BIG BUG ? Leveled Items Lists don't work

Post » Thu Jun 21, 2012 3:36 am

I've added vanilla lists of leveled items in containers. The CK's "Preview Calculated Result" shows the correct item in regards to some PC level, but in-game it just don't work : all items rendered are those of level 1, even when the "Calculate from all levels <= PC's level" is unmarked (not set). To test this, simply add the vanilla LitemArmorCuirassHeavyBest leveled list into a cupboard : you'll see that in-game, whatever the PC's character's level, you'll always get the "ArmorIronBandedCuirass"... Leveled Lists work fine when trying to render a random item from a list of items of the same level ; they also work if we check "Calculate from all levels". However, if the later is unchecked because we want the item of which level is the closest to <= PC's levels (i.e. select an item depending on the PC level), there's a bug, they don't work. And that's really annoying... I hope that I just missed something, any solution ?
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(G-yen)
 
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Post » Wed Jun 20, 2012 10:13 pm

Follow-up 04-11-2012 :

After searching the Web as much I could during half a day, I haven't found any info about that bug : all tutorials, blogs, etc. that I've looked-up mention about manipulating Leveleditem lists via the CK as if they were working fine... After reading a tutorial showing a list in descending order (of level value), I thought that there must be a specific ordering sequence over which the list is generated in-game : all the LeveledItem lists are in ascending order, including new lists I've created, and they don't work. I also tried to create a list starting with items of greater level value, but even though it was correctly saved (descending order and I checked twice by reopening the leveleditem list object), closing and reloading the CK showed that the CK replaced the list's order sequence in ascending order... Thus, it seems impossible to correctly use LeveledItem lists in my mod via the CK.... Is there some trick that I'm not aware of so as to preserve a LeveledItem list's descending order sequence ? Has anybody successfully used LeveledItem lists with their mod ? ...? Any help would be so appreciated...
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sally coker
 
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Post » Wed Jun 20, 2012 3:36 pm

There is a workaround on this page
http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__hl__unofficial%20bugs
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Roanne Bardsley
 
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Post » Wed Jun 20, 2012 1:20 pm

There is a workaround on this page
http://www.gamesas.com/topic/1352954-unofficial-creation-kit-modding-bug-list-3/page__hl__unofficial%20bugs
Thanks for the link ScarabMonkey. However it does not provide a solution, the poster was talking about a work-around for the CK's "Preview Calculated Result" to work correctly : it requires an ascending ordering. As is mentioned in his post (and as I wrote), reloading the mod will always get the list in ascending order, and that's actually the problem : it looks like the list must be in descending order to be handled correctly IN-GAME (not in the CK which requires the opposite ordering). Thus, even though the CK's "Preview Calculated Result" works ok, in-game the same list will always render items from level 1 (from the top of the list) ! As if the CK and the game engine used two distinct algorithms for rendering LeveledItem lists...

Example - Put the LeveledItem list "LItemArmorBootsHeavyBest" into a container that you'd add to whatever home, and try it in-game : can you get something else than iron boots even though your PC is above level 6 ? If "no" then you are experiencing the bug. Else, please let me know what you have done..
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Alycia Leann grace
 
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Post » Wed Jun 20, 2012 11:13 pm

Have you tried editing the list with SkyEdit or TESVSnip?
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dell
 
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Post » Wed Jun 20, 2012 7:06 pm

Have you tried editing the list with SkyEdit or TESVSnip?
Have you tried with unedited vanilla lists, like the simple example I've given (can you reproduce the bug on your side using vanilla leveled lists) ? Can you "see" the bug on your side ?

Regarding SkyEdit or TESVSnip, no I haven't tried them yet : I want to make sure that I'm not the only one who gets that bug before jumping onto other tools (else I'd rather reinstall the game, but I don't think that my installation is faulty : everything is A-ok with Steam, the mods I use don't modify vanilla leveled lists, and I'm free of CTDs - the single one I've experienced was due to a mod I got rid of a month ago). I will try those tools if I get reports that I'm not the only one who gets that bug whatever the leveled lists via the CK (either vanilla or customized ones), and come back to tell about the outcome (and hopefully "close this ticket" ;-). thanks!
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Kelly John
 
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Post » Wed Jun 20, 2012 2:02 pm

One thing I have had to do when testing all my mods now is start the game with no mods loaded at all, go though the tutorial till I get back out the cave, make a clean save then never go over it.
I then use that save to test any mod I make one at a time because when I tried editing levelled lists on one of my games I had a level 40 mage nothing seemed to work right then when I started using a clean save with no mods it all worked fine.
Leon
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Dezzeh
 
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Post » Wed Jun 20, 2012 5:02 pm

One thing I have had to do when testing all my mods now is start the game with no mods loaded at all, go though the tutorial till I get back out the cave, make a clean save then never go over it.
I then use that save to test any mod I make one at a time because when I tried editing levelled lists on one of my games I had a level 40 mage nothing seemed to work right then when I started using a clean save with no mods it all worked fine.
Leon
I'm testing with a level 19 PC. No mod I'm using involves modified vanilla "LItem" leveled list. However I hit the bug, even with customized leveled lists I've created (meaning that whatever mod I currently use won't have any impact) : same problem, the "forced" ascending sequence make it work ok with the CK' "Preview Calculated Result", but not in-game. Consequently, the next thing to verify is for someone else than myself to report if he/she'd get the same bug, and the test is simple :
  • create a new FormID container from an existing one that you have emptied (e.g. from NobleCupboard01 : empty its list, rename the form ID tho whatever name and confirm the creation after hitting ok) ;
  • include a vanilla Litem leveled list (e.g. LItemArmorBootsHeavyBest) into that new container ;
  • "instanciate" the container in whatever PC home (e.g. WhiterunBreezehome)
Then try with a PC of level above 6 : if you get iron boots then the bug is not limited to my context , that's what I'd like to know before searching anything else... Please?

P.S.: I've developed a script to "manually" manage some leveled list in Oblivion (actually a spawning script based on the PC level instead of the "elapsed unvisited time" - it was 3 days -, and allowing for such spawning containers to also keep any item added by the PC). But that would be quite cumbersome to use, more over when considering the differences between Papyrus and the old Engine's scripting language (I haven't played thoroughly with Papyrus yet), and I shouldn't have to do this
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steve brewin
 
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Post » Thu Jun 21, 2012 3:28 am

One thing I have had to do when testing all my mods now is start the game with no mods loaded at all, go though the tutorial till I get back out the cave, make a clean save then never go over it. I then use that save to test any mod I make one at a time because when I tried editing levelled lists on one of my games I had a level 40 mage nothing seemed to work right then when I started using a clean save with no mods it all worked fine. Leon
Your approach is excellent to "test for vanilla zero gamers" (begining a new game without mod)... But I'm not testing someone else's mod : I'd like my mod to work whatever the level of PC, leaving all vanilla objects in case of mod conflicts, and I am testing for that. BTW, all the mods I'm using - and they are not numerous - are free of CTDs, I've removed those that even had 5 stars for the sole reason that they were too dependent on the state the game/PC were at, or played too much beyond engine's limitation (generating CTDs, instability, and such).

So that's not really the point. Or is it ?... Thus my question is simple : can you reproduce the bug I'm experimenting? The 3 steps are simple and are enumerated in my previous message.

Side-Note : I know what you are talking about : my own mod (currently in WIP) brought me CTDs with higher level PCs : it involves vanilla interior cells (Breezehome and Hjerim ; the mod is planned to "touch" 4 main PC homes with interconnections and quests), adding some lighting FX, swapping a wall in Breezehome, adding an alchemist apparatus (containers and such for ingredients and special custom potions - I'll include a script to automatically store ingredients in the next version after release), Enchanting altar + chests for soul gems and shelves in Breezehome + custom cupboards and mannequin in bedroom + weapon racks and mannequin in loft + 2 new swords with special enchantments involving visual/audio FX + new "forge altar" for those swords + quest - not there yet... However, begining the game with a new character didn't rendered the CTDs. After some "anolysis", I've pinpointed that the "corruption" actually took place in-between buying stuff for the houses : after "reestablishing" all the vanilla items (added custom lights instead of removing or changing the base object of current ones - disabled at begining AND enabled in opposition to the marker involved with the furniture buying process), and after making sure that any added mannequin NPC, of which trigger can be enabled with the parent marker invovlved in the furniture buying process, does not itself depend on that marker (enable parent = none.. + making sure there's an isolated navmesh under its feet), now my mod doesn't CTD anymore, whatever the PC level, whatever the state of the home buying process (even though it depends on it). My sole problems are with the LeveledItem lists depending on the PC level to generate this or that object.. Btw, dummy objects placed by the mod don't seem to appear in-game : a dummy with a leveled list will stay invisible, as if disabled, but I can live with that - for now ;-)...
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Tiffany Castillo
 
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Post » Wed Jun 20, 2012 10:33 pm

Just did a quick test using LItemArmorBootsHeavyBest with a lvl25 character.

Placed one container inside breezehome and one outside. The one inside produced only iron, the one outside only orcish.

I don't think it's a bug however, I recall mention pre-release that dungeons you entered would stay at the level you first entered them at and not level up with you when they respawned. Seems like that's what's happening here, the cell recorded the level my character first entered it at and is using that to spawn leveled loot/npc's rather than the player's current stats.
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Laura Ellaby
 
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Post » Wed Jun 20, 2012 3:10 pm

I don't think it's a bug however, I recall mention pre-release that dungeons you entered would stay at the level you first entered them at and not level up with you when they respawned. Seems like that's what's happening here, the cell recorded the level my character first entered it at and is using that to spawn leveled loot/npc's rather than the player's current stats.
Oh I see, it's "by design". Well every different taste being of this world it's alright by me... I guess that in the end I'd have to try porting that oblivion script I did (for respawning cells or containers given the PC's level on cell load + cell reset - any cell load+reset, with a control to limit to only 1st occurrence with mod loaded if required by the dev, and it's not attached to some quest ; the script would have to be adapted and attached to each cell involved with the effect, which could be somewhat time-consuming for the mod dev but not that much).

Placed one container inside breezehome and one outside. The one inside produced only iron, the one outside only orcish.
That's odd, from what is assumed the opposite should've happened : usually one would "visit" the Breezehome cell well after entering Whiterun. More over, I remember entering the Breezehome for the 1st time well after level 6 with my testing PC (level 19), so I shouldn't have got a pair of Iron boots (for PC level < 6).. Could the Breezhome cell have something "special" which makes leveledItem lists broken ? What about other home or interior cells ?

Btw, you got the correct item whith the container in Whiterun cell (in the leveledItem list, the orchich boots is set to generate for a level 25 PC), which confirms the limitation to be exclusive to interior cells. But I'll have to do more tests regarding the odd breezehome cell's leveledItem lists generation : the next will be with solitude's home which I'm also sure my level 19 PC hasn't visited yet.

Anyways, many thanks for your testing and actual completion of the explanation (it's not a leveledItem list bug). You took the time and it's so appreciated ! As well as for that info, I should've read it I somewhere don't know why I missed that.. "Problem" half-solved, I'll have to do more testing regarding other home cells (if they reproduce the breezehome "bug" with leveleItem lists). I can't do much more so I'll move on with alternatives if I encounter the bug in other home cells, as I'll do in Breezehome... Thanks again to this forum.
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Far'ed K.G.h.m
 
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Post » Wed Jun 20, 2012 5:37 pm

Ouch, forget about my previous message : testing a container in Whiterun exterior cell (next to Breezehome house) does not give me expected results as per Albatross's testing : I still get iron boots from the LItemArmorBootsHeavyBestLeveled list, it behaves as if it was in an interior cell (leveled as per the very 1st occurrence of the PC in the cell - I know that I've entered Whiterun for the 1st time before level 6). So it looks like leveled lists are actually completely broken when trying to generate an item given PC's level since it doesn't level anywhere, interior or exterior, and since I got the lowest leveled item (level 1) when entering Breezehome for the 1st time at level 19 (I should've get above level 6 items)...

But that later conclusion still requires confirmation : Today I'm testing with Proudspire Manor in Solitude, a city I know having visited for the 1st time when my PC was above level 10 (and I didn't visit the manor at all yet). Same test will take place with Hjerim's house in Whindhelm, so stay put (and sorry for the delays, I'm not modding Skyrim full-time unfortunately)...
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rebecca moody
 
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Post » Wed Jun 20, 2012 11:15 pm

I've created a new character PC to test from scratch, along other testings with a higher level PC :
- mod activated before buying the house;
- mod activated in-between the buying process (house + furnitures);
- mod activated after the buying process.

The three later tests have been successful for my higher level PC, but only in Breezehome, So I'll use this "bug" as an excuse for myself to complete the mod and test then after for the two other homes. So be patient for a couple of weeks about my final conclusions over this issue (I'm addressing this post to the user who's following this thread ;-)
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matt
 
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Post » Wed Jun 20, 2012 6:23 pm

Ok. actually this thread ends with http://www.gamesas.com/topic/1365744-big-bug-leveled-items-lists-dont-work/page__view__findpost__p__20643054. Nonetheless I don't know why my preliminary testing showed wrong results in this regard... But after starting another new PC and raising its level before setting foot into Whiterun (at level 8 and Breezehome at level 12) and Solitude (at level 21), everything works at it should. Case closed.
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Alexis Acevedo
 
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