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Overhauling the weapon rack scripts


Sclerocephalus

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[11/30/2013 - 11:48:40AM] Papyrus log opened (PC)
[11/30/2013 - 11:48:40AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[11/30/2013 - 11:48:40AM] Memory page: 128 (min) 512 (max) 2000000000 (max total)

Get rid of your Papyrus tweaks in the ini, bugs reported with invalid settings are not considered.

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Get rid of your Papyrus tweaks in the ini, bugs reported with invalid settings are not considered.

Ok, but I am now getting this

 

[12/02/2013 - 09:47:37AM] warning: Property USKPWeaponRackItemHandlingQuest on script weaponrackactivatescript attached to  (000E94C1) cannot be initialized because the script no longer contains that property
[12/02/2013 - 09:47:37AM] warning: Property USKPWeaponRackExceptionList on script weaponrackactivatescript attached to  (000CAA16) cannot be initialized because the script no longer contains that property
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You need to check your install then and make sure something else isn't supplying you a bad copy of the weapon rack script.

 

Look through your Data folder for a copy of weaponrackactivatescript.pex. Find out what mod installed it if it's there. Chances are pretty good that whatever mod did had no reason to have done so, but make sure first. A lot of times, because the CK is stupid, mod authors end up packing copies of that file with their mods without realizing it. There's very little reason that anyone should have needed to do that unless it was a mod specifically targeting methods to try and fix the original vanilla scripts.

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the only mod i have that installls that file is the weapon rack extender but i was getting the error with just the unofficial patches installed

 

im using mod orginizer just fyi

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[12/02/2013 - 04:52:36AM] Papyrus log opened (PC)

[12/02/2013 - 04:52:36AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)

[12/02/2013 - 04:52:36AM] Memory page: 128 (min) 512 (max) 76800 (max total)

[12/02/2013 - 04:52:49AM] Cannot open store for class "dlc1scwispwallscript", missing file?

[12/02/2013 - 04:52:49AM] Cannot open store for class "DLC2BenthicLurkerFXSCRIPT", missing file?

[12/02/2013 - 04:52:57AM] warning: Property USKPWeaponRackWrongStaffMessage on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property WeaponTypeMace on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property WeaponTypeGreatSword on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property WeaponTypeSword on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property USKPWeaponRackWeaponDisallowedMESSAGE on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property USKPWeaponRackForswornStaves on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property WeaponTypeWarhammer on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property WeaponTypeDagger on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property USKPWeaponRackExceptionList on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property USKPWeaponRackItemHandlingQuest on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property WeaponTypeWarAxe on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property WeaponTypeBow on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

[12/02/2013 - 04:52:57AM] warning: Property WeaponTypeStaff on script WeaponRackActivateScript attached to  (000FC871) cannot be initialized because the script no longer contains that property

etc...

etc...

etc..

Here is the papyrus log spam

 

the 2 missing files are more confusing

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Correction seems to have trimmed down the errors alot

 

http://www.afkmods.com/index.php?/files/file/1006-papryus-log-spamweapon-racks/

 

should be able to download that

First you wrote "ya no noticable differance with just the unofficial patches and the mod you suggested" -- then edited to above.

 

Unfortunately, the whole point of my asking for a debug script version was to get the debugging. And I don't see any. So you must have quit before going into Helgen Keep.

 

Anyway, overall this confirms it's not a stray *.pex in your Scripts folder. Because the debug version is working and it contains the *.pex itself.

 

It will be a friggin' PITA, but I'll try to make a new install myself and see what's happening with USKP alone -- no SKSE, no SkyUI, I don't know how I will bear it. :(

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Sorry, but the whole of my New Game log running vanilla with only USKP (up to the autosave) reads:

[12/03/2013 - 10:22:05AM] Papyrus log opened (PC)
[12/03/2013 - 10:22:05AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[12/03/2013 - 10:22:05AM] Memory page: 128 (min) 512 (max) 76800 (max total)
[12/03/2013 - 10:22:23AM] PATCH 1.5 QUEST HAS STARTED
[12/03/2013 - 10:22:23AM] PATCH 1.6 QUEST HAS STARTED
[12/03/2013 - 10:22:23AM] PATCH 1.9 QUEST HAS STARTED
[12/03/2013 - 10:22:27AM] PATCH 1.4 QUEST HAS STARTED
[12/03/2013 - 10:26:23AM] VM is freezing...
[12/03/2013 - 10:26:23AM] VM is frozen
[12/03/2013 - 10:26:23AM] Saving game...
[12/03/2013 - 10:26:23AM] VM is thawing...
[12/03/2013 - 10:26:37AM] VM is freezing...
[12/03/2013 - 10:26:37AM] VM is frozen
[12/03/2013 - 10:26:37AM] Log closed
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A New Game (up to autosave) with only all DLC and all U*P (AppData\Local\Skyrim\plugins.txt)

# This file is used by Skyrim to keep track of your downloaded content.
# Please do not modify this file.
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
log looks like this:

 

[12/03/2013 - 10:36:47AM] Papyrus log opened (PC)
[12/03/2013 - 10:36:47AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[12/03/2013 - 10:36:47AM] Memory page: 128 (min) 512 (max) 76800 (max total)
[12/03/2013 - 10:36:55AM] Cannot open store for class "dlc1scwispwallscript", missing file?
[12/03/2013 - 10:36:55AM] Cannot open store for class "DLC2BenthicLurkerFXSCRIPT", missing file?
[12/03/2013 - 10:37:08AM] DLC1: Starting DLC1 Initialization quest.
[12/03/2013 - 10:37:08AM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (07016E02)>] DLC2Init quest START
[12/03/2013 - 10:37:08AM] PATCH 1.5 QUEST HAS STARTED
[12/03/2013 - 10:37:08AM] PATCH 1.9 QUEST HAS STARTED
[12/03/2013 - 10:37:08AM] PATCH 1.6 QUEST HAS STARTED
[12/03/2013 - 10:37:10AM] [[Actor < (0001A66B)>], [Actor < (0001A6AC)>], [Actor < (00019A2D)>], [Actor < (00013484)>], [Actor < (0001C18F)>], [Actor < (000199B4)>], [Actor < (0001348B)>], [Actor < (00019E10)>], [Actor < (0001B08F)>], [Actor < (000198DB)>], [Actor < (000198A4)>], [Actor < (0001A6AE)>], [Actor < (000199D0)>], [Actor < (0001A636)>], None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None] 100
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (0001A66B)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (0001A6AC)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (00019A2D)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (00013484)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (0001C18F)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (000199B4)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (0001348B)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (00019E10)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (0001B08F)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (000198DB)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (000198A4)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (0001A6AE)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (000199D0)>]
[12/03/2013 - 10:37:10AM] Now checking: [Actor < (0001A636)>]
[12/03/2013 - 10:37:10AM] Now checking: None
[12/03/2013 - 10:37:11AM] [DLC2_QF_DLC2_MQ04_02016E02 <DLC2Init (07016E02)>] DLC2Init quest DONE
[12/03/2013 - 10:37:11AM] PATCH 1.4 QUEST HAS STARTED
[12/03/2013 - 10:41:08AM] VM is freezing...
[12/03/2013 - 10:41:08AM] VM is frozen
[12/03/2013 - 10:41:08AM] Saving game...
[12/03/2013 - 10:41:08AM] VM is thawing...
[12/03/2013 - 10:41:21AM] VM is freezing...
[12/03/2013 - 10:41:21AM] VM is frozen
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I see we still haven't found ALL of the nonsense debug message spam :P

No, but it's pretty low, at least during New Game start. I've saved these off locally now, and that makes it easier to diff and see what's changed.

 

However, the reported problem shown in the file tyrel68 posted shows an abundance of other log spam, all evidence of bad *.pex files somewhere there.

 

Since loading my weapon rack debugging scripts last fixes those and only those, leaving others, I think we can conclude that the problem on that system is not stray *.pex loose files. If it had been, adding my patch wouldn't have fixed anything.

 

So my question is, how can the *.pex in the master files be affected?

 

Would a Steam local files refresh plus TES5Edit cleaning fix it?

 

Could it be a bad TES5Edit cleaning?

 

This isn't about Weapon Racks anymore, but inquiring minds want to know....

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  • 2 weeks later...

Was reported to me earlier:

 

rsJaUBg.jpg

 

The positioning seems right, but the symmetry is not. Do we think it's fixable? (Really appreciate the massive effort being put into fixing up these weapon rack scripts  :unworthy: )

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[12/12/2013 - 10:20:55PM] [WeaponRackTriggerSCRIPT < (07026C4C)>]OnCellAttach() [weaponrackactivatescript < (07026C4D)>] update setup.

[12/12/2013 - 10:20:55PM] [WeaponRackTriggerSCRIPT < (07026C4A)>]OnCellAttach() [weaponrackactivatescript < (07026C4B)>] update setup.

[12/12/2013 - 10:20:55PM] [WeaponRackTriggerSCRIPT < (07026C48)>]OnCellAttach() [weaponrackactivatescript < (07026C49)>] update setup.

[12/12/2013 - 10:20:55PM] [weaponrackactivatescript < (07026C4D)>]ActivatorSetup() handling

[12/12/2013 - 10:20:55PM] [weaponrackactivatescript < (07026C4B)>]ActivatorSetup() handling

[12/12/2013 - 10:20:55PM] [weaponrackactivatescript < (07026C49)>]ActivatorSetup() handling

[12/12/2013 - 10:20:55PM] [WeaponRackTriggerSCRIPT < (07026C4C)>]OnLoad() [weaponrackactivatescript < (07026C4D)>] already handled.

[12/12/2013 - 10:20:55PM] [WeaponRackTriggerSCRIPT < (07026C48)>]OnLoad() [weaponrackactivatescript < (07026C49)>] already handled.

[12/12/2013 - 10:20:55PM] [weaponrackactivatescript < (07026C4B)>]CheckFor3D() [ObjectReference < (07026C4E)>] 3D loaded, counter = 10.

[12/12/2013 - 10:20:55PM] [weaponrackactivatescript < (07026C4B)>]HandleStartingItem()

[12/12/2013 - 10:20:55PM] [WeaponRackTriggerSCRIPT < (07026C4A)>]OnLoad() [weaponrackactivatescript < (07026C4B)>] already handled.

[12/12/2013 - 10:20:55PM] [WeaponRackTriggerSCRIPT < (07026C4A)>]OnTriggerLeave event skipped by trigger; leavingItem = [Form < (000AA16A)>]; Ref = [ObjectReference < (07026C4E)>]

[12/12/2013 - 10:20:55PM] [weaponrackactivatescript < (07026C4B)>]PlaceItem() [Form < (000AA16A)>]; Ref = [ObjectReference < (07026C4E)>] placed on [WeaponRackTriggerSCRIPT < (07026C4A)>].

[12/12/2013 - 10:20:55PM] [weaponrackactivatescript < (07026C4B)>]HandleStartingItem() [Form < (000AA16A)>] placed on [WeaponRackTriggerSCRIPT < (07026C4A)>].

[12/12/2013 - 10:20:56PM] [weaponrackactivatescript < (07026C4D)>]ActivatorSetup() enabled; PlacedItemInit = True; TOC = 0

[12/12/2013 - 10:20:56PM] [weaponrackactivatescript < (07026C49)>]ActivatorSetup() enabled; PlacedItemInit = True; TOC = 0

[12/12/2013 - 10:20:56PM] [WeaponRackTriggerSCRIPT < (07026C4A)>]ActivatorSetup() WaitingForReference state.

[12/12/2013 - 10:20:56PM] [weaponrackactivatescript < (07026C4B)>]ActivatorSetup() disabled; PlacedItemInit = True; TOC = 1

 

:c

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Positioning seems right, but the symmetry is not. Do we think it's fixable? (Really appreciate the massive effort being put into fixing up these weapon rack scripts  :unworthy: )

I'm not the positioning expert. The handles are at the actual positioning nodes, and look OK.

 

It looks to me like the right side is doing a good job. But the left side would need to somehow flip the sword over. Then it would be good, too. I've got no idea whether it's possible to tell swords/sabres to flip over....

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:c

 

Had to look this up, apparently a frowny face variant. Why?

 

These are my debug lines. Looks like the single item 07026C4E was happily positioned, and the other two spots are empty.

 

What's your plugin 07?

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This may be a known issue, but Volendrung seems to shift around on a weapon plaque over time. Does the placement look a bit off to anyone else or is it just me? See this screenshot.

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Volendrung has been hanging on that precise weapon rack in my house for ages and has never shifted its position once.

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I've been meaning to post my integration with Talenden's v4 for a month or so, but forgot.... I've tested in my games (running around in carriages), but not enough in player houses.
 

:c

 
I've posted a version without debug tracing, because of the complaint/query above. It's easy enough to turn on the logging, just replace ";~" with ";//;" to turn them on in the source -- and vice versa to turn them off again. I'm assuming we all know how to extract source and compile....
 
http://www.afkmods.com/index.php?/files/file/944-weaponrack/
 

Is this a stable (non-beta release)? If not, I will wait until it is added into the next USKP or a final release is available, since I'm playing on a game I want to keep. As mentioned above, the mods you provided did solve the issues with the 1.3.3 save (which is awesome!), but I'm hesitant to add them permanently until the issues are completely ironed, out of fear of it causing bad or non-reversible things to happen in my save file.

I'm pretty sure this is final quality. I'm hoping it would go into the next USKP. But it seems to activate/deactivate cleanly.

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Even in the patch I posted to allow scripted items, I didn't remove that property, I just stopped using it for anything.

I've done the same thing.

 

Although I've tried to minimize the number of log entries in my latest, I did leave the ERROR message for bad linkage. It will show up every time you enter the cell. That seemed to be the consensus of the discussion earlier in the month.

 

I have a question for Talenden (and others): in HandlePlayerItem(), for USKPWeaponRackWrongStaffMessage, you add the staff back into the inventory, and try to re-equip it:

 

PlayerRef.AddItem (PlayerItemRef, 1, True)
PlayerRef.EquipItem (PlayerItem)

 

When I already had an sword of the same kind, my tests didn't always seem to equip the added sword. So I removed the EquipItem line, figuring that the player should have control over choosing it.

 

PlayerRef.AddItem(PlayerItemRef, 1, True)
; do not equip item, in case carrying multiple items of same form!

 

But then more testing showed that as I was carrying an equipped iron sword and take the iron sword off the rack in HoneySide, and then put an iron sword back on the rack, and then take it down again, the sword always seems to be the original starting item.

 

My conclusion is that the game substitutes the most recent taken item as equipped. Could somebody else confirm? Because in that case, Talenden's code should work fine!

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Another Talenden question:

        ElseIf ItemToPlace.HasKeyword (WeaponTypeBow)
            ItemToPlace.MoveToNode (TriggerMarker, "BowPivot01")

But I have from some version of Sclero's stuff:

elseif PlayersDroppedWeapon.HasKeyword(WeaponTypeBow)
    ; Bow
    PlaceBow()

...
 
Function PlaceBow()

    If PlayersDroppedWeapon.HasNode("CrossbowRoot") && TriggerMarker.HasNode("CrossbowPivot01")
        If PlayersDroppedWeapon.HasNode("DwarvenCrossbow.nif")
            PlayersDroppedWeapon.MoveToNode(TriggerMarker, "CrossbowPivot02")
        Else
            PlayersDroppedWeapon.MoveToNode(TriggerMarker, "CrossbowPivot01")
        EndIf
    Else
        PlayersDroppedWeapon.MoveToNode(TriggerMarker, "BowPivot01")
    EndIf

EndFunction
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