Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by DayDreamer

  1. Thanks, this is important to know. I'm wondering how many other places are affected by this "multithreading".... It does make it very hard to follow, and violates the usual teaching on structured programming and object methods. No wonder that we had such problems getting the weapon rack scripts to work. Running two parallel scripts was bad enough. If they could in turn be split into threads without any thread locking or coordination method, what a mess! Thanks also for printing out each retroscript running. In December, I'd reported the 4.2.4 variable changes in the log; the kin
  2. If Papyrus allows out of order parallel processing within a single function, then a lot of scripts aren't going to work. Could you cite an example? Calling the same function 3 different ways isn't a good programming practice. Invoking the serial sequence of functions as subfunctions just builds up the stack, another poor programming practice. All those redundant stage checks aren't good practice either. If it is required to make Papyrus work, then it needs to be better documented.
  3. It's very sad to learn that this wasn't a Bethesda issue after all (other than it shouldn't crash on saves). This was a USSEP issue, now described in https://www.afkmods.com/index.php?/topic/5806-updating-from-ussep-422-to-424b-causes-new-retroscripts-to-run-everytime-you-load-a-save/ My 500+ hour savefile corrupted. Nearly a year of my own "spare" time.
  4. That's an odd bit of coding. For one thing, there are two tests for Are those supposed to be ElseIf? Running version USSEP 400, upgrading to 424. Doesn't this require running every Process() in the list? Why is it better to have 406 Process() call 407 Process() call 408 Process() et cetera?
  5. Rather than Flora Respawn Fix, I'm running https://www.nexusmods.com/skyrimspecialedition/mods/43532?tab=description Scrambled Bugs. It is under active development. But running a 3rd game engine patch does make game loading rather slow.... I wish they'd combine efforts.
  6. Then this forum package must be really easy to setup. A basic locked down version of wikimedia isn't that hard. As Bethesda did for Creation Kit. It's the backend multiuser multiwiki enhancements that add complexity and security issues. Bethesda didn't do them, so the Creation Kit wiki is very slow. UESP did a better job, but they also added a lot of specialized templates and name spaces. While I'm a former developer (and still on the tech list), the codebase has changed a lot in 15 years. So I'd not be of much help. Still, this forum package gets the job done. Just treat the OP
  7. See old https://afktrack.afkmods.com/index.php?a=issues&i=17351 and new https://afktrack.afkmods.com/index.php?a=issues&i=31330 @BlackPetehad attempted to fix the predators. I've discovered that also the prey have a Z problem. The 3 prey have a preferred path to town, so it is clear developers intended predators to follow prey into town. There is also dialogue mentioning animal attacks in town. This seems to slow the predators down somewhat, as they have prey to attack first. I've added a second patch that may help get the patrol in place sooner. No reason for all t
  8. Over all these years, I've never gotten very far in Skyrim. Since Feb 2012, I kept finding bugs, gave up for many months to play something else (Northgard this past year, No Man's Sky the year before that, Civilization going back to version 1 and the board game in 1980s), and eventually start over. The only character I've ever tried is always a Breton named Cormac or Camroc. My long-time persona Cormac an t-aislingeach is/was a bard in the Society for Creative Anachronism since 1976. As I'd discovered picking flowers in my earliest Skyrim run, the first innkeeper encourages me to use thei
  9. Could you place a warning at the top of the cleaning pages here? I didn't know, and only recently noticed obvious problems that caused me to search and find the warnings. This needs to be prominently documented somewhere. Reload after death is probably important. Personally, I'm a rather tediously cautious role player, and rarely die. Simply by not doing a quest as soon as it is offered. By rule of thumb, wait at least 10 levels after it is offered. Unfortunately, there are some severe surprises, such as opponents that are always 1.2 or even 1.5 times your level. That's sma
  10. I've tested with the bAllTargetsInTrigger unchecked and the disable after enter checked. Because it's in an interior, there's no significant difference, other than now cleaning up the trigger itself afterward. The package order and trigger box seem to be organized so that this wouldn't trigger with the occupants sleeping. But they don't lock the door. That's a bug. All that seems to happen is they are standing in different places, yet still allow you to buy/sell immediately anyway. You can enter in the middle of the night and be invited to step up to the counter. That's another bug.
  11. I've tested a new game with the bAllTargetsInTrigger unchecked. The result is subtle. Instead of it happening as soon as the player enters, it happens after both the player and Hadvar (in my case) enter. That is, ever so slightly later. However, carefully leave the disable flag unchecked. The disable is done by a parent. That seems to be an exclusive parent for this box. Maybe a naive design mistake. Or they added the disable after enter to the script sometime after designing Helgen. Looking around Helgen, they've used this same box+script with only the player in multiple places. Els
  12. On my third test run, the problem has gone away. I'd made only 3 changes: I've reverted to original data. I've not run SSEEdit Autoclean on any of the original game files. Scrambled Bugs (https://www.nexusmods.com/skyrimspecialedition/mods/43532) instead of Flora Respawn Fix. This patch fixes the engine problem directly, instead of running tens of thousands of OnUpdate events (that add tens of thousands of new objects). Always Quit to Desktop before Load (Continue). The engine is not correctly cleaning up before Load. Only Quit to Desktop seems to ensure the environmen
  13. Has setup bug discussed in https://www.afkmods.com/index.php?/topic/5769-defaultsetstageonenter-running-with-no-actors/ This scene's packages have timing conditions. When the player enters the trigger, they speak their lines from elsewhere (depending on time of day). It likely should use a different trigger, just as https://www.afkmods.com/index.php?/topic/5775-windhelmintroscenestarttrigger-startscenetriggerspecifictime/ This quest has two nearly identical scripts: QF_DialogueMarkarthBlacksmith_00025F00 QF_DialogueMarkarthIntroBlack_00025F00 AFAICT, neithe
  14. Issue #31293: DialogueLeftHandMineIntroScene running with missing actors https://afktrack.afkmods.com/index.php?a=issues&i=31293
  15. I'd long held out and avoided upgrading my old CDMA flip phone. (I'd consulted for Qualcomm on Internet over CDMA in '93-95, and was a principal author of CDMA IS-99.) But Verizon stopped supporting it, so I'd finally had to change. Based on recommendations by friends, bought a Pixel. The first (and so far only) thing that I've downloaded is Signal. Some of my collaborators (Phil Karn, Perry Metzger, Niels Provos) had insisted on it. Once I'd installed it, discovered that nearly everybody in my existing contact list already was using Signal.
  16. No matter how many Bug reports we file, nothing ever seems to get fixed. Lately, some folks are reverse engineering and making patches. But it would be better to get Bethesda/Zenimax/Microsoft to open source the program, as they are egregiously not supporting it. Github is now owned by Microsoft, so that would be appropriate to host. Back in the day, id software open sourced its old technology. Although that was before acquisition by Zenimax. Do we have any contacts within Bethesda/Microsoft?
  17. It's strange that so many very badly done mods get a lot of endorsements. There's no good way on nexusmods to downgrade or warn anybody. It's not technically "Abuse", so I'm reluctant to use that report button. Am I wrong? In another case, Leaf Rest, it isn't obviously broken until you load it in CK and xEdit and study what they've done (after confiict reports over 8 years). Breaking 2 significant quests, because they accidentally cut and pasted (instead of copy and paste) doors they wanted to use, so those doors are now missing in Riften. All the NPCs gradually congregate (get stuck) in
  18. I'd thought I'd attached a pair of save files, before and after. My mistake. I'd reported it in the bug tracker, but I'm unable to find the connection either. Hoping that others will test. I'm raising it here, because we don't get enough eyeballs on the tickets. Also you closed it saying I'm using a save editor, which is false. That new runthrough does use SSE Engine Fixes. I'm unsure how it could have bolloxed any setstage across quests. But it does fix the savegame issue that ended my previous long run. There are some terrible programming errors in the vanilla game. Did you ac
  19. A smaller trigger works much better, for several reasons. Malthyr doesn't have far to go, so 7.75 works well. Brunwulf has farther, but stops several times and looks back and forth as he walks, so 7.25 is about right. However, Brunwulf's regular 7 am package has him walking toward the inn for breakfast, and at 7:15 (7.25) he turns around and walks back. Setting 7.5 for Malthyr and 7.0 for Brunwulf gets them to their markers a bit early, but looks more natural. Yet there's another bug. The script merely checks: if (triggerActor == None || actronaut as actor == triggerActor) The trig
  20. USKPChangeLocation10 has an alias for the trigger, making it persistent, throwing an error in the log.... But that's not the main problem. This scene is incredibly hard to hear. This trigger box is so large, the conversation is nearly over before the player is within hearing distance. Another problem is that it is timed. But the trigger box start time is the same as the package start times. So Malthyr and Brunwulf begin walking toward their markers at 8. They arrive at different times within the hour. If the player has entered the trigger at any time before they arrive at their marke
  21. I've never used a save editor. Arthmoor is confusing me with somebody else. Anyway, I'd included 2 saves. And the console command to verify the quest status. Easy to reproduce.
  22. Location change. https://afktrack.afkmods.com/index.php?a=issues&i=30480
  23. Yes. Sadly, I'd just started my new run the day before this came out. If I'd known, I'd have started again. Now, I'm too far down the road to test it. Oh well, what's another 144 hours. Starting a new runthrough. Aren't meh321 and aers - Nukem - Ryan working together anymore? Combined with SSE Engine Fixes patch would be better and easier to document.
  24. I've gotten reports that it no longer works with Touring Carriages, the horse comes to a dead stop. I've checked the navmesh, and there are a lot of missing Found flags. Applying script "Skyrim - Check edge links in navmeshes"
  25. Sadly, Bethini prioritized performance over function. As an example, as you ride/run down vanilla roads, vegetation will gradually fill in before you. Bethini makes things pop-in instead. And of course, I'm biased. Bethini doesn't work with Touring Carriages (it slows the NPC package execute rate).
  • Create New...