» Wed Jun 20, 2012 9:12 pm
I didn't mean to run everything from one script; but to change the formulas for whatever you need to.. in order to get the timing to synch. Unless you're moving objects in real-time, there isn't much else that you'd need such a frequent update interval. Now that errors aren't slowing it down, it probably isn't stacking as much (if at all)... so your 0.25 interval runs closer to how it actually should (which is probably too fast). You never said what you're timing, so I dunno if this could be tweaked the way I'm thinking of.
Are you aware that by coc'ing into the game from the Title Screen, you are actually causing most of the Vanilla errors? There are all kinds of properties/etc that aren't initialized if you never trigger certain quests/events/etc. If you load a saveGame, then look at your log, that'd be a better indicator - as presumably you saved it after playing the actual game. I've found saveGames don't seem to affect these types of errors ('none'), but I want to look more at that.
Before you go writing your entire mod, you may want to consider a couple things. Have you tested it while having an fps counter running (like fraps)? If you aren't getting at least 50fps at ALL times (no spikes below 50), then intense scripts will occasional misfire; becoming more frequent the closer you get 30fps. Below 30, intensely timed scripts simply deteriorate into unusability. So it may be your system's performance, rather than other mods' scripting errors causing problems.
It's quite unrealistic to expect everyone to fix their scripts; though that's what this thread is intended to help and educate about. Many people are simply Oblivious (pun intended)... don't know, don't care, and expect everything to work as it did years ago for some completely different game. To design one's mod around everyone else's shortcomings seems a bit extreme in my opinion... it'd be easier to lobby the authors of popular mods to just fix them; you've seen for yourself how easy it is and the impact it has.
Now.. you said the timing of the script is fouled, couldn't you place code in it to limit numbers of firings or speed? In my sailing mod, I recently found that I could do without a lot of code I previously thought necessary to control timing. It's only necessary when a system runs at borderline speed (45fps with spikes down to 30, usually at cell-changes). My point is that if people know your mod/script requires a certain level of system performance, they can take the necessary steps to achieve it. (detail levels, faulty mods, background apps, etc)
Everyone, I found out a couple more things about the CK, scripts, and moving stuff:
- if a ref is enabled then immediately transTo (I dunno about moveto), the transTo does NOT fire immediately (if at all). I had to put a wait between the commands and it works fine. Placing it in another event or function works too. I wonder how many commands, which seem not to work for some, that this can be applied to.
- while using the default Medium detail settings (the button in the launcher), running the CK drops my fps rate by 15... no questions asked (from 45-50 down to 30-35). This is only running the CK, NOT loading any plugins or skyrim.esm or ANYTHING. How can this BE?? I suspect shaders, but I know precious little about GPU hardware and how it's controlled. My biggest peeve is that nothing's in the render window, no textures or anything are loaded... CK isn't doing 'anything', so why does it affect the game so badly?
- changing or adding a script to a reference (in the renderWindow) without doing ANYTHING else in the CK session will NOT allow you to save the ESP. The little * next to the plugin name doesn't show, and pressing save does nothing... which is yet another thing that simply shouldn't be. If you press save, shouldn't an app save no matter what? Why does the CK require something to change? ...simply moving something then hitting the 'back' button suffices to trigger 'save-ability'.