Selene310187 Posted July 4, 2023 Posted July 4, 2023 (edited) April 2026: I'm still working on the mod - progress has been intermittent. This post gives the gist. ---- Project progress overview ---- The project began initially as a spell that added the "Automatic Calm" ability to an actor. The actor in question will stop any hostility due to friendly fire towards actors, who have the ability as well, and the player. I expanded the project with further ideas to make travelling with followers more comfortable. What the "Bond of Friendship" lesser power can do so far: (it was a spell first and now it's a lesser power, see the spoiler below the list) give the target an "Automatic Calm" ability modify the friendly hits setting of the target (ignore friendly hits/not ignore friendly hits) Discarded: make the target an ally Edit: This feature will be replaced with a KO prevention (Automatic Calm does now what the make ally feature did) Discarded: give the target increased health and fortify its healing rate. Edit: This feature has been replaced with the stats menu. make the target immortal/mortal Automatic Teleport: teleport the target to you automatically if it has fallen behind Outdated information: Spoiler At this point, there's one spell that manages one actor and assigns the actor to the actor manager of Bond of Friendship (up to 10 actors can be assigned), and the other spell manages all nearby actors who are assigned to the actor manager. However, I want to combine both spells and turn them into a lesser power instead (state: done). Updated information (July 9, 2023): I combined both spells into a lesser power How I imagine the handling of the planned lesser power: If the player casts this lesser power and has his weapon drawn (works with unarmed fighting stance as well), the lesser power casts a spell where the player is pointing at. If the target is an actor that isn't assigned and if there's one free actor slot available at least, the assign menu of the actor manager will open. The menu with the features opens as soon as the actor is assigned to the actor manager (up to 10 actors can be assigned). You will then be able to decide whether you apply a feature to the target or all assigned actors. When the lesser power is casted while the player hasn't any weapon drawn, the menu where the features are applied to all actors only is shown (as there is no target). Today, I managed to create a test lesser power (delivery: self) that casts a test spell on the target (delivery: aimed) but only after I assigned a projectile to the Magic Effect of the aimed spell (I have chosen an empty projectile so you can't see the projectile when the lesser power/spell is casted). Technical details for those who are interested: Spoiler There's a quest with 10 Reference Aliases (Fill Type: Specific Reference pointing at nothing, Flags: Optional, Allow Disabled, Allow Reserved, Stores Text, Uses Stored Text). The target of the spell is forced to an empty ReferenceAlias with ForceRefTo. I assigend all Reference Aliases to the script as an array. The reference of the target is passed to functions containing while loops which cycle through this array and if the reference of the target matches the reference of the ReferenceAlias, the functions make changes to the target. An int property keeps track of the available actor slots which has a default value of 10 (the property is set to Auto Conditional <- very important for the "communication" between scripts*). If an actor is assigned to a ReferenceAlias, the variable is decreased by one. Clearing the ReferenceAlias increases the variable by one freeing up one actor slot at the time. * I experienced a "bug" with values of variables that aren't passed from one script to the other while I playtested one of my other mods with Skyrim AE (I had no problems with Skyrim pre-AE). After I set the properties in question to Auto Conditional, I could solve the bug. I'm not sure if it's really a bug because of this: Quote Conditional: (Auto properties only) Flags the hidden variable of an auto property to be visible to the condition system. The script must also have the conditional flag. Source Misc feature: Debug Utility The other idea I got today was creating a debug utility to debug assigned actors (state: in progress). You could debug their AI and animation that got stuck or make them visible again if they became invisible due to a bug for example. The debug utility will probably be a separate spell or lesser power (I haven't quite decided yet). If you have an idea that goes well with the mod, please don't hesitate to post it in this thread. Edited April 7 by Selene310187 Beermotor and Pseron Wyrd 2
Selene310187 Posted July 19, 2023 Author Posted July 19, 2023 (edited) The more features I added or plan to add, the more it became clear that's a good idea to a have a menu structure that is as flat as possible (who wants to click through a menu with more than two or three levels?). That's why I plan to create three lesser powers: "Bond of Friendship" (state: finding last bugs; massive combat test in dungeon planned; release of the first Beta on GitHub planned) The features I mentioned at the beginning of the first post: On 7/4/2023 at 11:17 PM, Selene310187 said: give the target an "Automatic Calm" ability modify the friendly hits setting of the target (ignore friendly hits/not ignore friendly hits) Discarded: make the target an ally Edit: This feature will be replaced with a KO prevention (Automatic Calm does now what the make ally feature did) Discarded: give the target increased health and fortify its healing rate. Edit: This feature has been replaced with the stats menu. make the target immortal/mortal Automatic Teleport: teleport the target to you automatically if it has fallen behind plus support for commanded actors and knockout prevention (added in September 2025) plus auto equip: The NPC will equip equipment items (weapons, armor, etc.) automatically if put them in the inventory via 'Bond of Friendship - Requests' -> Inventory. Disable for external outfit managers. (added in March 2026) plus teammate and quick menu feature (added in April 2026) plus follower's summon detection, including adding "Automatic Calm" to the summon (added in May 2026) plus scan followers which all actors that following to the Actor Manager automatically (added in May 2026) Functions depending on the weapon state during casting: Casting with weapon drawn and pointing to the target: assign target to the actor manager of Bond of Friendship, apply features to the target (or all assigned actors) Casting with sheathed weapon: apply features to all assigned actors "Bond of Friendship - Debug Utility" (state: done) Debug actions*: Disable/Enable, Get Up! (when the actor is stuck crawling on the ground), Reset AI, Recycle Actor, Reset Inventory, Move To Me * some of the actions require SKSE (Reset Inventory) and ConsoleUtilSSE (Reset AI, Recycle Actor) Functions depending on the weapon state during casting: Casting with weapon drawn: debugging the current target of the lesser power (the target doesn't have to be assigned to the actor manager) Casting with sheathed weapon: navigate with the slot buttons (First Slot, Next Slot, Previous Slot and Last Slot) to the assigned actor of your choice and execute the debug actions ("> Actions"). This is useful if you lost track of the actor (action: "Move To Me") or if the actor became invisible while travelling somehow (action: "Disable/Enable") "Bond of Friendship - Requests" Functions depending on the weapon state during casting: (state: done) Requests when casting with weapon drawn (current target): Talk, Wait/Follow, Favor, Inventory, Outfit Edit (March/April 26): The outfit part has been removed; see the reason here. If you are looking for an alternative outfit manager, see this post (second paragraph). Requests when casting with sheathed weapon (all assigned followers): Wait/Follow, Meeting Point (with the possibility to set and remove a meeting point anywhere and teleporting yourself and/or your followers to the meeting point and back again plus emergency teleport to Dragonsreach for player and followers) Edited May 31 by Selene310187 Pseron Wyrd and Altbert 2
Selene310187 Posted July 23, 2023 Author Posted July 23, 2023 (edited) I don't know how much you are aware of the struggles I experience during the development of mods. I tend to work through many sleepless nights and inflating the project with too many ideas, until I'm too exhausted, loose motivation and put the project in question on ice indefinitely which happened to Better Untold Legends Rewards recently. This time I’m trying to do it differently. Some days I don't work on the project and play the game for the sake of playing for example (at the moment, I'm discovering the world of Chanterelle). Other days I'm just doing research on the internet (e.g. Creation Kit wiki), thinking of ways to improve things that are integrated already or what features could be useful as well. I don't immediately implement the new ideas. It's very likely that I got a "better" idea some days later and discard the other idea or put it aside, e.g. the possibility to set a meeting point replaced the idea of building a dimensional hideout for all companions. I may revisit discarded ideas/ideas that I put aside in future versions. Currently, my priority is creating a test version which covers most of the collected ideas. So you can take a first look, try things out and find possible bugs, which I will fix in the next test version and gradually I will expand the test versions with new features until the release of version 1.0. Because there are just too many unknown parameters, especially in combination with other mods. Since I generally play with few mods, I'm not always aware of the complications that can arise. Edited September 4, 2025 by Selene310187
Selene310187 Posted July 24, 2023 Author Posted July 24, 2023 (edited) Info update on the debug utility lesser power The selection of the actor slots including the display of the slot number and the name of the assigned actor is working: If a slot is not occupied or has been cleared, a function causes the hint "Empty Slot" to appear next to "Assigned Actor": Technical Details: Spoiler If the player uses the debug utility lesser power for the first time, the slot number 1 is shown at default. Before the menu appears, the function CheckCurrentSlot checks whether the corresponding Reference Alias is filled, and, if this condition is met, the reference of this Reference Alias is assigned to the Reference Alias "BondOfFriendshipSlotCurrent" with ForceRefTo. The part of the menu text with the slot number and the name of the assigned actor looks like this in the Creation Kit: Quote Actor Slot No.: [%.0f] Assigned Actor: <Alias=BondOfFriendshipSlotCurrent> To ensure that the correct number and name is shown, the quest, which contains the Reference Alias and the variables, needs to be assigned to the message (drop-down list next to "Quest Owner"). Script snippet of the debug utility lesser power: Scriptname BondOfFriendshipDebugUtilityAOE extends activemagiceffect BondOfFriendshipActorManager Property ActorManager Auto ; [...] elseif ActorManager.ActorSlots < 10 ActorManager.CheckCurrentSlot() ActorManager.DebugActorsMenu() endif Script snippet of the Actor Manager quest: Scriptname BondOfFriendshipActorManager extends Quest Conditional Message Property BondOfFriendshipMenuDebugActorsAOE Auto ReferenceAlias[] Property ActorSlotsAlias Auto ; an array containing all actor slot Reference Aliases Int Property ActorSlots Auto Conditional ; default value: 10 Int Property CurrentSlot Auto Conditional ; default value: 1 Int Property i Auto Conditional ; default value: 0 ObjectReference Property EmptySlot Auto Function CheckCurrentSlot() int iElement = ActorSlotsAlias.Length ; Length or amount of the elements of the array (there are 10) int iIndex = i While iIndex < iElement if ActorSlotsAlias[iIndex].GetReference() BondOfFriendshipSlotCurrent.ForceRefTo(ActorSlotsAlias[iIndex].GetActorRef()) iIndex = 999 else ; It is very important to clear the ReferenceAlias BondOfFriendshipSlotCurrent at this point, otherwise the hint "Empty Slot" will not be displayed ; By the way, the reference EmptySlot is an item with the name "Empty Slot", which is located in an unreachable cell ; The reference alias flag "Stores Text" stores the name of the item and the "Uses Stored Text" flag allows using the name as a text replacement ; e.g. in message or book texts ; more about Text Replacement: https://www.creationkit.com/index.php?title=Text_Replacement BondOfFriendshipSlotCurrent.Clear() BondOfFriendshipSlotCurrent.ForceRefTo(EmptySlot) iIndex = 999 endif iIndex += 1 EndWhile EndFunction Function DebugActorsMenu() int button = BondOfFriendshipMenuDebugActorsAOE.Show(CurrentSlot) ; the %.0f in the text of the message is replaced with the value of the variable CurrentSlot ; further information: https://www.creationkit.com/index.php?title=Show_-_Message if button == 0 ; First Slot i = 0 CurrentSlot = 1 CheckCurrentSlot() DebugActorsMenu() elseif button == 1 ; Next Slot i += 1 CurrentSlot = i + 1 if i > 9 i = 0 CurrentSlot = 1 endif CheckCurrentSlot() DebugActorsMenu() elseif button == 2 ; Previous Slot i -= 1 CurrentSlot = i + 1 if i < 0 i = 9 CurrentSlot = i + 1 endif CheckCurrentSlot() DebugActorsMenu() elseif button == 3 ; Last Slot i = 9 CurrentSlot = i + 1 CheckCurrentSlot() DebugActorsMenu() elseif button == 4 ; > Actions DebugActionsMenu() endif EndFunction Edited July 24, 2023 by Selene310187
Selene310187 Posted August 15, 2023 Author Posted August 15, 2023 (edited) In the last couple of weeks, I explored the idea of an outfit management system which will be part of the "Bond of Friendship - Requests" lesser power in the future (this feature will be available to non-followers, too). At the moment, it's a separate test plugin where I exercised working with arrays. Before that, I used FormLists to organize and store stuff. I wanted to know if could achieve the same thing with arrays because arrays are faster than FormLists. Furthermore, I don't use the SetOutfit command due to its permanent effect on the NPC (the command overwrites the default outfit; I know that there's a workaround with SKSE but don't want to rely on it too much because not all users use it). I use EquipItem and RemoveItem (with the option to move the item to the container/inventory of the NPC) in combination with the arrays instead. On top of that, there's the possibility to unequip and re-equip head gear items of NPCs (like the helmet of guards, the circlet that some of the Jarls wear, or the head gear items that are added by the player for example). And you can have a look at the assigned items of each outfit slot anytime by clicking on the "Show Item List" button (requires SKSE) or on the "Container" button (no SKSE required). How the outfit management system works: The player opens a remote container, places armor items into it and the container script adds the forms of the items to an array (Event OnItemAdded in the container script). When the container is closed (or after clicking on the Equip button in the menu), the items are transferred to the NPC and the ReferenceAlias script of the NPC iterates through the array to equip the listed items. If the container is opened again, the apparel items are transferred back to container according to the item list in the array. So the player can remove items from the container or add new items to change the item list. Due to its very experimental and unfinished state (only one NPC slot and one outfit slot are supported currently as I need only one of them to test the concept), the outfit management system will not come with the first test version of Bond of Friendship. Here are some teaser images of the outfit management system: If you want to learn more about arrays, the YouTuber Skyrim Scripting created a very insightful video: Edited August 15, 2023 by Selene310187
Selene310187 Posted August 15, 2023 Author Posted August 15, 2023 (edited) I finished the second lesser power, "Bond of Friendship - Debug Utility" and added the feature "Get Up!" to it on top. There's a bug in the game where the actor is stuck crawling on the ground: Quote A follower may not leave the recovery state even when their health is fully replenished but instead continue crawling around on the floor. This can be fixed by entering combat again with a new enemy, attacking them, fast-traveling to a new area, reloading a save, or healing them with a Restoration spell. The Unrelenting Force Shout or casting Paralyze on them sometimes works as well. Source: https://en.uesp.net/wiki/Skyrim:Followers#Bugs Applying the "Get Up!" feature unstucks the actor. It adds a stagger effect to the target just like the Unrelenting Force Shout does, and restores its health and limbs. Edited August 18, 2023 by Selene310187
Selene310187 Posted September 11, 2023 Author Posted September 11, 2023 (edited) I want to let you know that I will give my full attention to Starfield for now and take a break from the mod project. If I continue to work on the project instead right now, Starfield will still be in the back of my mind distracting me which interferes with my creative process. Furthermore, I want to be part of the Starfield community where I share my experience with this new game and the discoveries I made with others and converse about various Starfield related topics. That way I can come back to the project with a fresh mind. Edited September 11, 2023 by Selene310187 smr1957 and Altbert 2
Selene310187 Posted March 10, 2025 Author Posted March 10, 2025 (edited) After a break of around one and a half years, the project continues. I needed this time to get away from Skyrim. Playing the game was no longer fun. I also wanted to play other games for a change, such as Starfield and Cyberpunk 2077 (which I eventually did). On top of that, I was in a kind of (modding) burnout (I only realised this later). When I felt better again, I worked on smaller projects for Oblivion and published them. I deliberately chose smaller projects so that I wouldn't burn out so quickly again. It's only recently that I've felt like playing Skyrim again (I'm currently playing the Moonpath to Elsweyr quest mod). Finding the right balance between creating mods and playing games (and my many other interests/hobbies, meeting friends/family, work and all the other parts of my life) is still a work in progress. So for now, I'll just be working on the project from time to time and slowly working my way towards the right balance. Translated with DeepL.com (free version) Edited March 10, 2025 by Selene310187 smr1957 and Altbert 2
Selene310187 Posted March 13, 2025 Author Posted March 13, 2025 (edited) I replaced the health boost of the actor manager with the possibility to edit the stats of the actor. This includes health, stamina, magicka, skills and resistances. When you click for example on the health button, an input menu opens where you can enter a value of your choice. Please note that entering non-numeric characters such as letters will set the corresponding stat to 0. The updated actor manager menu: The new stats menu: The input menu: The stats menu after changing the health value: I completed the code for editing Health, Stamina and Magicka so far. UIExtensions is required to make the input menu show up. If you want to add an input menu to your own mod, the YouTube user Skyrim Scripting explains the process in a tutorial: Edited March 14, 2025 by Selene310187 smr1957 1
Selene310187 Posted September 4, 2025 Author Posted September 4, 2025 (edited) Yesterday, I refined the outfit manager feature in the test plugin to the point where I can now implement it in the actual plugin. I also implemented a fix for Dead Thralls who will now keep their custom equipment equipped when changing cells. The script executes a custom equip function when the OnCellDetach or OnCellAttach events are called but only after a small delay via RegisterForSingleUpdate and OnUpdate - the equipment won't be re-equipped without the delay. Today, I continued to work on the remaining parts of the Edit Stats menu (see previous post; I've finished the combat skills). I updated the lesser power overview with additional notes on the current progress (parts with light blue color). Regarding my own organization, I created a log with things I'm working on and things that I will do next so that I will immediately know the last state when I continue the project after a (longer) break. Edited September 21, 2025 by Selene310187 smr1957 1
Selene310187 Posted September 16, 2025 Author Posted September 16, 2025 (edited) I completed the code for the Edit Stats menu of the "Bond of Friendship" lesser power. Furthermore, the "Bond of Friendship" lesser power now supports commanded actors like summoned creatures or reanimated corpses so they can receive the Automatic Teleport ability as well (it's done using IsCommandedActor as condition in the script). Making commanded actors immortal didn't work (I believe that the game prevents that). So if you want to change the mortality of commanded actors, you will get the message that this feature doesn't work on them. But you could increase their health and damage resistance via the Edit Stats menu so that they are not so easy to kill. Edit: I will replace the make ally feature with a KO prevention (Automatic Calm does now what the make ally feature did). Edit 2: The knockout prevention is done via an ability which has the condition GetActorValuePercent Health < 40 in the spell record (i.e. the ability is only active when the health of the actor drops below 40 percent). It executes the function ResetHealthAndLimbs() in the OnEffectStart block to reset the actor's health and restore his limbs. Edited September 17, 2025 by Selene310187 smr1957 1
Selene310187 Posted October 3, 2025 Author Posted October 3, 2025 (edited) I did some improvements to the Automatic Calm and Automatic Teleport features. Automatic Calm: A green shader will be briefly applied to actors when they have been calmed by the Automatic Calm ability in combat (toggleable in the Settings menu). Automatic Teleport: The automatic teleporting now also occurs when the distance between the actor and the player is greater than 3000 and they are not in the same cell (previously, this was only controlled via the OnCellDetach event). The actors are protected from fall damage for an extended period of time, allowing them to survive a fall from a great height (tested with a Blink spell). The Settings menu I mentioned above allows you to enable or disable the Automatic Calm Shader, the outfit management system, and the “Allies in Combat” feature. It can be accessed in the main menu of the Bond of Friendship Lesser Power. I have started implementing the outfit management system. Edited October 3, 2025 by Selene310187 smr1957 1
Selene310187 Posted March 28 Author Posted March 28 (edited) I’ve decided to remove the outfit manager feature from this mod and turn it into a future mod. Back then, I had developed the feature in a separate test plugin. Now, implementing it into the main plugin is proving to be more complicated than I expected. Developing the feature alone took a lot of time because this time I had to experiment and do a lot more research than with the other features (which is why I didn’t make as much progress with development as I would have liked). It would have been better if I had developed the feature in the main plugin from the start (but hindsight is always 20/20 xD). There are also many outfit manager mods, and using the outfit manager feature alongside these mods could lead to compatibility issues. That is the second reason why I am moving the outfit manager into a separate mod. Edit: The function for opening the inventory has been implemented and works for commanded actors such as Dead Thralls as well. Equipment items that you then place in the inventory are automatically equipped (this can be disabled in the Actor Manager menu). If the Dead Thrall is wearing the old outfit again after changing cells, the newly assigned equipment will be equipped once more (this is the part that made its way from the Outfit feature's test plugin into the main plugin). Translated with DeepL.com (free version) Edited April 2 by Selene310187
Selene310187 Posted April 2 Author Posted April 2 (edited) As for the removed outfit feature, as it stands, I wouldn’t have been able to implement it based on what I’ve learned recently. That’s because I had been using the event OnItemAdded, and this event can really take a toll on performance (if too many items are placed in the outfit chest at once). But sometimes it’s necessary to let go of some baggage so that a project can move forward. Now I can focus on the mod’s core features again. Developing the outfit feature wasn't a waste of time. I learned a lot about working with arrays and while loops, which will benefit this project and future ones. If you were looking forward to the outfit feature, I discovered a promising alternative on Nexus Mods today: Tailor - An Outfit and Wig Manager (Edit: The mod has been removed from Nexus Mods; alternative download link). That’s why I’ve shelved my plan to create my own outfit manager for the time being. In my previous post, I wrote that Dead Thralls re-equip their assigned gear after a cell change if they are wearing the old outfit again. Recent tests have shown that this doesn’t always work (e.g., it failed during fast travel from the palace in Whiterun to the other fast travel marker in Whiterun). After endless trial and error, I was finally able to solve the problem: Among other things, I had to add the OnCellDetach and OnUnload events to the relevant script. Translated with DeepL.com (free version) Edited May 6 by Selene310187 added an alternative link for the Tailor mod
Selene310187 Posted April 5 Author Posted April 5 The main menu of the Actor Manager now has a second page, providing space for additional features. Because of the button for the second page, I had to move the “Automatic Teleport” option to the second page; otherwise, the text on the first and last buttons would be cut off at a screen resolution of 1920x1080. Two new features have been added: Teammate and Quick Menu. If the NPC is a teammate, they will sneak as soon as the player sneaks and draw the weapon as soon as the player draws it. The Quick Menu is essentially the “Band of Friendship - Requests” menu and opens when the NPC is activated. As long as the Quick Menu feature is active, the normal dialogue options are suppressed, but you can still talk to the NPC normally using the “Talk” command. Both features also work with Dead Thralls (however, Dead Thralls still have no dialogue options when using “Talk”). Actor Manager - page 1 Actor Manager - page 2 Translated with DeepL.com (free version)
Selene310187 Posted May 18 Author Posted May 18 (edited) It is now possible to add the mod's features to Serana from Dawnguard as well. She uses her own follower system and was not previously recognized as a follower by Bond of Friendship because the check was performed using the “CurrentFollowerFaction” faction, which Serana does not have. That's why I'm performing additional checks using GetFormFromFile and HasForm in conjunction with an empty FormList (basically a list). Script snippet for adding the follower that matches the desired form to the list: BondOfFriendshipActorManager Property ActorManager Auto Event OnEffectStart(Actor akTarget, Actor akCaster) FormList CustomFollowers = ActorManager.BondOfFriendshipCustomFollowersList ActorBase DLC1SeranaBase = Game.GetFormFromFile(0x00002B6C, "Dawnguard.esm") as ActorBase if DLC1SeranaBase && akTarget.GetActorBase() == DLC1SeranaBase if !CustomFollowers.HasForm(akTarget) CustomFollowers.AddForm(akTarget) endif endif EndEvent Script snippet for checking whether the desired form appears in the list: FormList CustomFollowers = ActorManager.BondOfFriendshipCustomFollowersList if CustomFollowers.HasForm(akTarget) ; do stuff endif I will use this method to offer support for Inigo, Lucien, Xelzaz and other special followers. Translated with DeepL.com (free version) Edit: I have now found a different solution for the support for followers who do not use the standard follower system (see my next post). Edited May 24 by Selene310187
Selene310187 Posted May 23 Author Posted May 23 (edited) This morning I implemented what will be the final feature for now: the meeting point mechanic. I’ve also made the features that were originally intended only for followers available to all peaceful NPCs. This means my system now works with any follower, regardless of whether they use Skyrim’s standard follower system or not. Over the next few days, I’ll be testing the mod’s main feature, Automatic Calming, under realistic combat conditions (previously, to test it, I had the companion attack another companion using the ‘favor’ command, or I used the console command ‘startcombat’). If everything looks good then, I’ll release the first beta on GitHub. Translated with DeepL.com (free version) Edited May 23 by Selene310187
Selene310187 Posted May 30 Author Posted May 30 (edited) As you might have guessed from my "if everything looks good" note, I ran into a few more bugs that needed fixing first. Because of this, I haven't gotten around to the massive dungeon combat test yet - but smaller skirmishes on my way to pick up Xelzaz and shortly after picking him up went well! Additionally, I decided to change my original plan and add a very handy quality-of-life function after all: a Scan Followers feature. Instead of having to target every single follower with the Lesser Power manually, this new function automatically scans and assigns your entire group to the Actor Manager. If you travel with a large party, this will save you a ton of hassle. Note: This feature requires the Papyrus Extender. It is also necessary for detecting your followers' summons, so they receive the "Automatic Calm" feature as well. Once the remaining bugs are squashed and the big combat test is done, the beta will go live on GitHub. Edited Saturday at 11:31 AM by Selene310187
Selene310187 Posted Saturday at 11:36 AM Author Posted Saturday at 11:36 AM (edited) While doing some final checks before the dungeon test, I discovered that I need to rewrite the code for the menu structures of all three lesser powers. The current implementation could easily lead to Papyrus stack overflows during longer play sessions due to how the menus call each other. (For the non-coders: every time a menu opens another menu, Skyrim stores the previous one in its memory "stack" to remember how to get back. If you click through menus too many times without properly closing them first, this stack overflows, which can cause severe script lag or even crash the game.) Fixing this architecture will take some extra time and effort, but it's absolutely necessary to ensure the mod runs stable. Time to get this framework sorted! Edited Saturday at 11:56 AM by Selene310187
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now