible mod list. A few of us have quite a large list of mods and this way you get a relative complete list of comp. mods. This should not be that difficult to achieve with the right tools (a Linux oneliner which combines/pipes a few tools together could do the trick. Yep Unix/Linux guy). Does anyone find that usefull or do you think I've been eaten a bit to much psychedelic mushrooms (which BTW can be legally bought and consumed here in the Netherlands.)

I agree with Lev here, but I'll also offer the addendum that concerns about load order being important in some way are also already addressed via BOSS (and BOSS Userlist Manager for user-customized overrides/tweaks). Thus the problem should be covered in all ways possible (aside perhaps from engine bugs that cannot be handled, of course).

If you add 6 wolf variants and do "Use original as variant" then you'll have 7 wolf variants that it picks from equally. 8)
And yes, I agree.. I could never go back to monotextures. XD I'm surprised more people don't do systems like this myself. Same with DLL style systems where a level 20 vamp can chase you out of a dungeon as a level 1 character. I think that's amazingly cool and immersive to not walk in a dungeon knowing the entire thing is your level and smashable in 2-3 hits. Of course, that probably wouldn't work in linear games, but Skyrim and friends are prime candidates, and their LList systems could be much more engaging and unpredictable. Ah well, more modding for me. 8)

Oh, it works even in more or less linear games, or at least more linear than Bethesda's. I mentioned games like Tales of Vesperia and Star Ocean: The Last Hope as recent examples, but this goes back to the 1980s for Japanese games, so it's really no big deal (well, from their perspective... which they got from the Western developers, originally, ironic as that may be).

But hey, happy modding, Lev! :P

(I'll add a comment that the problem is one of Western perceptions changing. Same thing for poor character aesthetics. You can't fix things if you don't even recognize a problem in the first place.)

Yup, the consistency info is now stored in "Files/Consistency". So deleting that will have the same effect as deleting your esp.
Moving it to My Documents may be a safer route for sure! 8) Thanks for the idea.

Hmm... well, I'd suggest perhaps a subfolder in the My Documents/Skyrim folder. Perhaps even allowing users to specify where to store it due to many players using save game profiles of one type or another (i.e., if they have separate save folders, they might want to keep this in the save folder/profile for a specific character, after all).

A bit on the side of AV, but how many other mods do people on here have running other than AV?

I'd say it varies a lot. In my case, I have about three or four dozen in order to make the game playable for my preferences. :)

However, I'd say that it also depends on the specific mods, especially with AV in its current form. If you have a ton of clothing/armor mods but AV does not yet do clothing/armor, then it won't make much difference. Same with weapons or other elements. Only the elements that AV touches would matter, right? Someone might have 100 mods or more but no mods that AV actually uses (or few mods, anyway).

In my case, again, I tend to prefer focusing on environment, creature, character aesthetics, and similar related elements. Therefore, AV touches several mods that are key for me, but it doesn't touch others. For example, it doesn't touch my own Vocaloid Hatsune Miku mod. It doesn't touch huge mods such as the Skyrim HD 2K pack. Etc.
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Sun May 27, 2012 3:57 pm

I'd say it varies a lot. In my case, I have about three or four dozen in order to make the game playable for my preferences. :smile:

However, I'd say that it also depends on the specific mods, especially with AV in its current form. If you have a ton of clothing/armor mods but AV does not yet do clothing/armor, then it won't make much difference. Same with weapons or other elements. Only the elements that AV touches would matter, right? Someone might have 100 mods or more but no mods that AV actually uses (or few mods, anyway).

In my case, again, I tend to prefer focusing on environment, creature, character aesthetics, and similar related elements. Therefore, AV touches several mods that are key for me, but it doesn't touch others. For example, it doesn't touch my own Vocaloid Hatsune Miku mod. It doesn't touch huge mods such as the Skyrim HD 2K pack. Etc.

I know mods that add armor / weapons / spells are small and people are likely to have a bunch of them. I personally find that way to many armour mods are focusing more on being sixy than anything else, and I've found few weapon mods to my liking and the spell mods tend to contain to many unwanted spells. I'm trying to make the other mods I have work together without blowing up everything.

Would you want AV to be able to have different textures for static items and world textures?
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

PreviousNext

Return to V - Skyrim