Scripts Are Timing Out, Please Help

Post » Tue Nov 20, 2012 12:39 pm

I have fought and fought this problem but it is still happening to people that use my mod.

I have 2 quest that each have a player alias.

So

Quest1 > Alias1
Quest2 > Alias2

Alias1 has two scripts one registers for menus and the other registers for keys. Alias2 has one script that registers for keys.

The problem is that these scripts have been timing out and not responding. They will work for a while then just go dead. They tend to lose all there values and have to be refreshed. I've received log errors that all there properties were replaced with None values.
I have a permanent object reference that I point to to both the quest and the scripts with so they are definitely persistent. This object reference also has an update running to run a function in each script every 5 mins or so. My last desperate attempt is to put an update running in each script to keep them active. Though even then I don't know if that will work and I don't like registering for updates. I'm not sure if the register its self will keep them active (as registering for keys/menus doesn't). So that may mean I need a pretty steady update running in each script.

Can anyone please help me with this.
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Beat freak
 
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Post » Tue Nov 20, 2012 6:44 pm

Are your quests "start game enabled", and if yes have you generated a seq file for your mod (the quickest way is by using tes5edit)?

I'm clutching at straws really, but I remember some symptoms of the dialogue/quest bug was that it mucked up aliases for some people :shrug:

- Hypno
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Julie Serebrekoff
 
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Post » Tue Nov 20, 2012 10:17 pm

Thank you very much!
After reading up on the issue, the SEQ file sounds very promising.
I'll let you know if it fixes the issue.

EDIT:
Didn't work =[
Though you had it at first thnx for trying.
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Liv Brown
 
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Post » Tue Nov 20, 2012 5:46 pm

I don't have any specific suggestions, but I will say that I have had issues in the past with keeping Aliases filled by the player at all times, particularly across saves and reloads. I usually attach a sanity-check script to quests that periodically verifies that all aliases that need to be filled, are filled. This doesn't address the root cause of the problem but it at least keeps your environment sane and working.
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Bek Rideout
 
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Post » Tue Nov 20, 2012 2:43 pm

Thanks for the comment.
I tried something similar, where I reset the data in the aliases on an update. Unfortunately it still can fail before it gets "reset" and they have to always be filled. I'm just going to move everything out of quest and avoid them completely.
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MISS KEEP UR
 
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