Mod health Checkup Request!

Post » Mon Nov 19, 2012 6:45 am

Good day folks!

I have a problem. My mod is having issues and I have no idea what is causing them. All I know is that the mod was fine before Dawnguard, and now it seems to be very fragile, and doing unexpected things (almost as bad as Vista!!)

Essentialy, i was hoping that a generous CK guru could take a quick look at my mod, and see if there are any glaring areas where issues might occur?

My mod is available here (http://skyrim.nexusmods.com/mods/12575) and everthing is provided so that it can be further edited in the CK (I like my mod to be open source :P)

My implementation was to change the racial powers into abilities (note not repalcing them with abilities). The abilities would apply a constant scripted spell effect. This scritped effect would then cast a spell on certain conditions.

Problems I am having include:
1. The power/ability being broken when loading a save from the current session (Scenario example: You just got spotted by a guard stealing and want to load a previous point).
2. When a spell triggers, it does not call the spell referenced in the script, but always reverts to the spell/ powers assocaited with Nords.

I am thinking that issues I am encountering are to do with the changing of the racial powers into abilities, and some implementation of dawnguard does not like this. But I am not sure.

Help?
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Kill Bill
 
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Post » Mon Nov 19, 2012 12:37 pm

  • There is a 'dirty' record you'll want to remove.
    • PerkArgonianFortifyHealRateNonCombat "Fortified Healing" [MGEF:00106AEB]
  • AutoReadOnly: These don't get the optimizations Auto properties get, IIRC. If they needn't be 'Read Only' you might want to consider making them just Auto properties.
    Spoiler
    [09/17/2012 - 07:42:16AM] Code Comparer log opened (PC)[09/17/2012 - 07:42:16AM] Code Comparer Version: 1.010000[09/17/2012 - 07:42:16AM] Skyrim Version: 1.7.7.0[09/17/2012 - 07:42:16AM] SKSE Version: 1.051100[09/17/2012 - 07:42:28AM] === 'fAuto' ===[09/17/2012 - 07:42:28AM] Time elapsed (calibration offset) for an empty test: 0.339001[09/17/2012 - 07:42:28AM] Started 'fAuto' at: 31.576000 | Iterations to complete: 100000[09/17/2012 - 07:42:28AM] Finished 'fAuto' at: 31.913000 | Iterations completed: 100000[09/17/2012 - 07:42:28AM] Time elapsed (Raw) for 'fAuto': 0.337000[09/17/2012 - 07:42:28AM] Time elapsed (Calibrated) for 'fAuto': 0.000000[09/17/2012 - 07:42:28AM] Approximate time for each iteration (Raw): 0.000003[09/17/2012 - 07:42:28AM] Approximate time for each iteration (Calibrated): 0.000000[09/17/2012 - 07:42:31AM] === 'fAutoReadOnly' ===[09/17/2012 - 07:42:31AM] Time elapsed (calibration offset) for an empty test: 0.325998[09/17/2012 - 07:42:31AM] Started 'fAutoReadOnly' at: 32.279999 | Iterations to complete: 100000[09/17/2012 - 07:42:31AM] Finished 'fAutoReadOnly' at: 34.930000 | Iterations completed: 100000[09/17/2012 - 07:42:31AM] Time elapsed (Raw) for 'fAutoReadOnly': 2.650002[09/17/2012 - 07:42:31AM] Time elapsed (Calibrated) for 'fAutoReadOnly': 2.324003[09/17/2012 - 07:42:31AM] Approximate time for each iteration (Raw): 0.000027[09/17/2012 - 07:42:31AM] Approximate time for each iteration (Calibrated): 0.000023[09/17/2012 - 07:42:44AM] Log closed

Not sure about the Dawnguard woes without really digging in. Hopefully someone more experienced with spells can chime in.
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Portions
 
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Post » Mon Nov 19, 2012 3:41 am

Thanks JustinOther,

I think there might be another dirty record with the high elf race which i need to change as well, but the autoreadonly comment sounds interesting. It could be this lack of optimisation for readonly properties which result in the wrong spell and spell conditions from being cast!

I think my scripts pretty much define the properties at the start and leave them relatively untouched, so I shall give some edits tonight and hope that this works!

I appreciate the time you have taken to help me out! If others are willing to assist that would be cool too!

T
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Betsy Humpledink
 
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Post » Mon Nov 19, 2012 7:40 am

I think there might be another dirty record with the High Elf race which i need to change as well, but the autoreadonly comment sounds interesting. It could be this lack of optimisation for readonly properties which result in the wrong spell and spell conditions from being cast!
High Elf RACE record adds an actor effect, so it's not technically 'dirty', but if that's not intentional, I'd get rid of it to reduce the likelihood of conflicts. I'd wager it's unlikely that AutoReadOnly has anything to do with your problem. Those just add potentially unnecessary 'expense' to your scripts.

Sorry I couldn't help more pinpointing the Dawnguard issue.
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Elizabeth Davis
 
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Post » Mon Nov 19, 2012 7:22 am

Just cleaned up the bad records, there were a few more in there too. Interestingly enough, one was the nord battle cry! time to optimise the scripts a little and see if this helps too!
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Big mike
 
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Post » Mon Nov 19, 2012 4:47 am

After cleaning up the logs, I am still having problems. One thing which is persistently perplexing me is the following.
*is edited existing ID
Woodelf Edit: *RaceWoodElf(ability) casts AutoCastProcWoodelf (constant effect script). The script has a "onHit" condition, which when met calls debug "woodelf"

Nord Edit: *RaceNord(ability) casts AutoCastProcNord(constant effect script). The script has a "onHit" condition, which when met calls debug "Nord"

When a woodelf character (brand new) is hit, I see debug for both scripts firing.

Issue 2:
When a character dies or loads a previous save, the script is not re-loaded.

Issue 3:
When the mod is turned off the player is left a dummy constant effect ability that never goes away. Re-installing the mod from this state will result in a broken mod.

There might be ways around 2 and 3, but issue 1 is the one that has me screaming at my PC. Does anyone out there have similar problems, or know of solutions?
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Cassie Boyle
 
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Post » Mon Nov 19, 2012 10:45 am

One last bump, and then my forray into skyrim and modding ends.
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Steven Hardman
 
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Post » Mon Nov 19, 2012 3:07 pm

Issue 2: You can reapply stuff on save game load with a http://www.creationkit.com/Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded.
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Alada Vaginah
 
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Post » Mon Nov 19, 2012 4:35 am

Unfortunately , the things I am seeing with Issue 2 are not script problems. something seems to be breaking in the Power (now ability) > constant effect relationship.
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Milagros Osorio
 
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