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[RELz/WIPz] Unofficial Skyrim Patch


Arthmoor

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All my critter and weapon racks final source is posted on their threads. Only minor and trivial changes handling the few bug reports that came in, so I doubt it needs more beta. Any other known issues?

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Those fireflies/moths/fish that are "cluttering your logs" -- they were sitting there and looping invisibly 10 times per second -- forever and ever. That's a USKP 1.3.3 bug that's now fixed. Abandoning that game makes sense.

If that bug was fixed way back, then how can they happen in a game started with 2.0.1 Beta installed before the game was started?

Perhaps two fast travels back-to-back with no real time in between. Or a fast travel and then going through a door and then saving, again without enough time for the scripts to keep up....

No fast travels, no re-entering the tunnels and exiting again. Normal, vanilla playthough of Skyrim up to the point where you exit the tunnels, Alduin does his flypast and save the game just before Hadvar starts talking. Plenty of time between exit and save for scripts to catch up. Or at least there should be unless the stack is already so full of shite that they can't.

Cart ride.

You mean the interminable "cut scene" in the cart before you even reach Helgen? If that's the cause of any issues then it needs looking at urgently as any problems it causes could well affect the whole of that game.

How easy or difficult would it be to create a mod (similar to LAL) which starts a new game just after you get off the cart? If it's easy then it might be a useful tool to circumvent any crap caused by the cart ride and find out what, if any, real impact that cart ride is having.

 

Would forcing a DPS immediately before exiting the game every time (so every log has a dump in it) be of any use?

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Ok, so me being me I've done a DPS each time I've saved and exited. This is now a brand new game, latest Beta version (Feb 1st).

Log 6- 1 stack frame (first log with a DPS)

[02/04/2014 - 12:40:35PM] Dumping stack 14423:
[02/04/2014 - 12:40:35PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 12:40:35PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 12:40:35PM]     Type: Normal
[02/04/2014 - 12:40:35PM]     Return register: False
[02/04/2014 - 12:40:35PM]     Has stack callback: No
[02/04/2014 - 12:40:35PM]     Stack trace:
[02/04/2014 - 12:40:35PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 12:40:35PM]             IP: 0
[02/04/2014 - 12:40:35PM]             [param1]: 2.000000
[02/04/2014 - 12:40:35PM]         [ (000E9A45)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 12:40:35PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 12:40:35PM]             [::temp0]: True
[02/04/2014 - 12:40:35PM]             [::temp1]: 0
[02/04/2014 - 12:40:35PM]             [::nonevar]: None

Log 7 - clear

Log 8 - 15 of them :(

[02/04/2014 - 01:54:48PM] Dumping stack 20031:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000F8742)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 19998:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000C5201)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20016:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (0005C1FD)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20001:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000F8743)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20068:
[02/04/2014 - 01:54:48PM]     Frame count: 3 (Page count: 2)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: True
[02/04/2014 - 01:54:48PM]     Has stack callback: Yes
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 5.000000
[02/04/2014 - 01:54:48PM]         [ (FF000C2C)].ObjectReference.DeleteWhenAble() - "ObjectReference.psc" Line 100
[02/04/2014 - 01:54:48PM]             IP: 275    Instruction: 8    Line: 100
[02/04/2014 - 01:54:48PM]             [::temp21]: [Cell <Wilderness (000097AF)>]
[02/04/2014 - 01:54:48PM]             [::temp22]: [Cell <Wilderness (000097AF)>]
[02/04/2014 - 01:54:48PM]             [::temp23]: True
[02/04/2014 - 01:54:48PM]             [::temp24]: 5.000000
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM]         [WE22 (0005E93E)].QF_WE22_0005E93E.Fragment_5() - "QF_WE22_0005E93E.psc" Line 80
[02/04/2014 - 01:54:48PM]             IP: 273    Instruction: 8    Line: 80
[02/04/2014 - 01:54:48PM]             [::temp0]: [QF_WE22_0005E93E <WE22 (0005E93E)>]
[02/04/2014 - 01:54:48PM]             [::temp1]: [wescript <WE22 (0005E93E)>]
[02/04/2014 - 01:54:48PM]             [::temp2]: [ObjectReference < (FF000C2C)>]
[02/04/2014 - 01:54:48PM]             [::temp3]: [WETriggerScript < (00099C68)>]
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM]             [__temp]: [QF_WE22_0005E93E <WE22 (0005E93E)>]
[02/04/2014 - 01:54:48PM]             [kmyQuest]: [wescript <WE22 (0005E93E)>]
[02/04/2014 - 01:54:48PM] Dumping stack 20004:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (0003AE92)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20029:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000F8741)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20014:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000F8740)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20032:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000F8742)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 19999:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000C5201)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20013:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000F8740)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20030:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000F8741)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20002:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (000F8743)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20015:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (0005C1FD)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None
[02/04/2014 - 01:54:48PM] Dumping stack 20005:
[02/04/2014 - 01:54:48PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 01:54:48PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 01:54:48PM]     Type: Normal
[02/04/2014 - 01:54:48PM]     Return register: False
[02/04/2014 - 01:54:48PM]     Has stack callback: No
[02/04/2014 - 01:54:48PM]     Stack trace:
[02/04/2014 - 01:54:48PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 01:54:48PM]             IP: 0
[02/04/2014 - 01:54:48PM]             [param1]: 2.000000
[02/04/2014 - 01:54:48PM]         [ (0003AE92)].critterSpawn01.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 01:54:48PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 01:54:48PM]             [::temp0]: True
[02/04/2014 - 01:54:48PM]             [::temp1]: 0
[02/04/2014 - 01:54:48PM]             [::nonevar]: None

@tyrel68 - yes, but it also does an awful lot more. My suggestion was for a minimal mod which does nothing but what was suggested. The bigger the mod the greater the chance of introducing further problems, so LAL is not really an option in this case (specifically checking what, if any, problems are being caused by the cart ride).

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If that bug was fixed way back, then how can they happen in a game started with 2.0.1 Beta installed before the game was started?

You are talking past me.

The firefly 3D infinite loop was always there, and fixed by USKP 2.0.1 beta #1.

The two all critter 3D infinite loops were made by USKP 1.3.3, and fixed by USKP 2.0.1 beta #2.

 

Ok, so me being me I've done a DPS each time I've saved and exited. This is now a brand new game, latest Beta version (Feb 1st).

A person after my own heart! That's just what we all should be doing. Well, my retained savegames for Unbound happen to be 1-36 (run 4: 1.6 USKP1.05c, of 577 saves total), 1-37 (run 5: 1.7 USKP1.2 to 1.8 USKP 1.2.5 of 2947 saves total), 1-25 (run 6: 1.9+DLC USKP1.3.3 of 341 saves total), and 1-34 (run 7: 1.9+DLC USKP200a of 794 saves total). But unlike you, I haven't been saving the logs. I just look at them and toss.

 

Log 6- 1 stack frame (first log with a DPS)

[02/04/2014 - 12:40:35PM] Dumping stack 14423:
[02/04/2014 - 12:40:35PM]     Frame count: 2 (Page count: 1)
[02/04/2014 - 12:40:35PM]     State: Waiting on latent function (Freeze state: Freezing)
[02/04/2014 - 12:40:35PM]     Type: Normal
[02/04/2014 - 12:40:35PM]     Return register: False
[02/04/2014 - 12:40:35PM]     Has stack callback: No
[02/04/2014 - 12:40:35PM]     Stack trace:
[02/04/2014 - 12:40:35PM]         <unknown self>.utility.Wait() - "<native>" Line ?
[02/04/2014 - 12:40:35PM]             IP: 0
[02/04/2014 - 12:40:35PM]             [param1]: 2.000000
[02/04/2014 - 12:40:35PM]         [ (000E9A45)].critterspawn.OnCellAttach() - "CritterSpawn.psc" Line 84
[02/04/2014 - 12:40:35PM]             IP: 304    Instruction: 13    Line: 84
[02/04/2014 - 12:40:35PM]             [::temp0]: True
[02/04/2014 - 12:40:35PM]             [::temp1]: 0
[02/04/2014 - 12:40:35PM]             [::nonevar]: None[/spoiler]
Perfect. You have 1 spawner not close enough to spawn. It's in a loop waiting 2 seconds until you either get close enough to spawn (2000 units),

		if !shouldSpawn()
			; wait a bit, then see if the player is close again.
			; Removing this to eliminate some TPLOG spam
; ; 			debug.TraceConditional("player not yet near spawner " + self, bPrintDebug)
			utility.wait(fCheckPlayerDistanceTime)
or leave the cell.

EVENT onCellDetach()
	bLooping = FALSE
; ; 	debug.TraceConditional("spawner " + self + " unloading due to onCellDetach() EVENT.", bPrintDebug)
endEVENT
Simple enough. Comments indicate the developers originally used an OnUpdate event loop, and switched to a Wait stack loop. I think they were wrong. But it's working.

 

Log 7 - clear

Log 8 - 15 of them :(

Yep. A pile of spawners, several of which spawn 2 things (spawner01 etc) and each taking a stack entry, plus a wilderness encounter, all waiting for you to get close enough.

 

LAL is not really an option in this case (specifically checking what, if any, problems are being caused by the cart ride).

To be honest, the cart ride sets up so many things it's essential. LAL spent a lot of time figuring them out, and mostly seems to get it right.

Look, you have a very clean game there. No infinite loops yet.

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Beta version - should have said upfront - the one released on Feb 1st (Beta 2?)

 

Ok, so the ones in the logs are temporary - spawn if I get close enough, die if I leave the cell. Seems resonable.

Had a couple more since, different stack numbers though - not the same as in Log 8 - so I'll assume they'll disappear too. The stack numbers, though, have increased (as suspected upthread) - 14423 in Log 6,  20000-ish in Log 8, 26700-ish 2 savegames (and logs) later. Could well be that they are never "recycled" and just keep getting higher and higher numbers.

 

The "cart ride" suggestion was just that - a suggestion. I've no idea about what gets set up behind the scenes.

 

Very glad the "infinite loops" are not present - they've been driving me mad of late. Now the Civil War spam has started - my fault for "discovering" Falkreath Stormcloak Camp I suppose ;)

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I've had quite a few of the "critterspawns" in (manual) stack dumps, but they don't appear in the next log (with dump) so I'm assuming they're ok and working as intended. Up to stack no. 174281 now, but earlier (lower numbered) ones are not reappearing.

 

And no "real" critter spam either :)

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It's been days since any comments. Are we waiting for anything in particular to conclude the beta?

Nope. Planning to go forward tomorrow barring anything that may come up today.

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Sort of. That just means the fix isn't retroactive, which is common enough when fixing object properties and totally not worth investing retro script attention toward.

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Version 2.0.1 is now live. Make sure you update ALL FOUR patches at the same time or Bad Things™ will result.

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thanks

 

found a little mixup in the changelog:

  • The first level of the Hack & Slash perk was not configured correctly to work with Elven and Honed Draugr battleaxes. (Bug #13185)
  • The Warmaster perk was using a standard knockdown effect instead of the paralyze effect its description specifies. (Bug #13138)
  • Investing in the Drunken Huntsman was not possible due to a missing global variable for the store. All other support was present. (Bug #13125)

these appear under 1.0 while they should be mentioned in 2.0

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I assume these are all normal/expected, but so you know they're appearing ;)

[02/09/2014 - 11:07:47AM] warning: Variable ::Alias_CWHeimskrNewHome_var on script USKP_QF_ChangeLocation03_0200778B loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::Alias_Heimskr_var on script USKP_QF_ChangeLocation03_0200778B loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::Alias_HeimskrJailedSpot_var on script USKP_QF_ChangeLocation03_0200778B loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::PrisonerOutfit_var on script USKP_QF_ChangeLocation03_0200778B loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::WhiterunHeimskrPreachScene_var on script USKP_QF_ChangeLocation03_0200778B loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::CWOwner_var on script uskpretroactive132script loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::HeimskrHouseMarker_var on script uskpretroactive132script loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::HeimskrRef_var on script uskpretroactive132script loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::MonkOutfit_var on script uskpretroactive132script loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::USKPChangeLocation03_var on script uskpretroactive132script loaded from save not found within the actual object. This variable will be skipped.
[02/09/2014 - 11:07:47AM] warning: Variable ::WhiterunLocation_var on script uskpretroactive132script loaded from save not found within the actual object. This variable will be skipped.
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I noticed that the male Argonian voice is missing audio for these three lines:

Some may call this junk. Me, I call them treasures.

Trinkets, odds and ends, that sort of thing.

Oh, a bit of this and a bit of that.

 

If this is something that can be fixed, let me know and I'll add it to the tracker. The NPC is Gulum-Ei, in case it matters.

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The "Dragonborn - Nordic Greatsword Fix" is really interesting ! Is it related to the invisible weapon bug I still see from time to time in the game ? The enemy acts as if he holds a weapon but his weapon is invisible and therefore doesn't do damages. When the enemy is dead, the weapon is in his inventory (and IIRC I can see the weapon on the enemy during the combat, he "thinks" he has equipped it but no).

 

I am pretty sure this issue has been discussed in the Tracdown or in the forums but I can't find it. I always thought it was an engine bug (therefore not fixable).

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The "Dragonborn - Nordic Greatsword Fix" is really interesting ! Is it related to the invisible weapon bug I still see from time to time in the game ? The enemy acts as if he holds a weapon but his weapon is invisible and therefore doesn't do damages. When the enemy is dead, the weapon is in his inventory (and IIRC I can see the weapon on the enemy during the combat, he "thinks" he has equipped it but no).

 

I am pretty sure this issue has been discussed in the Tracdown or in the forums but I can't find it. I always thought it was an engine bug (therefore not fixable).

See issue #13187 in the tracker. There must be a good reason why Arthmoor hasn't added it to the UDGP, because it appears that the author doesn't care if the fix is used by others.

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Thank you BlackPete, I will use this little mod for now, then, until it will be included in the UDBP.

 

I didn't find this in the tracker because I was looking for "invisible". In fact it seems that this Nordic greatsword bug is not related to the invisible weapon bug I see sometimes, since you said in the tracker : "I noticed the bug when a bandit was swinging his hands at me and doing massive damage to my player character (with the invisible sword)". When I encounter the invisible weapon bug, the NPC doesn't do damages to my character (or barely, only the fists damages I suppose). I don't like "cheated" combats, so I reload the save one or two times until the NPC really equips his weapon. ;)

 

The next times I will encounter this bug (it's rare fortunately) I will see if I can find a pattern (same weapon for example).

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Wow, this fix for black gems is really something, considering it uses the exact same method for fixing black gems that Acquisitive Soul Gems has been using for two years! I'm not saying it was directly lifted or anything since from looking at the code that doesn't appear to be the case - but inspiration cuts both ways and I hope nobody minds if I use USKP-inspired code of my own from this in a future version of ASG. Presumably I'll be gracious enough to include credit there, but whatever.

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