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wood chopping bug


Sah

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hello every one  :unworthy: 

 

this is a bug that happens a lot on legendary edition and it also affects mining ore too 

 

currently is playing a almost vanilla game on SSE, with only the Unofficial Patch/Bethesda Updates & some other mods installed (18 in total, stuff like pastel markers, open city's ext)

 

Found the same bug on SSE too .......its the same bug from Legendary edition

 

the first part of the video shows the affect of the bug, you try to chop some wood and you end up frozen on the spot and all you can do is spin 360 

if you bring up your menu, Quick save and all manual saves are disabled (grayed out) 

 

 

the second part of the video is a visual bug ..........you sink into the ground up to your ankles chopping wood

 

dose any one know what the first bug is all about and how to fix it, it happens at random and your carry wight dose not affect if it happens or not

 

thanks

 

 

 

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@Sah: Just curious- you didn't enter the animation in sneak mode? Are there location co-ords? Have you found any of these issues in other locations?

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hello Imstearn  :unworthy:

 

no is not in sneak position, and all weapons are sheathed away, the only animation active is the wood chopping one

 

usually it will happen in Riverwood at all 3 wood chopping blocks, and in Whiterun (video above)

 

a note must be made is about how this one chops wood

Due to DiD comps this one in  cuts wood 2 hour real life sessions, the bug can happen 3-4 times in this period, so needs to quick save every 10min not to lose all the work

 

the bug also happens when mining for ore, its random and unpredictable

 

this bug is very consistent in the legendary edition, but has found it 2 times now so far on the SSE

 

are there location co-ords? please explain

 

am NOT using any mods that affect any meshes of city's / towns /mountains / tress/ grass /weapons/armors ext ............only the body is a mod UNP

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Hey there,

 

Are you using a modified skeleton for your character ? For grounded ankles this might be fixed as it's a simple placement issue, but animations are designed to play on plane and regular grounds and I'm afraid the surface is rather irregular there. When launching the animation your character just aligns with default anim placeholders/markers...

 

@Imstearn : looks like the Whiterun area between market stands and Bannered Mare.

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Hey there,

 

Are you using a modified skeleton for your character ? For grounded ankles this might be fixed as it's a simple placement issue, but animations are designed to play on plane and regular grounds and I'm afraid the surface is rather irregular there. When launching the animation your character just aligns with default anim placeholders/markers...

 

@Imstearn : looks like the Whiterun area between market stands and Bannered Mare.

 

is only using UNP body,

so if it was vanilla the sinking would not happen? now your going to make this one uninstall everything and have a look

 

has noticed this sinking affect a lot, like when mounting & dismounting a horse, same when mounting a dragon, and one foot sinking through steps if in a combat position.

 

if you go to the below min of the video (100% SSE vanilla, ride 5 dragons accomplishment)

 

2.35min sinks up to ankles

3.40min sinks up to the knees

7.27min sinks up to the waist

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You'll be disappointed by my answer.

 

Mounting/riding anims on dragons came with Dragonborn. The very first dragon you can mount is a Serpentine dragon in Apocrypha, short before fighting Miraak, and everything works almost fine on it. As I said, anims have markers/placeholders for all your body parts and there's only 1 set for mounting/riding dragons in general. All dragons share this unique anim set, but not all dragons are designed in the same way. Many have bigger necks than the serpentine dragon for example. Also, the 2nd case you mention is not vanilla. This specific dragon was made unique by Bethesda and appears only once in Dawnguard DLC's forgotten vale. It is not supposed to be 'playable' as it is some kind of unique 'boss' linked to a scripted combat. Its special design obviously doesn't fit at all the mounting/riding placeholders/markers, so it was intended IMHO.

 

Modifying the unique placeholders/markers for a specific dragon will surely break it for other dragons. That's the same kind of bug as the vanilla bow/crossbow quivers : they have specific placeholders aligned on your character skeleton, but you can see a very visible gap between you and some armor sets because not all armor sets have the same 'thickness' (the weight slider also affects this).

 

For short, poor design from Beth' : yes, definetly. Anything we can fix without breaking other things : I'm afraid no...  :shrug:

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And to answer your other question, the sinking into the ground at some chopping blocks is a stock or vanilla issue.  There is no good solution to such issue as if you raise the chopping block so that the feet are not sinking into the ground, the chopping block may have gaps underneath of it.  On the flip side if one has gaps underneath and it is lowered to not show them, the feet will sink below the ground.  The reason is as Nico coiN explained earlier, the actor is moved to a marker to perform the animation sequence and that is intended for a smooth flat surface.  So on uneven terrain, there will never be a perfect solution.

 

That said, if you wish, you could go through all the chopping blocks in the game, raise them so that the feet do not clip with the ground and then find straw, dirt and other debris to believable place underneath the chopping block to eliminate any gaps created.

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Yes, that's it, the animation breaks when using a modified skeleton. (Doubt whether it's any issue with things like Enhanced Camera although the mod does write to the CAMS record.)

It would be nice if possible at all to revert a modded skeleton back to default dims just before a mining/wood chopping animation,- and back when the animation has played. But the actual plotting, algorithm, and transposition of mesh data won't be shared by Bethesda anytime soon so it's anyone's guess how that goes.

Note to self: must try this in an attempt to recoup my noddle. :P

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thank you so much every one, for the reply

 

another bug

so sorry this is of subject but dose not want to open a new bug thread so will post it here

 

 

Location: Solstine near the word wall Saering's Watch, am not sure if its the guardian dragon (word wall) or a random encounter.

the dragon burst into flames even before I hit it 

its life was drained to a minimal.......I absorbed its soul and then the dragon just kept on fighting, it could deal damage but would recive none, as you can see in the video the dragon wont die

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