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DayDreamer

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Everything posted by DayDreamer

  1. As a side note, you can move objects in script properties (level 5) by renumbering them with xEdit. I don't know what happens to the old object in the save file, but the new object will appear in its new position, and its script properties will be refreshed. Usually, this means that the object with the script property will also need to be renumbered, so that its properties will be refreshed with the renumbered reference. When adding script properties, you also must renumber any objects using the script, so that they are refreshed with updated properties. However, dialogue TIF pr
  2. [Lost with recent DB reload] Cell (-9, 18) in world 'Tamriel' (0000003C) is not in exterior cell data. Cell (-8, 19) in world 'Tamriel' (0000003C) is not in exterior cell data. After fixing some navmesh near Movarth's Lair, this has appeared in my CK2 warnings. What does it mean? These are MovarthsLairExterior04 and MovarthsLairExterior02 respectively. Along with MovarthsLairExterior01, they are in MovarthsLairLocation. MovarthsLairExterior03 is not in any location, probably a bug (but no warning).
  3. SharedInfos are voiced response lines used in more than one place, so that they didn't need to record the same lines over and over. Simple enough concept. However, make sharedinfo on an existing INFO creates a new INFO, then moves the new INFO into the sharedinfo list, and points the old INFO at the new INFO. That means the voice line would need to be re-recorded for the new INFO formid. Fixing requires xEdit. Swap the formids. Find the original INFO. Select change formid, control-C copy the original, change to any low unused number such as xx000888 (anything less than
  4. Excellent, thanks. I didn't know req worked as after. I'll have to keep reminding folks to update their master list. The Description already tells them to sort with LOOT, but using Vortex they don't see the master list update reminder as it runs automatically. (There's a separate UI element.) I'm fairly sure they don't see the LOOT warnings either.
  5. I've done it, although Nexus no longer allows '+' so I've used '-'. And asked for an update to the LOOT master list over on Github. Unfortunately, that updated master list isn't working for some folks. To explain: the current updated master list has only TC-ICAIO "After Immersive Citizens - TC patch.esp" (ICAIO-TC in my notation). That works If and Only If (IFF in mathematical terms) the user installed TC, then installed ICAIO, then installed TC-ICAIO. The LOOT result is the 4-way sandwich TC, ICAIO, ICAIO-TC, TC-ICAIO (wiping out the bad ICAIO-TC changes). So far so good. ICAIO has
  6. CptMcSplody recently explained (elsewhere) how to set ICAIO to default group, so that this sandwich would happen. I'm not sure it matters. I'd been looking at the ICAIO-TC patch conflicts on its own, without checking how ICAIO itself is internally structured. What we are experiencing is similar to graphics Z-fighting. Load order isn't helping, other than incidentally. ICAIO is a set of massive Quests, mainly organized by city. Every actor is an alias in these quests. That's how it runs the superceding packages for "immersion". No matter where it loads, these individual quests spontan
  7. IIRC, we added that condition because of Run For Your Lives; actually When Vampires Attack at the time, driver ran and hid in Windhelm City, and trying to take a ride from him caused a reproducible problem. Ensuring he was sitting was enough to fix it, because the only place he sat was on his linked seat. Agreed. Personally, I don't run ICAIO (I've always used Run For Your Lives), so I've no good reproducible tests. It's just user reports. (Many of them.) Thanks for all the assistance. At least I've learned something about failures of the OnSit() event and the "link.IsInFurnitureS
  8. Interesting. That's a vanilla script: CarriageDriverScript. The Bug note is 2015. Anybody know whether that bug has been formally reported to Bethesda? The bSitting conditional variable is only relied upon in one line of code. Since the vanilla driver only ever sits in one place, this bug may not have occurred in the past. ICAIO claims (on its description) to have been QA'd by Bethesda. Arthmoor's target practice is on the same Bethesda page, so he could tell us how much vetting is actually done.... What should be done for US*P?
  9. Ahem, only some of us are programmers, even senior or distinguished programmers, but have also been very senior managers. Or as a former colleague once phrased it: "I route, therefore you exist." Others are not. But we all understand the process of elimination and Occam's Razor. Please don't be discouraged. Keep in mind that folks generally don't like it implied that they are idiots or didn't understand you. There is a wealth of experience here fixing Bethesda bugs going back at least a decade or more.
  10. Aha, might help to be mentioned in USSEP Fixes, with the usual strikeout in UDBP. I know most folks never read it, but a few of us do....
  11. Not exactly, although your idea is very clever, and I'll look into it for the future. (There already is CarriageSystemFaction and unused JobCarriageFaction.) The problem at the moment is no way to decide whether the vanilla driver is sitting in his carriage seat. ICAIO moves the driver around, and has him sleeping. The long-time US*P solution is checking that he's sitting anywhere, fixing a lot of grief, but there are cases of that not being quite correct (sitting inside, sitting on a bench outside). Still, it's much better than nothing! What I'm currently doing in Touring Carriages
  12. Been years since I've been staring at papyrus logs, but recently a new warning has been showing up: [05/09/2020 - 06:09:04AM] warning: Variable ::DLC2NordicArrow_var on script udbp_retroactive212script loaded from save not found within the actual object. This variable will be skipped. [05/09/2020 - 06:09:04AM] warning: Variable ::LItemBanditWeaponArrows_var on script udbp_retroactive212script loaded from save not found within the actual object. This variable will be skipped. Not seeing a change notice in the USSEP history for the most recent release.
  13. I've tested, and it works reliably. The downside is that it requires the driver to re-load and re-sit before it works. So only after leaving a city. Not as user freindly as I'd like. After much hair pullng, tried pairing the existing "subject.GetSitting == 3 AND" with "link.IsInFurnitureState Sit == 1 AND". The driver links to the furniture. You don't know where the driver is sitting, and you don't know who is using the furniture, but the pairing should work. Yet it didn't. Could somebody else test and tell me what I'm doing wrong?
  14. There's another value specified later in the unused StopRiding() myDriver.SetActorValue("variable01", 1); reset "home" to be here. Would folks be willing to add a similar line to CarriageDriverScript OnSit() to parallel bSitting? Known values: 0 = off (unknown), 1 = home (idle), 2 = chatter, 3 = pausing ride
  15. ANSWER: Although bSitting is set by the vanilla drivers in their script, available game engine dialogue conditions are not able to easily access it. GetVMScriptVariable only works on a specific reference, so every destination would need to be duplicated for each and every driver. Not practical. The vanilla alternative that was only partially implemented was using Subject:Variable01. 0 means ready for dialogue, 2 means ready for chatter on ride. US*P already has a bug fix using these values. But there now exists a popular Better Vampires that alters Variable01. There may be other
  16. Script. Currently runs at a variable rate. Had moved this from the driver into the horse, so it worked better as the carriage turned corners. Also, driver has its own OnUpdate for Say() chatter. But it tends to miss NPCs that move just in front of the seat between the horse and driver. That's also why I've changed from FindClosestActor() to FindRandomActor(), and shifted the coordinates out in front of the horse somewhat. The closest to the horse is usually the driver, and vice versa. Re-starting the same quest over and over wouldn't work. Could be another quest instead? Can a
  17. Many of my critter fixes were included here years ago. Since then, somebody analyzed 3,000+ landing sites, starting with USSEP's existing fixes. Should we port them all to here? (Has permission.) https://www.nexusmods.com/skyrimspecialedition/mods/29434
  18. Just noticed that https://www.nexusmods.com/skyrimspecialedition/mods/21055 Enchantment Reload Fix SE was ported. It was previously recommended for LE, so it could be added to OP here.
  19. Tried that, simply running into the NPC doesn't register OnHit on the carriage. By the time the NPC knows it's been run into, that usually registers so much damage it dies under the wheels. Currently, TC scans the road periodically ahead of the horse, selects a random NPC, and pushes the NPC to the side. So fleeing toward an object instead is clever. I'll take a look at Fast Travel Ambushes. Thanks.
  20. Understood. Might as well leave as-is then. Looking at the code for ICAIO-TC, it seems to me that was originally written with the sandwich ICAIO -> TC -> ICAIO-TC in mind. I kept telling folks, "sort with LOOT", as that used to fix things in the past. With the current organization, it needs to be re-written for TC -> ICAIO -> TC+ICAIO sandwich. I'll do it, or prompt him to do it.... OK. From the TC perspective, the only thing it cares about is that CRF loads after TC. Long ago, Arthmoor and I'd worked out various navmesh, where I'd fixed some missing preferred paths, a
  21. Run For Your Lives does a decent job of getting folks to run away and hide. Immersive Citizens does something similar, with a whole lot more work. With Touring Carriages, we don't want folks (or animals) to hide, we just need them out of the roadway. But I cannot find a package that does this. Fear doesn't work. Ever notice how fear on a bunch of skeletons causes them to all run out of the same doorway? Same problem here. They run up the prefered navmesh, that happens to be the roadway, the horse is faster, it runs over them, they die. Sollar (Rick) came up with the idea to push
  22. Lately I've been getting a lot of complaints about interactions between Touring Carriages and Immersive Citizens (and others). I've tracked part of it down to LOOT sorting both IC and its IC-TC patch *after* TC. Looks to me like it should be IC then TC then IC-TC sandwich. Also, once upon a time TC and CRF were in some early loading group, but now are in Default. Seems to me that IC and TC and CRF should always load fairly early.
  23. Lately, I've been getting a lot of complaints about interactions between Touring Carriages and Immersive Citizens and the Unofficial Patch. Long ago, we added a dialogue test (to USKP and copied to TC) that every driver was sitting, because there were other patches that had the driver leave during a dragon or vampire attack or during the night. But I don't remember why we didn't use the driver's bSitting conditional script variable. That would require the driver be sitting on the carriage itself. Right now, he can be sitting anywhere, including inside a building somewhere. Immersive
  24. I'd do it, but I'm not skilled with the mesh stuff. If nobody else steps up, suppose I could learn, having a bit more time on my hands than usual....
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