Construction Set unexplainable behavior

Post » Mon Mar 14, 2011 4:40 pm

Sorry if my english isn't the best, it's not my native language.
I never used this forum before, but I don't know where to ask.
So, I making overhaul for .... as you can understand, Oblivion. So, I already spent ~200 hours working everyday in CS 10-15 hours per day, sometimes I don't sleep at all. I found tones bugs inside CS itself, and I want to ask:
1) Is it normal and impossible to solve?
2) Is there a patch/mod/something else to enhance CS (don't count OBSE, I use it already, and OBSE has nothing to do with it).
3) Is these "bugs" or something known already? I guess it is.
4) And if #3 isn't true, then is my OS or something may cause it? I don't think it's a problem, because when you'll see description of these bugs, I don't think it's possible 'cause of OS or something.

So:
1. Doing repeatable actions like double clicking on object for editing many times in a row (double clicked on NPC to edit it, then do what I need, then pressing OK, then do the same with 2nd, 3rd, and so on) will cause CS to freeze and ignore these clicks on ~40-50th NPC. I still can edit races, birthsigns, settings, scripts, locations, but clicking on ANYTHING at "Object Window" returns nothing. I mean, you pressing double click on any item, spell or NPC will do nothing. Pressing right mouse button and then "Edit" will do nothing too, "Use Info" same, doesn't work. Pressing "Data" (if you want to load any other esm/esp) automatically forces CS to close current esp(s) without asking about save and load only Oblivion.esm and nothing more.
So the only way to solve this, is when I see that I can't click on objects anymore and simply save esp, and then close CS and then start it again. Well... unfortunately my overhaul is currently in deep beta stage, it contain Unofficial Oblivion Patch as a base for compability, and loading this mod each time and then resaving it for further modding is a bit annoying because it takes lots minutes of stupid wasting time of waiting near monitor.

2. Problem #1 is nothing to comparison with this problem... #1 just annoying, while #2 is really non-logical strange and stupid behavior of CS:
Currently my mod contains alot plugins wisely merged for compability and suiting/editing it for my mod, only 1 of 16 mods isn't used legal for now, but I simply don't know how to send PMs at this forum... so I hope I'll get permission. So, after adding all those contents and testing it for working properly everything was ok. But... some days ago, I made my first, at this mod, magic script effect and added to some obejcts, tested it and everything was ok, it worked perfectly. BUT on the next day when I loaded my mod, resaved it by using "Combining loaded plugins" (I always did it, and as I know it's the only way how to edit content of esp and then save everything without creating other esp which will be connected to the 1st). Only Oblivion.esm and my mod were loaded, as always, so I resaved it for further modding and saving. Then... strange things start to happen, EVERY scriptt were removed from "Script Effect" on objects I added. First time I simply was surprised and remade them again and tested, it worked. Then on the next reloading (after regular problem #1) they were removed again... I tested it like 10 times with different scripts and that's what I found:
If a script was created by "New" button then it'll disappear if it has "Magic Effect" on "Script type" after reloading mod in CS.
It'll work normally if you run this plugin in game, but if you load it with CS and then save and then run, all script will disappear...
I found a way how to solve this: I used some useless CG scripts (like hint/help when equip your first weapon/armor or use chargen mortar and pestle) and copied my script there, then I used these scripts on my script effects and now it's working... the problem is... IT REMOVED ALL SCRIPTS FROM ALL MODS I USED AAAARGH, there're like ~50 magic script effects, do I look like a crazy moron who will try to find 50 useless vanilla scripts and remake them with custom scripts? That's just silly and impossible to explain.
Why if I create this simple script:

ScriptName RRSkoomaAddictionScriptBegin ScriptEffectStart	if(Player.HasSpell RRSkoomaAddiction == 0) && (GetSelf == Player)		Player.AddSpell RRSkoomaAddiction		MessageBox "You got skooma addiction, it's permanent: -10 Strength, -10 Speed, -10 Personality, -20 Fatigue, 25% Weakness to disease. No, I seriously, it's permanent." "Damn it."	endifEnd


So, if I start new script, copy there all you can see above it'll work perfectly in game.
But.. if I'll load my mod in CS it'll disappear from effect...
That's what I can see before quiting CS:
Script Effect Info:Script: RRSkoomaAddictionScriptEffect Name: Skooma Addiction 100 %School: DestructionVisuals Effects: NONE


Again, running this plugin ingame will work, everything will be ok.
You use skooma, get great bonus to your attributes for 360 seconds. If you use it for the first time you recieve message and getting ability.
BUT if I load my plugin in CS and then press on edit skooma, I'll see this:
Script Effect Info:Script: NONEEffect Name: Skooma Addiction 100 %School: DestructionVisuals Effects: NONE

What the hell??? And yes, it won't work in game after loading this mod in CS and then saving it there. Script isn't deleted itself, it exists, all I need is just to choose it again and then save, and it'll work, but... skooma isn't the only object that uses scripted effects... and again as I said, this damned CS deleted ALL non-vanilla effects from everything, I mean, now all these mods/plugins I used in my mod are working on 1/2 or don't work at all. So I need to say "Good Bye!" to my mod and rewrite everything again. So I wasted around 200 hours of work.

BUT, if I pick any other vanilla script, delete EVERYTHING from there and simply copy my script there it... will work! Strange? Yes. Why this happening? I can't create new scripts for magic effects, because they will be removed from all effects instanly after loading mod in CS. So it totally screwed my mod for now.

Here's the main question:
How do I make CS work properly without stupid senseless bugs and not logical impossible to explain behavior.









Short version for those who don't want to read this all:
Screw this. Going to sit every night infront of monitor rewriting whole mod again, argh.


Thanks.
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Calum Campbell
 
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Post » Tue Mar 15, 2011 12:36 am

...

Ugh, that really was a hard bit to read... You write like a politician :D
But yeah, those problems... Do you have the latest version of CS? Have you tried to re-install your CS? Have you tried resetting the ConstructionSet.ini (delete it and it should come back with factory settings)?
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Jeffrey Lawson
 
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Post » Tue Mar 15, 2011 4:43 am

Ugh, that really was a hard bit to read... You write like a politician :D
But yeah, those problems... Do you have the latest version of CS? Have you tried to re-install your CS? Have you tried resetting the ConstructionSet.ini (delete it and it should come back with factory settings)?

Yes, it's the latest version, and DLed from official site, but I've never tried to reset .ini, ok, let me try to do that.




Edit: No, atleast it still deleting all non-vanilla magic script effects after loading this mod in CS, and this is the main problem, problem about freezing CS after editing to much objects isn't so important really, but auto-deleting every magic scripted effect is... annoying.

Going to rewrite whole mod and use useless vanilla scripts as base and remake them for my, because I don't see any other way how to solve this.
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Anthony Diaz
 
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Post » Tue Mar 15, 2011 2:26 am

First off, let me say that I am NOT familiar with using "combining loaded plugins," but I think that may be the problem. Also, when you say that you load your mod and all the scripts disappear, are you loading just your ESP, or are you loading your ESP plus all the ESPs that you inherited your scripts from? It may be that the "combining loaded plugins" may not be functioning as you think it's supposed to. You may want to try merging mods using tes4gecko or some other program (but I personally have never used that program, so honestly I don't know how that would work).

Personally I would try something like this just for testing purposes:
1. Open a mod that you want to copy a script from.
2. Open a script, copy the script to notepad.
3. Open your mod.
4. Make a new magic effect script. Paste the script into it.
5. Save
Then open your mod and check the script and see if it disappears.
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Isaac Saetern
 
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Post » Mon Mar 14, 2011 11:28 pm

First off, let me say that I am NOT familiar with using "combining loaded plugins," but I think that may be the problem. Also, when you say that you load your mod and all the scripts disappear, are you loading just your ESP, or are you loading your ESP plus all the ESPs that you inherited your scripts from? It may be that the "combining loaded plugins" may not be functioning as you think it's supposed to. You may want to try merging mods using tes4gecko or some other program (but I personally have never used that program, so honestly I don't know how that would work).

Personally I would try something like this just for testing purposes:
1. Open a mod that you want to copy a script from.
2. Open a script, copy the script to notepad.
3. Open your mod.
4. Make a new magic effect script. Paste the script into it.
5. Save
Then open your mod and check the script and see if it disappears.

That's what I do:

1. Using TES4GECK to merge needed esps one by one and testing them to see do they work properly.
It works like snowball, first I merge esp n1 and n2, then add to it n3, then 4, etc.
2. Loading that plugin (only plugin and oblivion.esm, nothing more) and making File->Tools->Combine Loaded Plugins - it has only 1 plugin loaded, so there's nothing to combine, it does nothing but creating a copy of my plugin which becoming an active, so I can edit it and press Save button and not create other plugin every time, or else I would have million plugins already and every of them could conflict with each other and you can only say "Screw this".

That's all I do.

So, again, as I said it doesn't deleting scripts itself, it simply doing that:
It's before I exit my CS: http://a.imageshack.us/img293/299/95624615.jpg
It's if I load my mod in CS: http://a.imageshack.us/img571/1081/aa2c.jpg

I changes every magic effect script to NONE, only magic effect and nothing more, every scripts are still exist, every custom script which was attached to NPC or item is still there and no any problems, it affects ONLY magic effects, so if it was a problem with merging, then it would affect every custom script, and again: it works ingame, I mean, if I save my mod, then start a game, add a skooma with console, use it, I'll get addiction and everything is ok.
But if I load my mod, this effect will simply disappear so I need to select it again from the list.
Again, if it was only one item, it's not a problem to do that everytime I load my mod, but... it's not only one item, it all magic script effects.




But here's my question, if you have never did combining plugin into itself to be able to edit it and save, what else then I should to use?
How do I save my mod without making it's copy by combining it alone with nothing?
I mean, if you, for example, load a esm and esp, you want to continue your work on your esp, you edited something, then you pressing save and it offers to you to make other plugin which will be a plugin of the plugin! This is silly, and TES is the only game where I met this strange thing. How do I save my current plugin without that stupid combining it alone everytime I load it? Even keeping CS opened 24/7 during all life time is impossible atleast because CS will freeze after editing ~100th object in one session. But if I exit CS, then run it again and then load my plugin it's impossible to save changes into it without creating plugin of plugin, which is a pain in *** and better never do that. I found only one way how to solve this: combine one plugin into one again, so it changes nothing but making it active like you just created him, so pressing "Save" button will save it, not offer to create other plugin.




Edit: Oh, wait I found something, but does this button do?
File->Tools->Resave With New IDs
I just did it, and it saved! But also created .map file, what is it? May I delete it as useless junk who mess my Data folder, or should I keep it?

Edit#2: No, it's something useless, because my esp has a size of 14,4 Mb, and newly saved has only 83,4 Kb, so it's again something wrong. Going to post in question-answer thread how do I save changes to my plugin, if I restarted CS.
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Alyna
 
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Post » Mon Mar 14, 2011 5:12 pm

I have never ever merged mods to work on them. I think you need to have a look at http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial
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Monika
 
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Post » Mon Mar 14, 2011 1:23 pm

I have never ever merged mods to work on them. I think you need to have a look at http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial

I have to merge them, because my overhaul will be incompatible with anything, because it changes every item, every spell, every NPC, every leveled list, every race, class and birthsign, loading screens and Health/Magicka/Fatigue settings and leveling system.
Even using Deadly Reflexes, which shouldn't be incompatible with anything, in my mod it will cause wierd behaviour at critters and simply it'll be unplayble due to it's adjustments of % of NPC dodge and fatigue spending on actions. Every mod that adding hairs or eyes will be incompatible, unofficial oblivion patch will take no effect, etc.
I merged and edited most popular and not killing whole balance mods into one, and I did it only with these mods which are 100% compatible and won't override each other or make duplicates or something, everything else I did myself from scratch but using original as base. I have no permission of use only for one mod, and I still can't PM that person to get permission for use and edit deadly reflexes, because using original mod is impossible there, atleast because it uses totally different fatigue setting, I already remade it for my mod, even fixed one bug there if you can call it so, but for now it's illegal. Everything with custom hairs/eyes I added myself by using only .nifs and .dds' from these mods, most scripts from mods like See You Sleep were written by me from scratch too, I simply used original as a sample of how it should work, because again there's an issue with fatigue settings when laying on bed, so even original See You Sleep will override something from my overhaul, so I had to remake these scripts myself.

If I won't make mergins, then my mod will be boring, because using any other custom mod will cause to conflict and override stuff, so I had to merge them or replicate myself. I checked for legal/illegal use at every of them, and again, I got permission where needed, except for one mod, so my overhaul is almost legal ;p

Oh, also the problem is solved, by finding other way how to save already made plugin.
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No Name
 
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