So who is Daryl, anmd why do his weaponracks activate when I

Post » Fri Nov 16, 2012 8:56 pm

I am in Riverwood, new game, trying to find why my frame rate went from average of 60 to 9.
(it's not my mod - I don't even have it in the data folder and still getting a framerate of 7 - 9)
Anywhoo...
Looking at Papyrus script (don't think this is the problem, but am reporting it because I do not know where any weaponsracks are in Riverwood, let alone the fact that I am no where near them)
Spoiler

[07/05/2012 - 01:00:09AM] DARYL - [WeaponRackActivateSCRIPT < (000B16A7)>] running OnCellLoad() and AlreadyInit = False
[07/05/2012 - 01:00:09AM] DARYL - [WeaponRackActivateSCRIPT < (00093626)>] running OnCellLoad() and AlreadyInit = False
[07/05/2012 - 01:00:09AM] DARYL - [WeaponRackActivateSCRIPT < (00035A4B)>] running OnCellLoad() and AlreadyInit = False
[07/05/2012 - 01:00:09AM] [default2StateActivator < (000F823B)>] Enabling Collision
[07/05/2012 - 01:00:09AM] [default2StateActivator < (000F823A)>] Enabling Collision
[07/05/2012 - 01:00:09AM] DARYL - [WeaponRackActivateSCRIPT < (00093626)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (0009348D)>]
[07/05/2012 - 01:00:09AM] DARYL - [WeaponRackActivateSCRIPT < (000B16A7)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B16A6)>]
[07/05/2012 - 01:00:09AM] DARYL - [WeaponRackActivateSCRIPT < (00035A4B)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (00035A54)>]
[07/05/2012 - 01:00:09AM] error: (000F826D): cannot enable an object with an enable state parent.
stack:
[ (000F826D)].

Whut up with this? Is this Bethesda spaghetti code?
Why am I seeing it in the main street in Riverwood?

Thanks!
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Brian Newman
 
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Post » Sat Nov 17, 2012 1:26 am

The obvious answer is that you have a WeaponRack mod installed.

Are you loading ANY mods when you start the game? If you are, is one a WeaponRack mod?

Because you started a new game (you say) the old Save-Game issue does not appear to be your problem (this is definately a new game you started, not just a very early save you picked back up?)

(I don't have those entries in my logs ... so I'm pretty sure it is not a vanilla problem)



... I guess there may be problems if a mod you ever installed did nasty things to vanilla scripts ... If that is the case, it's reinstall your game time ... Having backed up any and all of your own mods (and the scripts folder) before you uninstall)


Edit: By the way, they probably aren't activating ... its probably just "on game start" setup stuff being done. And so it also matters not whether you are in Whiterun, nor Solitude, nor whether the racks are in Riften or Winterhold. If there is on-game-start stuff in a mod it will run regardless of anything else.
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Chrissie Pillinger
 
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Post » Fri Nov 16, 2012 11:47 pm

The form id's indicate the weaponrack and script are vanilla items.
I have same errors in my log files too and I know I'm not running any weapons / racking mods...

Try renaming your existing skyrim.ini and skyrimpref.ini to something else. .bak maybe?
Let the game generate new ini files and see if your frame rates improve.
Not much else you can do running vanilla.
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Stu Clarke
 
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Post » Fri Nov 16, 2012 5:10 pm

Odd that I don't get same and I am running vanilla. I guess a lot of errors are generated, from time to time, with 3D that doesn't load and what not ... So I guess I am not surprised.

Weird though, that - at least some of - these appear to be REM notes from testing ... Were these occuring before the last couple of patches? Is it something introudced in one of them? (I haven't played the game since those last patches)
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Adam Baumgartner
 
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Post » Fri Nov 16, 2012 5:30 pm

Looks like it's vanilla code:
Spoiler
Scriptname WeaponRackActivateSCRIPT extends ObjectReference Hidden {Activating this causes the players currently equipped weapon to be placed on the rack}import gameimport debugimport utilityimport quest;-------------------------------------------int Property RackType = 1 Auto{The type of rack this script is on:  Default = 11 = Standard Weapon Rack (Includes Regular, Mount, and CoA Weapon Racks)2 = COA Shield Rack3 = COA Weapon Rack (Both left and right)4 = Table-top Dagger Rack}Bool Property Patch14COARacks = FALSE AutoMessage Property Patch14WeaponRackNoBowMESSAGE AutoMessage Property WeaponRackActivateMESSAGE Auto{Message you get when activate the weapon rack for the very first time}Message Property WeaponRackNoShieldMESSAGE Auto{Message you get when you activate the shield rack without a shield equipped}Message Property WeaponRackNoWeaponMESSAGE Auto{Message you get when you activate the weapon rack without a weapon equipped}Message Property WeaponRackNoDaggerMESSAGE Auto{Message you get when you activate the weapon rack and a dagger isn't allowed to be placed}Message Property WeaponRackNoBowMESSAGE Auto{Message you get when you activate the weapon rack and a bow isn't allowed to be placed}Message Property WeaponRackOnlyDaggerMESSAGE Auto{Message you get when you can only place daggers in the rack and try to place something else}Int Property ButtonPressed Auto Hidden{Button that was pressed when WeaponRackActivateMESSAGE is displayed}Bool Property AlreadyInit Auto Hidden{If true this reference won't run it's intialization a second time}Bool Property MessageAlreadyShown Auto HiddenGlobalVariable Property WRackGlobal Auto{Global that determines if you have seen the help message yet or not};Keywords for the type of xMarkersKeyword Property WRackGreatSword AutoKeyword Property WRackWarhammer AutoKeyword Property WRackBattleaxe AutoKeyword Property WRackBow AutoKeyword Property WRackSword AutoKeyword Property WRackMace AutoKeyword Property WRackWarAxe AutoKeyword Property WRackStaff AutoKeyword Property WRackShield AutoKeyword Property WRackTrigger Auto;Keyword for types of weaponsKeyword Property WeaponTypeBattleAxe AutoKeyword Property WeaponTypeBow AutoKeyword Property WeaponTypeDagger AutoKeyword Property WeaponTypeGreatSword AutoKeyword Property WeaponTypeMace AutoKeyword Property WeaponTypeStaff AutoKeyword Property WeaponTypeSword AutoKeyword Property WeaponTypeWarAxe AutoKeyword Property WeaponTypeWarhammer AutoKeyword Property ArmorShield Auto;Where to place the specific weapon types on the rack, so they look correctObjectReference Property GreatSwordMarker Auto HiddenObjectReference Property WarhammerMarker Auto HiddenObjectReference Property BattleaxeMarker Auto HiddenObjectReference Property BowMarker Auto HiddenObjectReference Property SwordMarker Auto HiddenObjectReference Property MaceMarker Auto HiddenObjectReference Property WaraxeMarker Auto HiddenObjectReference Property StaffMarker Auto HiddenObjectReference Property ShieldMarker Auto HiddenObjectReference Property TriggerMarker Auto Hidden;Handles the starting weapon stuffKeyword Property WRackStartingWeapon Auto HiddenObjectReference Property StartingWeapon Auto HiddenInt Property ItemType Auto Hidden{The type of weapon the player is trying to place (1H Sword, 2H Sword, 1H Axe, etc...)}Weapon Property PlayersEquippedWeapon Auto Hidden{The players currently equipped weapon}Armor Property PlayersEquippedShield Auto Hidden{The players currently equipped shield}ObjectReference Property PlayersDroppedWeapon Auto Hidden{The Weapon/ObjectReference we force the player to drop}Int Property PlayersEquippedWeaponType Auto Hidden{This is the type of weapon the player currently has equipped};-------------------------------------------EVENT OnCellAttach()	Trace("DARYL - " + self + " running OnCellLoad() and AlreadyInit = " + AlreadyInit)	TriggerMarker = GetLinkedRef(WRackTrigger)	Trace("DARYL - " + self + " The TriggerMarker is " + TriggerMarker)	If (TriggerMarker) && (TriggerMarker.IsEnabled()) && (TriggerMarker.GetTriggerObjectCount() == 0)		Self.Enable()	endif	if (TriggerMarker) && (AlreadyInit == FALSE) && (TriggerMarker.IsEnabled())		; Set up all my possible Xmarkers for the weapon locations		;Trace("DARYL - " + self + " Running the OnLoad EVENT")		;GreatSwordMarker = GetLinkedRef(WRackGreatSword)		;Trace("DARYL - " + self + " The GreatswordMarker is " + GreatSwordMarker)		;WarhammerMarker = GetLinkedRef(WRackWarhammer)		;Trace("DARYL - " + self + " The Warhammer Marker is " + WarhammerMarker)		;BattleaxeMarker = GetLinkedRef(WRackBattleaxe)		;Trace("DARYL - " + self + " The Battleaxe Marker is " + BattleaxeMarker)		;BowMarker = GetLinkedRef(WRackBow)		;Trace("DARYL - " + self + " The Bow Marker is " + BowMarker)		;SwordMarker = GetLinkedRef(WRackSword)		;Trace("DARYL - " + self + " The Sword Marker is " + SwordMarker)		;MaceMarker = GetLinkedRef(WRackMace)		;Trace("DARYL - " + self + " The Mace Marker is " + MaceMarker)		;WaraxeMarker = GetLinkedRef(WRackWaraxe)		;Trace("DARYL - " + self + " The Waraxe Marker is " + WaraxeMarker)		;StaffMarker = GetLinkedRef(WRackStaff)		;Trace("DARYL - " + self + " The Staff Marker is " + StaffMarker)		StartingWeapon = GetLinkedRef()		Trace("DARYL - " + self + " The Starting Weapon is " + StartingWeapon)				if (StartingWeapon)			if StartingWeapon.Is3DLoaded()				if StartingWeapon.GetParentCell() == self.GetParentCell()					Trace("DARYL - " + self + " Has a starting weapon")					HandleStartingWeapon()				endif			endif		else			Trace("DARYL - " + self + " Doesn't have a starting weapon")			;Do nothing		endif				AlreadyInit = TRUE	else		;Do nothing	endif	TriggerMarker = NONE	Trace("DARYL - " + self + " finishing OnCellLoad() and AlreadyInit = " + AlreadyInit)endEVENT	Auto STATE EmptyRack	EVENT onActivate(ObjectReference TriggerRef)					;---------------------------------------------------		;START------------------Standard Rack		;-----------------------------------------		If ((RackType == 1) && (Patch14COARacks == FALSE))		; This is the Standard Weapon Rack				if (TriggerRef == Game.GetPlayer() as Actor)			; Only the player can activate this						MessageAlreadyShown = WRackGlobal.GetValue()							if (MessageAlreadyShown == FALSE)					; If the help message hasn't been shown before then show it.					WeaponRackActivateMESSAGE.Show()					WRackGlobal.SetValue(1)				else					Trace("DARYL - " + self + " Player activated the weapon rack")					PlayersEquippedWeaponType = Game.GetPlayer().GetEquippedItemType(1)					; Get the EquippedItemType that is in the players right hand										if (PlayersEquippedWeaponType == 0) || (PlayersEquippedWeaponType == 9) || (PlayersEquippedWeaponType == 10) || (PlayersEquippedWeaponType == 11)					; If the player is unarmed, or has a spell/shield/torch equipped, tell him he needs a weapon equipped.						WeaponRackNoWeaponMESSAGE.Show()											;elseif (PlayersEquippedWeaponType == 2)					; If the player has a dagger equipped tell him it doesn't fit.						;WeaponRackNoDaggerMESSAGE.Show()					else											HandleWeaponPlacement()						; Grabs the weapon from the player and places it in the correct place.											endif					endif								endif				;-----------------------------------------		;END------------------Standard Rack		;---------------------------------------------------								;---------------------------------------------------		;START------------------Wall Mount Shield Rack		;-----------------------------------------						elseIf ((RackType == 2) && (Patch14COARacks == FALSE))			;This is the CoA Shield Rack						if (TriggerRef == Game.GetPlayer() as Actor)			; Only the player can activate this						MessageAlreadyShown = WRackGlobal.GetValue()							if (MessageAlreadyShown == FALSE)					; If the help message hasn't been shown before then show it.					WeaponRackActivateMESSAGE.Show()					WRackGlobal.SetValue(1)				else					Trace("DARYL - " + self + " Player activated the shield rack")					Trace("DARYL - " + self + " Player has shield " + Game.GetPlayer().GetEquippedShield() + " base object equipped")					; PlayersEquippedWeaponType = Game.GetPlayer().GetEquippedItemType(0)					; Get the EquippedItemType that is in the players left hand										if (Game.GetPlayer().GetEquippedShield())					; Grabs the weapon from the player and places it in the correct place.					HandleWeaponPlacement()																else					; If the player doesn't have a shield equipped tell him he needs one.						WeaponRackNoShieldMESSAGE.Show()																endif					endif						endif		;-----------------------------------------		;END------------------Wall Mount Shield Rack		;---------------------------------------------------								;---------------------------------------------------		;START------------------COA Weapon Rack		;-----------------------------------------		elseIf ((RackType == 3) || (Patch14COARacks == TRUE))		; This is the COA Weapon Rack				if (TriggerRef == Game.GetPlayer() as Actor)			; Only the player can activate this						MessageAlreadyShown = WRackGlobal.GetValue()							if (MessageAlreadyShown == FALSE)					; If the help message hasn't been shown before then show it.					WeaponRackActivateMESSAGE.Show()					WRackGlobal.SetValue(1)				else					Trace("DARYL - " + self + " Player activated the COA weapon rack")					PlayersEquippedWeaponType = Game.GetPlayer().GetEquippedItemType(1)					; Get the EquippedItemType that is in the players right hand										if (PlayersEquippedWeaponType == 0) || (PlayersEquippedWeaponType == 9) || (PlayersEquippedWeaponType == 10) || (PlayersEquippedWeaponType == 11)					; If the player is unarmed, or has a spell/shield/torch equipped, tell him he needs a weapon equipped.						WeaponRackNoWeaponMESSAGE.Show()											elseif (PlayersEquippedWeaponType == 2)					; If the player has a dagger equipped tell him it doesn't fit.						WeaponRackNoDaggerMESSAGE.Show()											elseif (PlayersEquippedWeaponType == 7) || (PlayersEquippedWeaponType == 12)					; If the player has a bow equipped tell him it doesn't fit.						Patch14WeaponRackNoBowMESSAGE.Show()											else											HandleWeaponPlacement()						; Grabs the weapon from the player and places it in the correct place.											endif					endif								endif			;-----------------------------------------		;END------------------COA Weapon Rack		;---------------------------------------------------				;---------------------------------------------------		;START------------------Table-Top Dagger Rack		;-----------------------------------------					elseIf ((RackType == 4) && (Patch14COARacks == FALSE))		; This is the Standard Weapon Rack				if (TriggerRef == Game.GetPlayer() as Actor)			; Only the player can activate this						MessageAlreadyShown = WRackGlobal.GetValue()							if (MessageAlreadyShown == FALSE)					; If the help message hasn't been shown before then show it.					WeaponRackActivateMESSAGE.Show()					WRackGlobal.SetValue(1)				else					Trace("DARYL - " + self + " Player activated the weapon rack")					PlayersEquippedWeaponType = Game.GetPlayer().GetEquippedItemType(1)					; Get the EquippedItemType that is in the players right hand										if (PlayersEquippedWeaponType != 2)					; If the player is trying to place anything but a dagger tell him he can't.						WeaponRackOnlyDaggerMESSAGE.Show()											else											HandleWeaponPlacement()						; Grabs the weapon from the player and places it in the correct place.											endif					endif								endif			;-----------------------------------------		;END------------------Table-Top Dagger Rack		;---------------------------------------------------		endif			endEVENTendSTATEFunction HandleWeaponPlacement(bool ForStartingWeapon = FALSE)	; Grabs the weapon from the player and places it in the correct place.	if (ForStartingWeapon)		Trace("DARYL - " + self + " Handling Starting Weapon")		;Don't do the player stuff	else		Trace("DARYL - " + self + " Handling Players Weapon")				If (RackType == 2)			Trace("DARYL - " + self + " Player currently has weapon type " + PlayersEquippedWeaponType + " in his left hand.")			;PlayersEquippedShield = Game.GetPlayer().GetEquippedWeapon(TRUE)			; Find out what shield the player currently has equipped						Trace("DARYL - " + self + " Player has shield " + Game.GetPlayer().GetEquippedShield() + " base object equipped")				PlayersDroppedWeapon = Game.GetPlayer().DropObject(Game.GetPlayer().GetEquippedShield(), 1)			; Force the weapon to be dropped, and get it's reference						Trace("DARYL - " + self + " Dropped " + PlayersEquippedShield + " shield from players inventory as " + PlayersDroppedWeapon)		else			Trace("DARYL - " + self + " Player currently has weapon type " + PlayersEquippedWeaponType + " in his right hand.")			PlayersEquippedWeapon = Game.GetPlayer().GetEquippedWeapon()			; Find out what weapon the player currently has equipped						Trace("DARYL - " + self + " Player has " + PlayersEquippedWeapon + " base object equipped")				PlayersDroppedWeapon = Game.GetPlayer().DropObject(PlayersEquippedWeapon, 1)			; Force the weapon to be dropped, and get it's reference						Trace("DARYL - " + self + " Dropped " + PlayersEquippedWeapon + " from players inventory as " + PlayersDroppedWeapon)		endif				if (PlayersDroppedweapon)			int Count = 0			While(!PlayersDroppedweapon.Is3DLoaded()) && (Count < 10)				; Have to wait to make sure the item is dropped before setting it's motion type, or else I get a "Object has no 3D" error.				Utility.Wait(0.1)				Count += 1			EndWhile		endif			endif		PlayersDroppedWeapon.SetMotionType(Motion_Keyframed, false)	; Tell the weapon to ignore all forms of physic interaction	Trace("DARYL - " + self + " Disabling physics on " + PlayersDroppedWeapon)		TriggerMarker = GetLinkedRef(WRackTrigger)	; Handle the placement of the weapon	if PlayersDroppedWeapon.HasKeyword(WeaponTypeSword)		; 1H Sword		Trace("DARYL - " + self + " Moving " + PlayersEquippedWeaponType + " to the SwordMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "SwordPivot01")			elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeWarAxe)		; 1H Axe		Trace("DARYL - " + self + " Moving " + PlayersEquippedWeaponType + " to the WaraxeMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "WarAxePivot01")			elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeMace)		; Mace		Trace("DARYL - " + self + " Moving " + PlayersEquippedWeaponType + " to the MaceMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "MacePivot01")					elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeGreatSword)		; 2H Sword		Trace("DARYL - " + self + " Moving " + PlayersEquippedWeaponType + " to the GreatSwordMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "GreatSwordPivot01")			elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeBattleAxe)		; 2H Axe		Trace("DARYL - " + self + " Moving " + PlayersEquippedWeaponType + " to the BattleaxeMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "BattleAxePivot01")			elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeWarhammer)		; Warhammer		Trace("DARYL - " + self + " Moving " + PlayersEquippedWeaponType + " to the WarhammerMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "WarhammerPivot01")			elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeBow)		; Bow		Trace("DARYL - " + self + " Moving " + PlayersEquippedWeaponType + " to the BowMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "BowPivot01")					elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeStaff)		; Staff		Trace("DARYL - " + self + " Moving players dropped weapon" + PlayersDroppedWeapon + " of type " + PlayersEquippedWeaponType + " to the StaffMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "StaffPivot01")			elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeDagger)		; Staff		Trace("DARYL - " + self + " Moving players dropped weapon" + PlayersDroppedWeapon + " of type " + PlayersEquippedWeaponType + " to the DaggerMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "DaggerPivot01")	elseif PlayersDroppedWeapon.HasKeyword(ArmorShield)		; Staff		Trace("DARYL - " + self + " Moving players dropped weapon" + PlayersDroppedWeapon + " of type " + PlayersEquippedWeaponType + " to the ShieldMarker")		PlayersDroppedWeapon.MoveToNode(TriggerMarker, "ShieldPivot01")				endif	TriggerMarker = NONEEndFunctionFunction HandleStartingWeapon()	If (RackType == 1)		; If this is a standard rack...		if StartingWeapon.HasKeyword(ArmorShield)			;Don't do anything		else		; ...and doesn't have a dagger then place the weapon.			PlayersDroppedWeapon = StartingWeapon			HandleWeaponPlacement(TRUE)		endif			elseIf (RackType == 2)		; If this is a shield rack...		if StartingWeapon.HasKeyword(ArmorShield)			PlayersDroppedWeapon = StartingWeapon			HandleWeaponPlacement(TRUE)		else		;don't do anything		endif			elseIf (RackType == 3)		; If this is a COA weapon rack...		if StartingWeapon.HasKeyword(WeaponTypeDagger)			;Don't do anything		elseif StartingWeapon.HasKeyword(ArmorShield)			;Don't do anything		elseif StartingWeapon.HasKeyword(WeaponTypeBow)			;Don't do anything		else		; ...and doesn't have a dagger then place the weapon.			PlayersDroppedWeapon = StartingWeapon			HandleWeaponPlacement(TRUE)		endif			endif	EndFunction
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Karen anwyn Green
 
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Post » Fri Nov 16, 2012 10:16 pm

Any idea, Justin (or anyone else) whether that script is amended/new in the last couple of patches?

(I ask because of the slightly weirdly named "Patch14COARacks" property in the scripts ...)


I don't ever remember seeing those REMs in my log files - but then I don't make much use at all of weapon racks, so could just be that - and with the amount of own-mod testing I have done you would think I would have done.

Oddness, but then that's Skyrim and the CK, eh?
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Shannon Marie Jones
 
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Post » Fri Nov 16, 2012 4:34 pm

Not sure about that, but it would appear to be a revised script.
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Flesh Tunnel
 
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Post » Fri Nov 16, 2012 4:52 pm

The WeaponRackActivateSCRIPT.psc was updated in the last update.
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sam smith
 
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Post » Fri Nov 16, 2012 6:58 pm

thx for the info Tamb0 :)

(so more Beth spam ;))
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El Goose
 
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Post » Sat Nov 17, 2012 1:06 am

..but am reporting it because I do not know where any weaponsracks are in Riverwood, let alone the fact that I am no where near them)
[Whut up with this? Is this Bethesda spaghetti code?
Why am I seeing it in the main street in Riverwood?

Thanks!
There's a weaopn rack outside the blacksmiths house. Entering the area will activate it.
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Dark Mogul
 
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Post » Fri Nov 16, 2012 6:16 pm

There's a weaopn rack outside the blacksmiths house. Entering the area will activate it.
Exact, each time you walk by it, the weapons fall on the floor. It was supposed to be fixed... it didn't last long. (sigh)
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MatthewJontully
 
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Post » Sat Nov 17, 2012 5:57 am

Maybe that explains it. I was walking past the blacksmith. I never noticed a weapon rack there in previous games. Maybe everything had already fallen on the floor, lol.

I guess Daryl is a developer at Beth, or one of their dogs, or maybe someone really liked Blade Runner or Splash.
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FLYBOYLEAK
 
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Post » Fri Nov 16, 2012 7:37 pm

that falling weapon glitch can never be fixed using the vanilla script. i found the cause of the problem and it has to do with the fact that DropObject() does not return an objectreference formID if the item is persistent. bethesda would either have to change the way dropobject() returns its value, or they will have to do what they should have done to begin with and give the weapon racks a proper interface (container menu, which is consistent with basically everything else in skyrim), that way you will be able to return the value of a persistent ref by using akItemReference

as it stands, vanilla weapon racks are SOL
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Erika Ellsworth
 
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