[RELz] BFG's Swap Broken Armor or Weapons; & Item Health

Post » Wed Dec 07, 2011 9:10 pm

Started a new thread as the mod's name has changed (to protect the innocent). And I was trying the moderators' patience asking to change the first thread's name again. :)
I've been surprised by the lack of feedback thus far - posted a month now, and only 50 unique downloads with 1 comment and no endorsemants.


Any suggestions, bug reports, or general comments are appreciated. The mod in question has several features:
  • All features can be turned on or off, or otherwise adjusted; player and NPCs affected; all armor/clothing/weapon types supported
  • Broken armor is unequipped, and replaced with the highest value clothing in inventory
  • Broken weapons are replaced automatically with "similar" ones in combat, i.e. if you were using a bow you're more likely to equip a new bow. Weapon value and charge is taken into account
  • Armor enchantment strength scales according to how much damage it's taken, i.e. a Resist Magic 20 cuirass might get Resist Magic 24 at 125% health, or Resist Magic 4 when it breaks
  • The number of charges an enchanted weapon needs per hit scales according to damage, i.e. a weapon that normally needs 40 charges/hit might need 33 at 125% health or >200 when broken
  • The strength of the scaling can be adjusted to the player's preference
  • cancelled for this mod, will be moved to a new one It's more difficult to keep equipment repaired in-field - in addition to your Armorer skill, repairs are limited by Strength, Fatigue, and how familiar you are with the item (i.e. how much you've repaired it). Normal (Vanilla) limits apply when you're in town or in a house
  • cancelled for this mod, will be moved to a new one But the Dwemer Forge lets you go up to 150% repair!



You can get it here:
http://www.tesnexus.com/downloads/file.php?id=32914
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Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Thu Dec 08, 2011 4:52 am

What you are doing is highly interesting :)

Personally I would not mind breaking off the "Repair overhaul" to a separate mod.
First I really am trying to limit gamemode mods to save my poor cpu. I know most mods have a very small impact and the games AI and collision takes a chunk out of the CPU but stack up the mods and eventually it will take its toll. I might be wrong and only mods adding NPC's and such is the only thing to watch out for?

Anywho.... Repairing.

  • As you know TheNiceOne has made repairing easier if you are in a location owned by you or your faction; I like that allot so maybe look at implementing something similar? - Also Hammers (Kit's) last longer when out of the wilderness and at home.

  • Repair hammers is of course the equivalent of a kit. It contains materials and expendables to repair/sharpen armour and weapons. Maybe a limit when in wilderness on how bad an equipment can be broken and still be repairable without a more controlled environment?

  • A professional workshop. When at an armourer that also got a smithy (check for vendor type and forge in cell, if one wants it mostly compatible) one can, depending on skill, repair/fix a weapon beyond regular stats. I don't know but does the game engine let you go above 125%? One has to "rent" the time?

  • Is a leather jerkin that got 0% health ripped to threads? Is it viable to repair such a thing? Should 0% equipment be unfixable? What about unique stuff or equipment that has an enchantment on them? If a thing has 0% maybe it should take something extra to fix it, like a renting time at fully equipped smithy - maybe even have to rent the help of a weaponsmith with the skill of an expert?

  • Fixing things take time. After exiting the repair menu add time to gametime. Best thing would be if one could reinvent the repairing menu, bypass it to your own where you can show how much time it takes repairing a certain amount of percentage or where time spent in repairing is shown as a counter somewhere.

  • I really like that TheNiceOne has an option to make it possible to repair enchantment in controlled environments without one being a journeyman. If anything it should depend on your skill in mysticism.

  • Closing time. If one has timed repair and one is in a smiths shop one would not like being locked up inside. So can one check closing time and warn the player? Or when exiting the repair menu set the player to be placed outside the shop (but then one would need to know what door is the exit - most smiths do have a door that leads to an exterior but smiths that are inside buildings pose a problem). I never got the hang of why I got locked inside sometimes and sometimes not when in a shop, seems like when the cell reloads because a script sets a bit of time past one can get locked inside but if it does not the door locks when one exits the shop.



So, to wrap it up.
1. You got a piece of armour that is broken and one can't repair it until one gets to a smithy.
2. So off we go to a vendor that is both and expert and has a forge.
3. We rent the smithy and the smith for 1 day.
4. Together we work on the piece. Smith expert and we are as Expert thus being able to fix the armour up to 125%.
5. But the armour was only at 30% when starting out and the health that this armour can reach is quite good (that's what's really counts) it will take longer than one day to get to 150%. So we rent more time after we have slept and feed.
6. If one plays with necessity mods the time spent repairing should be known or shown somewhere so one can break of the work and go eat/sleep.


Scenario two
1. One is out in the wilderness and as an Expert one can only repair an item up to 85%.
2. If one where an novice maybe the limit could land on 60%


Scenario three
1. We are at home.
2. Bought an anvil and are going to fix a bent sword.
3. Being a Master one can repair up to 125%
4. If we had rented a smith with a helper (the vendor with expert level) one could have reached 150%.


Scenario four.
1. Equipment utterly broken (0%) one can not fix it in wilderness, need a forge or a smith.



Are somethings silly? Just some ideas I toyed with; I am sure there are better ways to implement some off them but it is a starting point if you found it interesting and worthwhile.

Cheers!
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Invasion's
 
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Post » Wed Dec 07, 2011 11:51 pm

Actually, I quite like those ideas, Locksley. It would make the Armorer skill more useful by making your repair capability limited based on your skill level and location.

I'm sorry I wasn't able to post feedback or anything before, BFG. :( I became englufed in several activities at home and couldn't test the mod. But now I'm good, and I do have it installed in my current save, so I'll try the mod now. :)
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Rebecca Clare Smith
 
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Post » Thu Dec 08, 2011 1:05 am

Actually, I quite like those ideas, Locksley. It would make the Armorer skill more useful by making your repair capability limited based on your skill level and location.

I'm sorry I wasn't able to post feedback or anything before, BFG. :( I became englufed in several activities at home and couldn't test the mod. But now I'm good, and I do have it installed in my current save, so I'll try the mod now. :)


Hey, no worries! I was just starting to wonder, with no feedback or endorsemants from anybody, if it was even working for other people. It's tough to fix issues if I don't know what they are after all :)
Anyway, let me know what you think.

Locksley--I've only had a chance to skim your post so far but I agree, those are some excellent and well developed ideas. I need to spend some more time with them before commenting further.
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Lucy
 
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Post » Thu Dec 08, 2011 6:28 am

Ah, I will probably DL and install this when I get a functional game again, once a mod junky always a mod junky. So now I can only give intellectual feedback (if one may call it that).

First off that I really should have mentioned before going off writing all kind of suggestions on repairing was of course that it is absolutely great that you made an ini with all this adjustable; it really means allot to folks like me, thank you!

Broken armour is unequipped was the basis for you starting this mod, wasn't it? What I like about the idea is the visual conformation that something is "off". Made me think that maybe one could apply shaders to simulate breakdown. This idea is not that hot since it will probably look odd on some armour. Why I started thinking about alternative ways of showing wear and tear of the armour was that it seemed somewhat immersion breaking with armour disappearing, on the other hand I don't find a dragon popping up in front of me immersion breaking, but we are funny that way we humans :P

  • Idea . What about a sound playing as equipment gets to certain points of health? Armour: starting at 50% health a pinging sound of metal popping for steel/iron. Then at 40% a loud metal bending sound, and so on. For leather and such tearing and other organic sounds. For weapons not bows cracking. Bows creaking.

I could try helping you find sounds at the free sound sites if you think is worthwhile implementing.


I love your idea and implementation of enchantments getting weaker as the equipment breaks down :goodjob:

Back to repair ideas

What does the skill levels do?
- Being a Master armourer you know how to best use your tools and how to work with your environment; that can be explained as the reason why a better armourer can repair to a higher value when in the field.
- Knowledge about materials and work methods; Japanese folding steel Allot of times anybody.
- Tempering is all well and nice but knowing the right incantation to the right god/goddess at the right time does wonders...

Definitely a rewrite of the skill level descriptions aught to be a nice addition. The above is not examples of what it should say; just that repairing is more than just swinging a hammer.

[*]in progress It's more difficult to keep equipment repaired in-field - in addition to your Armorer skill, repairs are limited by Strength, Fatigue, and how familiar you are with the item (i.e. how much you've repaired it). Normal (Vanilla) limits apply when you're in town or in a house

Nice little addition with the familiarity with the item; I have no idea if works, that is if one gets to experience it as a bonus or if it is something obscure that happens in the background and you never know how well you know your item really. Like location prices in economy overhauls - I love the idea and use it but in general I have a very poor knowledge on what is good where since there is no really good feedback in game (I try to read up on the prices from the readme from time to time but that is more of a crutch).


Problems
I wonder if Kyomas menuQue could help to intercept all calls to the repair menu? And if a script fixes an equipment when it should not be able I can't see as a problem because I don't know about any mods that do just that? And would it matter that much in the big picture?
And is there an easy way to work in the "hire smith" when someone got the option to repair?


Hmm, guess I did not have that much to say after all. But think about the Sound implementation as an indicator for stuff breaking. Then one could choose if it would unequipp or make a load noise when it totally breaks down.

Cheers!
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jodie
 
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Post » Thu Dec 08, 2011 7:04 am

Locksley, I've decided to split any work that's done on the Armorer skill into another mod. I'm hoping to start on it in a few weeks. Stay posted, and thanks for the wonderful ideas :)


******************************************************************************************************************************************************************************************************
[Professor Farnsworth voice] Good news, everybody! [/Professor Farnsworth voice]

I have posted a new version of this mod. It is a drastic improvement over the previous version. I've completed 20 or 30 hours of testing and fixed a lot of the issues that were remaining. I've put a huge amount of time into this mod, and now Oblivion just doesn't seem as fun to me without it.

See the first post for details on what the mod does, and a link to get it. Suggestions are appreciated! (Endorsemants are too...)
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Shelby Huffman
 
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Post » Thu Dec 08, 2011 10:31 am

Linky in first post is broken, though searching for it is easy enough. Before I try it though, there are some ini files in the mod that seem very out of place like one that controls the behavior of Oblivion gates and some with kuertee in the name that seem to do completely different things. Were these files accidentally included?
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Red Bevinz
 
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Post » Thu Dec 08, 2011 1:40 am

Linky in first post is broken, though searching for it is easy enough. Before I try it though, there are some ini files in the mod that seem very out of place like one that controls the behavior of Oblivion gates and some with kuertee in the name that seem to do completely different things. Were these files accidentally included?


Crud, I KNEW I was going to forget to remove those! Thanks for the heads up, I have posted a revised version with those extra files removed. I also fixed the link in the top post.
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Kaley X
 
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Post » Thu Dec 08, 2011 4:42 am

Pretty good idea for a mod; there's another that does the same thing that I was using before but this one has more features and configurable options. Being able to control the script update time is especially useful for people like me that put performance over everything else. I am getting console spam with the mod active though. It seems like two messages repeat over some time interval:

Error in script 6f009762
Invalid array access - the array was not initialized.
File: BFG's Enhanced Armory.esp Offset: 0x03B1 Command: Let

Error in script 6f009762
Operator | (looks like a pipe or lowercase L) failed to evaluate a valid result
File BFG's Enhanced Armory.esp Offset: 0x0001 Command:

I wasn't able to check whether the mod actually works. I think the weapon switching works (when my PC died the equipped dagger was dropped and was replaced with another weapon in inventory. Kind of weird actually, or maybe the killing blow destroyed the blocking dagger at the same time).
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~Sylvia~
 
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Post » Wed Dec 07, 2011 9:58 pm

Pretty good idea for a mod; there's another that does the same thing that I was using before but this one has more features and configurable options. Being able to control the script update time is especially useful for people like me that put performance over everything else. I am getting console spam with the mod active though. It seems like two messages repeat over some time interval:

Error in script 6f009762
Invalid array access - the array was not initialized.
File: BFG's Enhanced Armory.esp Offset: 0x03B1 Command: Let

Error in script 6f009762
Operator | (looks like a pipe or lowercase L) failed to evaluate a valid result
File BFG's Enhanced Armory.esp Offset: 0x0001 Command:

I wasn't able to check whether the mod actually works. I think the weapon switching works (when my PC died the equipped dagger was dropped and was replaced with another weapon in inventory. Kind of weird actually, or maybe the killing blow destroyed the blocking dagger at the same time).



Thanks for the bug report! The script you report (009762) is the one responsible for the weapon charge scaling. I think, from reading where other modders have encountered those same messages, I know how to fix it. But to confirm, could you please save your game with the mod running, exit Oblivion and restart, then start your game up again? If at that point you no longer receive the spam messages then I know what to fix.

I think the problem's an oversight on my part. I have a "Master" script that creates an array which indexes all the enchanted weapons you encounter, and then a "Slave" script that's supposed to run after it, and use that array. But it's possible the "Slave" script is running first. Restarting the game should fix the issue if I'm right...

I'd also like to get a copy of your INI file if I could just to make sure nothing odd is going on there. Thanks!



Edit: I've added a check to the next release that won't swap out your weapon if you're dead. :)
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Darrell Fawcett
 
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Post » Thu Dec 08, 2011 5:09 am

Thanks for the bug report! The script you report (009762) is the one responsible for the weapon charge scaling. I think, from reading where other modders have encountered those same messages, I know how to fix it. But to confirm, could you please save your game with the mod running, exit Oblivion and restart, then start your game up again? If at that point you no longer receive the spam messages then I know what to fix.

I think the problem's an oversight on my part. I have a "Master" script that creates an array which indexes all the enchanted weapons you encounter, and then a "Slave" script that's supposed to run after it, and use that array. But it's possible the "Slave" script is running first. Restarting the game should fix the issue if I'm right...

I'd also like to get a copy of your INI file if I could just to make sure nothing odd is going on there. Thanks!



Edit: I've added a check to the next release that won't swap out your weapon if you're dead. :)

Funny that this is the script that controls charge scaling since I disabled both weapon and armor charge scaling in the ini, mostly because I want to test out the other features before trying this out. Restarting Oblivion doesn't stop the spam, I'm afraid. Ini file here:


Spoiler

;=============================================================================;
; ;
; This is the INI file for: BFG's ENHANCED ARMORY ;
; This file may be edited to set the mod's preferences. ;
; This file should be placed in your Oblivion\Data\INI folder. ;
; ;
;=============================================================================;




; Armor and Clothing Settings ;
;=============================================================================;

; This setting affects how quickly the mod checks for broken armor on the
; player or NPCs. The setting is = how many seconds before the check is
; repeated. While the default is 1, if you're on a slower machine or are
; running large mods such as MMM or OOO, you should consider increasing the
; number. Valid values are 0.2 to 60.
set BFGEA00.ini_update to 5


; This setting controls whether NPCs and creatures can have their armor
; unequipped, clothing equipped, and armor enchantments scaled according to
; damage. 0 = only the player is affected by the below settings, 1 = NPCs
; and creatures are also affected. Default is 1.
set BFGEA00.ini_affectNPCs to 1


; This setting turns unequipping of broken armor (player or NPC) on or off.
; 0 = off, 1 = on. Default is on. If AffectNPCs is set to 0, only the
; player is affected by this setting.
set BFGEA00.ini_unequipbrokenarmor to 1


; This setting turns equipping of clothes to replace broken armor (player or
; NPC) on or off. 0 = off, 1 = on. Default is on. If AffectNPCs is set to
; 0, only the player is affected by this setting. If UnequipBrokenArmor is
; set to 0, this setting has no effect.
set BFGEA00.ini_equipclothes to 1


; This setting turns armor enchantment scaling (according to armor damage)
; on or off for the player and NPCs. 0 = off, 1 = on. Default is on.
; If AffectNPCs is set to 0, only the player is affected by this setting.
set BFGEA00.ini_enchantscaling to 0


; This setting determines the strength of the armor enchantment scaling.
; Valid settings are 0 (armor enchantments do not scale) to 100 (armor
; enchantment strength scales 100% with armor damage, i.e. armor that is
; half damaged would have half its enchantment strength).
; Default setting is 50.
set BFGEA00.ini_enchantstrength to 50


; Weapon Settings ;
;=============================================================================;

; This setting affects how quickly the mod updates the weapon charge scaling
; on the player, NPCs, or creatures. The setting is = how many seconds before
; the check is repeated. While the default is 1, if you're on a slower
; machine or are running large mods such as MMM or OOO, you should consider
; increasing the number. Valid values are 0.2 to 60.
set BFGEWScaling.ini_wpnupdate to 5


; This setting controls whether NPCs and creatures can have their weapon
; charges (weapon magic effectiveness) scaled according to weapon damage.
; 0 = only the player is affected by the below settings, 1 = NPCs and
; creatures are also affected. Default is 1.
set BFGEWScaling.ini_wpnaffectNPCs to 1


; This setting turns weapon charge scaling (weapon magic effectiveness)
; on or off for the player and NPCs. 0 = off, 1 = on. Default is on.
; If AffectNPCs is set to 0, only the player is affected by this setting.
set BFGEWScaling.ini_chargescaling to 0


; This setting determines the strength of the weapon charge scaling.
; Valid settings are 0 (weapon charges do not scale) to 100 (weapon
; charge strength scales 100% with weapon damage, i.e. a weapon that is
; half damaged would need twice as many charges for its enchantment).
; Default setting is 50.
set BFGEWScaling.ini_chargestrength to 50


; This setting turns automatic equipping of weapons when your current one is
; about to break on or off. This setting ONLY affects the player, regardless
; of the AffectNPCs setting.
set BFGEW00.ini_reequipweapon to 1



Changes I've made are disabling the charge scaling and increasing the update interval.

I just tried running the game with both charge/enchantment scalings on and the console spam is gone. I hope this helps.

EDIT: Disregard the last sentence. Console spam remains when the scalings are active.
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Genevieve
 
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Post » Thu Dec 08, 2011 8:27 am

Funny that this is the script that controls charge scaling since I disabled both weapon and armor charge scaling in the ini, mostly because I want to test out the other features before trying this out. Restarting Oblivion doesn't stop the spam, I'm afraid. Ini file here:

Changes I've made are disabling the charge scaling and increasing the update interval.

I just tried running the game with both charge/enchantment scalings on and the console spam is gone. I hope this helps.

EDIT: Disregard the last sentence. Console spam remains when the scalings are active.


See below - I think version 1.51 fixes the issues you reported. Let me know!
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Crystal Birch
 
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Post » Thu Dec 08, 2011 11:13 am

I spent quite a bit of time tonight rewriting and checking the mod, and I think I've fixed the problems you reported. I also made some further speed improvements while I was at it. Give the new version, 1.51, a shot and let me know what you think!

Also remember to run the console command StartQuest BFGEndEnchant, and save your game without the mod running, before you upgrade to 1.51.
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Ally Chimienti
 
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Joined: Fri Jan 19, 2007 6:53 am

Post » Wed Dec 07, 2011 10:33 pm

The new version doesn't have the previous console spam, but now I am getting this instead:

Error in script 73012d8d
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0650 Command: Let

Starts to show up and repeat some time after game load. Armor unequipping seems to be working fine, but I'm not sure if weapon swapping works. Ini file here if it helps:

Spoiler

;=============================================================================;
; ;
; This is the INI file for: BFG's ENHANCED ARMORY ;
; This file may be edited to set the mod's preferences. ;
; This file should be placed in your Oblivion\Data\INI folder. ;
; ;
;=============================================================================;




; Armor and Clothing Settings ;
;=============================================================================;

; This setting affects how quickly the mod checks for broken armor on the
; player or NPCs. The setting is = how many seconds before the check is
; repeated. While the default is 1, if you're on a slower machine or are
; running large mods such as MMM or OOO, you should consider increasing the
; number. Valid values are 0.2 to 60.
set BFGMaster.ini_armorupdate to 5


; This setting controls whether NPCs and creatures can have their armor
; unequipped, clothing equipped, and armor enchantments scaled according to
; damage. 0 = only the player is affected by the below settings, 1 = NPCs
; and creatures are also affected. Default is 1.
set BFGMaster.ini_armoraffectNPCs to 1


; This setting turns unequipping of broken armor (player or NPC) on or off.
; 0 = off, 1 = on. Default is on. If AffectNPCs is set to 0, only the
; player is affected by this setting.
set BFGMaster.ini_unequipbrokenarmor to 1


; This setting turns equipping of clothes to replace broken armor (player or
; NPC) on or off. 0 = off, 1 = on. Default is on. If AffectNPCs is set to
; 0, only the player is affected by this setting. If UnequipBrokenArmor is
; set to 0, this setting has no effect.
set BFGMaster.ini_equipclothes to 1


; This setting turns armor enchantment scaling (according to armor damage)
; on or off for the player and NPCs. 0 = off, 1 = on. Default is on.
; If AffectNPCs is set to 0, only the player is affected by this setting.
set BFGMaster.ini_enchantscaling to 0


; This setting determines the strength of the armor enchantment scaling.
; Valid settings are 0 (armor enchantments do not scale) to 100 (armor
; enchantment strength scales 100% with armor damage, i.e. armor that is
; half damaged would have half its enchantment strength).
; Default setting is 80.
set BFGMaster.ini_enchantstrength to 80


; Weapon Settings ;
;=============================================================================;

; This setting affects how quickly the mod updates the weapon charge scaling
; on the player, NPCs, or creatures. The setting is = how many seconds before
; the check is repeated. While the default is 1, if you're on a slower
; machine or are running large mods such as MMM or OOO, you should consider
; increasing the number. Valid values are 0.2 to 60.
set BFGMaster.ini_wpnupdate to 5


; This setting controls whether NPCs and creatures can have their weapon
; charges (weapon magic effectiveness) scaled according to weapon damage.
; 0 = only the player is affected by the below settings, 1 = NPCs and
; creatures are also affected. Default is 1.
set BFGMaster.ini_wpnaffectNPCs to 1


; This setting turns weapon charge scaling (weapon magic effectiveness)
; on or off for the player and NPCs. 0 = off, 1 = on. Default is on.
; If AffectNPCs is set to 0, only the player is affected by this setting.
set BFGMaster.ini_chargescaling to 0


; This setting determines the strength of the weapon charge scaling.
; Valid settings are 0 (weapon charges do not scale) to 100 (weapon
; charge strength scales 100% with weapon damage, i.e. a weapon that is
; half damaged would need twice as many charges for its enchantment).
; Default setting is 50.
set BFGMaster.ini_chargestrength to 50


; This setting turns automatic equipping of weapons when your current one is
; about to break on or off. This setting ONLY affects the player, regardless
; of the AffectNPCs setting.
set BFGMaster.ini_reequipweapon to 1

Like last time, I increased the update interval to 5 and disabled weapon and armor enchantments scaling.

Some other things: I was testing this mod in the arena for a while and noticed that when the arena armor breaks and is unequipped from the player he is immediately disqualified. In vanilla Oblivion this would not be a problem since the arena armor could take a huge load of damage, but with mods this may not be true anymore. An easy workaround is to just carry backups, but maybe scripted armor (or however the arena armor works) and the like should be exempt to prevent other potential problems. Weapon swapping when disarmed doesn't seem to work either; in the arena matches my PC was disarmed with power attacks many times but the weapon is not replaced. Then again, maybe this is because of my long update interval... I'll make some more tests.
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Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Wed Dec 07, 2011 10:47 pm

Somehow I missed your comments earlier, testname. Sorry about that. I really thought version 1.51 was going to be more solid for you. I haven't seen any of the issues you're describing in my tests...

I think all of the problems you are reporting may mean that version 1.51 did not properly initialize. Each of the scripts has a one-time-run section that's supposed to kick off in the first 5 seconds, and if that section fails to run then you can get aberrant behavior such as what you're describing. I would recommend running the uninstall command, then save your game, then save your game again with the mod completely deactivated, and then finally reactivate the mod and start your game up again. That will force a reinitialization of the mod. If that indeed fixes the issues you are seeing, then I'll add a check in the next version to always ensure initialization has happened.


Script 12D8D is the one responsible for unequipping broken armor and replacing it with clothing. I find this interesting since you mention that the armor unequipping seems to be working. If the above suggestion doesn't fix the problems then I have something else we could try.


Regarding the arena armor: Could you tell me the name of the Arena armor that broke and was unequipped? Arena armor is already flagged in the script as an exception that should not be unequipped, and I'll need to know which armor it was to trace why the flag didn't work.


Regarding the weapon failing to reequip: Which weapon was it that you were using initially, and what other weapons were in your inventory at the time you were disarmed? I've not encountered a situation yet where the 1.51 version of that script failed to work, so will need some more info! (The problem is not due to your INI settings...this script is on a constant 2x/second rate which cannot be changed.)

I'm sorry for the ongoing problems on this mod; I'll admit that I've not had any other reports of problems (including in my own tests). As such, I look forward to working with you to get these things fixed!
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Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Wed Dec 07, 2011 10:08 pm

Hmm, in my tests that included enabling and disabling the mod I probably forgot to run the startquest BFGEndEnchant at some point. I made a clean save following your instructions and I don't see 012d8d showing up again. I am getting these errors now, though.

Error in script 73009762
Operator := failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0139 Command: Let
Error in script 73009762
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0139 Command: Let

Error in script 73003e9b
Operator := failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x024A Command: Let
Error in script 73003e9b
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x024A Command: Let

Now I enabled both enchantment scalings for these tests and it seems like that is related to both of these features of the mod. The save I'm using has my PC completely naked of all weapons and armor in A Fighting Chance. I can wait or run around the shop for a long time without seeing the errors. Equipping non-enchanted weapons and armor also doesn't cause the errors to show. While I am still in the shop and I equip an enchanted weapon 009762 shows up. Equipping any enchanted armor in the previous situations causes the 003e9b errors. As soon as I exit the shop the 009762 pair of errors show up regardless of what I have or had equipped.

Wherever I am, when I change enchanted weapons to another (that is new to the current game session) 009762 shows up. Same goes for enchanted armor except its 73003e9b.

These aren't the only times the errors appear. Once they show up they repeat over some time interval (not continuously, though again it might be because I set the update interval to 5 seconds).

I'll test the other issues when I get the chance to. Thanks for supporting this mod!
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Thu Dec 08, 2011 12:11 pm

Grrr...I thought I had those issues fixed already. I guess not!
Yep, you're right - 009762 is the enchanted weapon scaling, and 003e9b is the enchanted armor scaling. When you exited A Fighting Chance, the script must have found an NPC in the area with an enchanted weapon, which is why you were still getting the errors.

I'm almost certain that the bugs indicate that the scripts failed to initialize properly. The "one-time run" block initializes the arrays used by each script, and if that initialization doesn't happen then the scripts will continue to report the errors you're listing. It'll also render the affected scripts useless, so the mod probably wasn't doing much. This may also explain why the Arena armor unequipped when it wasn't supposed to, or why the weapon reequip didn't work in your tests, but I'd like more info on those scenarios to be certain.

I think I've found the flaw that causes the scripts to fail to initialize. Version 1.52 will be posted shortly, which I hope will finally take care of these errors! It'll be important to follow the upgrade instructions:
1. Run StartQuest BFGEndEnchant from the console, with 1.51 running.
2. Save your game after that has finished.
3. Deactivate the mod, go into Oblivion and save your game again.
After that it'll finally be safe to upgrade!

Thanks again! Let's give this another try.
BFG
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Wed Dec 07, 2011 9:13 pm

OK, 1.52 is posted! Let me know if you have any more luck with it.

I also posted a separate Readme file for anyone who wants to know the details of what the mod does, without necessarily downloading the mod itself.
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Thu Dec 08, 2011 4:13 am

...Well, BFG, I hate to be a killjoy, but the update didn't seem to help. In fact, in my game (not sure about testname's), it seemed to make things worse. Compare this ConScribe log (from 1.5.1):

Spoiler
===============================================
Game Instance : 1 | Time : 08-15-2010 17-41-14
===============================================
Lightweight Potions:Updated values from ini file with weight set to 0.20
MiniMap Initialized - Version 0.7.1b
RL: loaded RealisticLeveling.ini
RL: recalculating all attributes
PiiiP : INI Initialized !
RSE:Updated values from ini file.
ALCH GAMERST: Starting ...
ALCH GAMERST: done
EE:Updated values from ini file in data\ini\.
EE:Found Duke Patrick's Combat Archery Mod.
EE:Targets immune to looting:
** Dumping Array #210 **
Refs: 1 Owner 1D: Enhanced Economy.esp
[ 0.000000 ] : Mannimarco (00016488)
[ 1.000000 ] : Kathutet (0003C805)
[ 2.000000 ] : Lady of Embers (030234A6)
[ 3.000000 ] : Astor Orontes (030479BE)
[ 4.000000 ] : Rinfal Vrethu (0301C2E1)
All Natural SI: Initialized
All Natural Tamriel: Initialized
EE:Soulgem repricing activated
EE: Initialized Merchant list with 7 merchants
EE:Container is Arrow Case
EE:Don't remove from owned container
EE:Arrow Case has already been ransacked
EE:Container is Arrow Case
EE:Don't remove from owned container
EE:Arrow Case has already been ransacked
startquest bfgendenchant
Error in script 7d009762
Operator := failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0139 Command: Let
Error in script 7d009762
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0139 Command: Let
RL: recalculating all attributes


to this one (1.5.2):

Spoiler

===============================================
Game Instance : 1 | Time : 08-15-2010 18-51-28
===============================================
Lightweight Potions:Updated values from ini file with weight set to 0.20
Error in script 7c012d8d
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x06EA Command:
Error in script 7c012d8d
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x06EA Command:
Error in script 7c009762
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x037E Command:
Error in script 7c009762
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x037E Command:
Error in script 7c003e9b
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x0653 Command:
Error in script 7c003e9b
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0653 Command:
Error in script 7c012d8d
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x06EA Command:
Error in script 7c012d8d
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x06EA Command:
Error in script 7c009762
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x037E Command:
Error in script 7c009762
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x037E Command:
Error in script 7c003e9b
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x0653 Command:
Error in script 7c003e9b
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0653 Command:
MiniMap Initialized - Version 0.7.1b
RL: loaded RealisticLeveling.ini
RL: recalculating all attributes
Error in script 7c012d8d
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x06EA Command:
Error in script 7c012d8d
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x06EA Command:
PiiiP : INI Initialized !
RSE:Updated values from ini file.
ALCH GAMERST: Starting ...
ALCH GAMERST: done
EE:Updated values from ini file in data\ini\.
EE:Found Duke Patrick's Combat Archery Mod.
EE:Targets immune to looting:
** Dumping Array #216 **
Refs: 1 Owner 1D: Enhanced Economy.esp
[ 0.000000 ] : Mannimarco (00016488)
[ 1.000000 ] : Kathutet (0003C805)
[ 2.000000 ] : Lady of Embers (030234A6)
[ 3.000000 ] : Astor Orontes (030479BE)
[ 4.000000 ] : Rinfal Vrethu (0301C2E1)
All Natural SI: Initialized
All Natural Tamriel: Initialized
Error in script 7c009762
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x037E Command:
Error in script 7c009762
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x037E Command:
Error in script 7c003e9b


There seems to be a pretty big difference. (EDIT: I also used the StartQuest command on my 1.5.1 run; I'll see if anything changes if I do the same with this one) I've also had another issue that may be related to this involving the Arrow Case in Duke Patrick's Combat Archery. It seems that the Arrow Case, which acts as a container but shows up in the inventory screen as a weapon (at least in the version I have; I may have missed an update that changes it), has a problem with the way you handle forced unequipping.

Whenever I use a hotkey to unequip a weapon (I'm not sure if armors cause this as well) the Arrow Case immediately activates, acting as a storage container (as if I had used it from my inventory). This also happens with See You Sleep (at least, with 1.5.1) where, when things are unequipped, the Case pops up again. This has the added (and slightly comical) effect of throttling the animation of the character climbing into bed, causing them to sleep in the air, beside the bed. It should be mentioned that this is with my current Enhanced Armory / See You Sleep / Combat Archery setup. If I remove Enhanced Armory, See You Sleep and Combat Archery work fine together.

I'm not sure what's causing this, though I'd be happy to help you figure out the problem through playtesting.

I'll include my load order as soon as I can get it. I love this mod, and would really like to see it work with my Oblivion.

EDIT: Here's my LO, as Wrye Bash sees it. Hope this helps a bit.
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Cobl Main.esm  [Version 1.72]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]06  Race Repository.esm07  Minotaur Race.esm08  CustomSpellIcons.esm09  TNR ALL RACES FINAL.esp0A  TNR - ShiveringIsles no helms.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.9]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  SM Plugin Refurbish - SI.esp  [Version 1.30]11  All Natural - Real Lights.esp  [Version 0.9.9.5]12  All Natural.esp  [Version 0.9.9.5]13  All Natural - SI.esp  [Version 0.9.9.5]14  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  ln.esp++  Symphony of Violence.esp15  Storms & Sound.esp16  WindowLightingSystem.esp17  Book Jackets Oblivion.esp18  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.76]19  P1DseeYouSleep.esp1A  RAEVWD Cities.esp  [Version 1.7]1B  RAEVWD New Sheoth.esp  [Version 1.5]1C  RAEVWD Imperial City.esp  [Version 1.7]1D  Enhanced Economy.esp  [Version 4.2.2]1E  Duke Patricks - Friendship Ring For Companion Detection.esp1F  Book Jackets DLC.esp20  MaleBodyReplacerV4.esp21  Broadswords_MOBS.esp22  TGND.esp**  TGND_SI.esp23  SellHorses.esp24  Cobl Glue.esp  [Version 1.72]25  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]26  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]27  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]29  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Wyvern.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]2E  Geomancy & Gem Dust OOO.esp2F  OOO-WaterFish.esp  [Version 1.34]30  Better Dark Brotherhood Sanctuary.esp31  Better Benirus Manor - Helping Hands.esp32  Better Benirus Manor.esp33  Better Rosethorn Hall.esp34  GwedenBrothel.esp35  GwedenExpansion.esp36  Shivering Isles Root System.esp37  SISewers.esp38  Star's Rest.esp39  Knights.esp3A  Knights - Book Jackets.esp3B  Knights - Unofficial Patch.esp  [Version 1.0.10]3C  SM Plugin Refurbish - Knights.esp  [Version 1.06]3D  Mad Mike's Imperial Undercity.esp++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]3E  AFK_Weye.esp  [Version 2.1.COBL]3F  Mighty Umbra.esp40  MannimarcoRevisited.esp41  MannimarcoRevisitedOOO.esp  [Version 0.1]42  Feldscar.esp  [Version 1.0.4]43  Vergayun.esp  [Version 1.0.4]44  Faregyl.esp  [Version 1.0.10]45  Molapi.esp  [Version 1.0]46  Daedric Shrine Ruins.esp47  xuldarkforest.esp  [Version 1.0.5]48  xulStendarrValley.esp  [Version 1.2.2]49  xulTheHeath.esp4A  MMMMWL-TheHeath patch.esp4B  XulEntiusGorge.esp4C  xulFallenleafEverglade.esp  [Version 1.3.1]4D  xulColovianHighlands_EV.esp  [Version 1.2.1]4E  xulChorrolHinterland.esp  [Version 1.2.2]4F  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]50  xulBravilBarrowfields.esp  [Version 1.3.2]51  xulBlackwoodForest.esp  [Version 1.1.0]52  xulLushWoodlands.esp  [Version 1.3]53  xulAncientYews.esp  [Version 1.4.2]54  xulAncientRedwoods.esp  [Version 1.6]55  xulCloudtopMountains.esp  [Version 1.0.3]56  xulArriusCreek.esp  [Version 1.1.3]57  xulPatch_AY_AC.esp  [Version 1.1]58  xulRollingHills_EV.esp  [Version 1.3.2]59  MMMMWL-RollingHills patch.esp5A  xulPantherRiver.esp5B  xulRiverEthe.esp  [Version 1.0.2]5C  xulBrenaRiverRavine.esp  [Version 1.0.2]5D  xulImperialIsle.esp  [Version 1.6.5]5E  xulCheydinhalFalls.esp  [Version 1.0.1]5F  xulAspenWood.esp  [Version 1.0.1]60  xulSkingradOutskirts.esp61  xulSnowdale.esp  [Version 1.0]62  Brena River Ravine Daedric Shrine Ruins Patch.esp63  Feldscar+Snowdale Patch.esp  [Version 1.0]64  OOO-Snowdale Patch.esp65  Better Abandoned House.esp66  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]67  Cliff_BetterLetters.esp  [Version 1.2]68  Cliff's Daggerfall Uriel Septim and Ocato.esp69  Cultural Secrets.esp6A  Dungeon Actors Have Torches 1.6 DT.esp6B  Exterior Actors Have Torches 1.3 DT.esp6C  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]6D  PersuasionOverhaul.esp  [Version 1.43]++  ScriptIcon_Replacer.esp6E  Quest Award Leveller.esp++  Quest Award Leveller - Knights of the Nine.esp6F  KT_VampSightToggleNoEff.esp70  Kyoma's Spell Renamer.esp  [Version 3.0.1]71  Fizzle.esp  [Version 3.0]72  RshAlchemy.esp73  Lightweight Potions.esp  [Version 1.1]74  EnchantmentRestore.esp75  RealSleepExtended.esp  [Version 2.4.2]76  Enhanced Grabbing.esp  [Version 0.5]77  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp78  Duke Patricks - Actors Can Miss Now.esp79  Duke Patricks - Fresh Kills Now Alert The NPCs.esp7A  PTActorsCare.esp7B  Phitt's Phighting Phixes.esp7C  BFG's Enhanced Armory.esp7D  RealisticLeveling.esp++  Item interchange - Placement.esp  [Version 0.76]++  Khajiit Fix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]7E  1em_Vilja.esp7F  bgBalancingEVCore.esp  [Version 10.52EV-D]80  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]81  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]82  bgMagicEVPaperChase.esp  [Version 1.68EV]83  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalWeakerOrcs.esp84  Horse_Dung.esp85  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]86  bgIntegrationEV.esp  [Version 0.993]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.99]**  bgMagicEVShader.esp  [Version 1.7EV]87  bgMagicLightningbolt.esp88  GW71_Life_Detect.esp89  Shining Creatures.esp8A  Enhanced Economy - Soulgems.esp  [Version 4.2]8B  MiniMap.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]++  RedBag - Fog.esp8C  Duke Patricks - Combat Archery.esp  [Version 3.1a]8D  Bashed Patch, 0.esp8E  Streamline 3.1.esp++  Duke Patricks - BASIC Script Effect Silencer.esp

User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Wed Dec 07, 2011 10:18 pm

Mmm, I love seeing new version of mods. The problem though is that this one seems to be cursed... by Dagon maybe. Following the uninstall instructions and upgrading to 1.52, not only did the errors continue to show up but they are quite literally constantly spamming the console; Conscribe logged over 128,000 lines of errors in less than fifteen minutes of playing. This time they begin nearly instantly on game load, even before the initialization messages of other mods I'm using. To make sure it wasn't something in my save file, I started a new game to test, and that did not fare any better. Error messages now (logged from a new save):

Error in script 89012d8d
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x06EA Command:

Error in script 89009762
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x037E Command:

Error in script 89003e9b
Attempting to call a function on a NULL reference or base object
File: BFG's Enhanced Armory.esp Offset: 0x0653 Command:


Error in script 89012d8d
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x06EA Command:


Unfortunately I wasn't able to test whether the mod actually functions since my PC was killed by a TIE assassin before exiting the sewers.

I tried disabling both enchantment scalings in the ini again. That seemed to only delay the flood by a few seconds.
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Thu Dec 08, 2011 1:23 am

0_o

That made it WORSE?
Give me a couple hours, I need to anolyze the new bugs you're reporting. Something still isn't being initialized correctly and I'm not sure why.

Edit: Confirmed. The spam is showing up in my console now too. For some reason I wasn't seeing it earlier, but I installed Conscribe to make sure it was all being captured during my testing.
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Thu Dec 08, 2011 10:05 am

Yep. I'm really not sure if I'd have noticed it either without ConScribe, as I don't check the console much. Like I said, I'll try and help you as much as I can when it comes to making this work; though I have no CS experience, I genuinely enjoy beta testing and play testing. I also really like this mod, so testing it is pretty much a win-win for me. Let me know when the next revision (or even just a beta) is up.
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Thu Dec 08, 2011 12:55 am

Thanks guys! I appreciate you keeping me honest, especially on this mod as it is technically very complex. (Take a look at the scripts sometime and you'll see what I mean -- around 800 lines of code!)

...
A-HA! I found it. One of the updates I made to 1.52 was that it skips over dead NPCs (1.51 wasted time checking them). The problem is, when it cycles through the list of NPCs in the area, the very last one is NULL. And I'm asking Oblivion to tell me whether "NULL" is dead or not, which it clearly doesn't like. :)
Since this was new to 1.52, that's why it looked like the problem was made worse. It's actually unrelated to the errors you submitted earlier.

I just uploaded 1.53, which as far as I can tell has ZERO console spam! Finally!
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Thu Dec 08, 2011 4:14 am

OK people, we are IN BUSINESS!

I just uploaded version 1.53. I'm almost certain the console message spam is finally gone in that version. (I observed no messages from this mod whatsoever in the console during my test.)
Give it a try and see what you think!
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Wed Dec 07, 2011 11:56 pm

Well, I have good news, and... sort-of good news?

The good news is that the console spamming seems to be well and truly gone.

The kinda bad news is that I'm still having the other issue I mentioned... but I totally expected that. However, you may be able to get more valid information out of my latest ConScribe log now. I will comment out the part I found interesting.

Spoiler


===============================================
Game Instance : 1 | Time : 08-15-2010 22-12-06
===============================================
MiniMap Initialized - Version 0.7.1b
RL: loaded RealisticLeveling.ini
RL: recalculating all attributes
PiiiP : INI Initialized !
RSE:Updated values from ini file.
ALCH GAMERST: Starting ...
ALCH GAMERST: done
EE:Updated values from ini file in data\ini\.
EE:Found Duke Patrick's Combat Archery Mod.
EE:Targets immune to looting:
** Dumping Array #209 **
Refs: 1 Owner 1D: Enhanced Economy.esp
[ 0.000000 ] : Mannimarco (00016488)
[ 1.000000 ] : Kathutet (0003C805)
[ 2.000000 ] : Lady of Embers (030234A6)
[ 3.000000 ] : Astor Orontes (030479BE)
[ 4.000000 ] : Rinfal Vrethu (0301C2E1)
All Natural SI: Initialized
All Natural Tamriel: Initialized
EE:Soulgem repricing activated
EE: Initialized Merchant list with 4 merchants
Lightweight Potions:Updated values from ini file with weight set to 0.20
EE:Container is Arrow Case
EE:Don't remove from owned container
EE:Arrow Case has already been ransacked
;This error only occurred after the Arrow Case bug I described earlier. Oddly, the ;error now seems to be in script 7c009762, where before it was in script 7d009762.
Error in script 7c009762
Operator += failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0139 Command: Let
Error in script 7c009762
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0139 Command: Let
Error in script 7c009762
Operator := failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0155 Command: Let
Error in script 7c009762
An expression failed to evaluate to a valid result
File: BFG's Enhanced Armory.esp Offset: 0x0155 Command: Let


Any Ideas?
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

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