[RELz] Deadly Reflex 6 (Beta) - The Official Release and Bug

Post » Wed Sep 01, 2010 8:03 pm

Excellent cInfidel! I've been trying various things as well and couldn't figure it out. Awesome that we've pinpointed the issue!

Freakin A! I'm glad that's over with, and hope that's over with.
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Sara Johanna Scenariste
 
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Post » Wed Sep 01, 2010 3:56 pm

if it helps i can confirm that i have the GOTY edition and i am getting those crashes when throwing vanilla weapons. i removed NIFSE and the crashing stopped.

Strange how they would leave older version files in the GOTY version. eh.

And yeah thanks lol, but we still have to confirm this with a few more just to be on the safe side. I'll do that.. later lol.
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Jennifer Munroe
 
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Post » Wed Sep 01, 2010 5:15 pm

Strange how they would leave older version files in the GOTY version. eh.


honestly i'm used to odd things from bethesda games :)
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Petr Jordy Zugar
 
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Post » Wed Sep 01, 2010 7:19 pm

There's more to a Nif than that comparison shows; there are lots of relevant things you might look into there. Actually showing that everything is the same would be difficult. On the flags thing, the number doesn't state how many flags it has but actually which flags are on - if you convert it to binary. 16=0b00010000 (flag #5 is on, the rest are off), 14=0b00001110 (flags #2, 3, and 4 are on, 1 and 5 through 8 are off), so the difference between them is quite significant. What that means, practically, is another matter, and I can't find documentation of what each bit is used for (but I could anolyze it through Niflib if necessary).

Anyway, we've had a 20.0.0.5 mesh crash, yes? Have we had any 20.0.0.4 meshes not crash, aside from those that have no scabbard?

EDIT: Got swordsaged; OK, so Flags = 16 means crash, that presumably means if bit 5 is on, then there's a problem. What is bit 5? I will have to look into that.

Try changing 16 to 0; by going from 16 to 15, you are changing 0b00010000 to 0b00001111, i.e. you're turning on a lot of different things. Turning off bit 5 would mean 0. Also, try taking the one that originally worked, with the 14 (0b00001110), and going to 30 (0b00011110), and see if that causes it to crash.

This is really impressive work, guys, and this is looking really good.
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john palmer
 
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Post » Thu Sep 02, 2010 1:46 am

Tested and confirmed on Wisplinter. But yeah, testing more to be safe. Good work.

EDIT: That is correct Dragoon. We've crashed a 0.5 and had working 0.4's.

EDIT2: Okay Dragoon I'll try a few of those. First I changed my 0.4 Nif with 16 to match the 0.5 nif which has 14 and 14 works on the 0.4 nif. This is with Witsplinter.

I'm going to try what you said by increasing the 0.5 nif, trying to break it. brb

EDIT3: CONFIRMED 20.0.0.5 breaks when increasing the flags in block 9 from 14 to 16. I'm going to alter the 0.4 Glass dagger as one final test. If this works I think we can be sure this is the cause.

I also just tried increasing to 30, crash.Read next post** Glass 0.4 working at 14 also. Looks like Dragoon is right about 5 being turned on = crash.Disregard.

I was going to try 15 and some others but when I saved the mesh it showed up as 14 and I'm tired... I'll get back on this tomorrow.
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Lory Da Costa
 
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Post » Wed Sep 01, 2010 3:16 pm

Yeah, it would be great if somebody else *cough* Smooth *cough* could try a 15 on that flag. I also want to extract and fix some weapons added by official mods (SI and a DLC) and then also one or two from community mods. Just to make sure it's just the block 9 flag setting. On the broken version there were a few other blocks that have flag settings set at 16 , and also the max linear velocity was set to 10000 vs 250, and also an unknown string had completely different entries. I played around with it, and block 9 was the only one that made a difference, so for the moment I could care less about the other blocks. Hopefully we only have to worry about block 9. ..I'm amazed at how little time this took.
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Jeremy Kenney
 
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Post » Thu Sep 02, 2010 12:48 am

wolve, If i may suggest...
Can you please uninstall dr6 then install http://www.tesnexus.com/downloads/file.php?id=26103 let it overwrite everything, deactivate and remove it from obmm.
make a clean save and install DR6.
I hope it can help.


thanks,just tried this but unfortunatly still got the same problem :(
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stevie critchley
 
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Post » Wed Sep 01, 2010 4:19 pm

Good morning! First I need to clear up my mistake from me being tired last night. Being half asleep and editing NIF files for your first time = bad by the way. :facepalm: As you can see I edited my above post which previously stated that block 9 = 30 would crash. This is not the case. Now that I'm awake and aware I've tested furhter. I just now tried it with Witsplinter v20.0.0.5 and 0.4 and no crash when block 9 = 30. So the 5 = on is not the cause. However I have more info.

The following are Block 9 flag settings on the 0.4 Witsplinter mesh.

Crash : 7, 16, 17, 18, 19, 20, 22 -- I'll keep working on this to find more. I'll try to find how those two Hex numbers are similar in a bit. For now more testing.

Working : 13, 14, 15, 28, 29, 30 -- Working. Hopefully that will help provide info. Again, I'm going to be testing further and I'll be back in a bit.

Okay. Hopefully that's a sufficient amount of test samples. Five of each. We now know what's causing the crash, now for the why part.


To summarize our most recent findings.
  • Different versions of the game contain different meshes in the vanilla Oblivion - Mehses.bsa
  • Disc version with manual patching is updated to v20.0.0.5 meshes
  • STEAM GOTY edition (I'd like a disc GOTY to chime in here, I imagine it's the same though) contain v20.0.0.4 meshes.
  • For our purposes the only notable difference, so far, is the flags set in block 9 of the mesh. Which NifSE has trouble deleteing with certain flags enabled.
  • By manually editing meshes with NifSkope we can cause a "working" mesh, either version 0.4 or 0.5 to crash.
  • On the flip side of the above we can cause a "crashing" mesh, either 0.4 or 0.5, to work by changing flags.


I'll add more as we stumble across it. Well hopefully now we're not stumbling around, but have a swagger to our walk, and are on the right path. :foodndrink:
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yessenia hermosillo
 
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Post » Wed Sep 01, 2010 10:09 am

OK, here's a chart then:
   Working          CrashesBin       Dec    Bin        Dec00001110   14    00010000    1600001111   15    00010001    1700011110   30    00010010    18                 00010011    19                 00010100    20

Maybe bit 4 has to be on rather than bit 5 having to be off?

Try these, then?
     TestBin       Dec   Should...00000110   6     Crash00000111   7     Crash00010110   22    Crash00011000   24    Work00011001   25    Work00011010   26    Work00011011   27    Work00011100   28    Work00011101   29    Work


EDIT: Reading through the docs, the flags variable seems to probably store the following information: Visibility (stored in a single bit), whether it has a Bounding Box (stored in a single bit), and the Collision Mode (stored in two bits). That only accounts for 4 bits, though, when there's clearly 5 being used... oh, there may also be some bits used for how the mesh interacts with "skins" - to my knowledge, Oblivion meshes, at least simple ones like weapons, don't use skins...

Try looking through NifSkope and seeing what else changes when you change the Flag - something should, because they have separate lines for each bit/combination of bits that they usually prefer people use.
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Etta Hargrave
 
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Post » Wed Sep 01, 2010 6:16 pm

- "Saddle Bags": I'm using SilverBlaze55's saddle bags for slof's horses, and I can no longer fully access them. I can reach the inventory and take items, but I cannot switch the view to my inventory to place items in them (clicking on the icons does nothing). I also cannot exit the inventory by clicking and have to use tab or space. He added later: Further playing has revealed more details concerning the Saddle Bags issue. When the block key is held down as an inventory opens, the icons for switching between the player's inventory and the NPC's inventory, as well as the exit button and the category icons, do not function. / Smooth: I forgot to mention that Simple Saddlebags with Slof's horses no longer works properly. Since the attack button is now disabled when you hold block, Skycaptain mentioned this as the mechanic behind kicking, you cannot fully, hardly is more appropriate, use the saddlebags. Since you activate them by holding Block + Activate. So when you enter the saddlebag menu your Left Mouse Button is disabled, not allowing you to do anything. You can exit the saddlebag using Tab. If you could just re-enable the LMB while a menu is on-screen this would solve this incompatibility issue, or so I would think. Smooth wrote this: As for the edit about Simple Saddlebags mod compatibility issues I've found another mod that has more functionality and uses this same Saddlebag mod. The mod is Horse Commands by Kuertee. It has multiple other features and configurable keys via an INI. So I replaced Simple Saddlebags with Kuertee's version included in Horse Commands.
Hey Klaus!
I just want to make a few points:

SilverBlaze55's Simple Saddlebag mod is actually not the same mod as my Simple Saddlebag mod.
They were built independent of each other and have do not share any code.
His mod doesn't use anything from mine.
And my mod doesn't use anything from his.
His mod was first uploaded July 2010.
My Simple Saddlebag is from September 2009.

Cheers!
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carley moss
 
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Post » Wed Sep 01, 2010 10:59 am

Okay Dragoon, I'll get right on that, be right back!

BINGO! I think we hit it this time. Upon further testing here are the results.

The following are Block 9 flag settings on the 0.4 Witsplinter mesh.
Crash : 6, 7, 16, 17, 18, 19, 20, 22

Working : 13, 14, 15, 24, 28, 29, 30

Okay. Hopefully that's a sufficient amount of test samples. We now know what's causing the crash, now for the why part.

To summarize our most recent findings.
  • Different versions of the game contain different meshes in the vanilla Oblivion - Mehses.bsa
  • Disc version with manual patching is updated to v20.0.0.5 meshes
  • STEAM GOTY edition (I'd like a disc GOTY to chime in here, I imagine it's the same though) contain v20.0.0.4 meshes.
  • For our purposes the only notable difference, so far, is the flags set in block 9 of the mesh. Which NifSE has trouble deleteing with certain flags enabled.
  • By manually editing meshes with NifSkope we can cause a "working" mesh, either version 0.4 or 0.5 to crash.
  • On the flip side of the above we can cause a "crashing" mesh, either 0.4 or 0.5, to work by changing flags.


@kuertee: That's my bad. I must have misread the documentation for the two mods. For the record...
  • Kuertee Horse Commands is compatible with Deadly Reflex 6. At least the Saddlebag portion is. I have not thoroughly tested the other features of Horse Commands
  • SilverBlaze55 Simple Saddlebags is NOT compatible with Deadly Reflex 6 at this time. Due to the way DR 6 disables the LMB when Block is held down. This disables your mouse pointer in menus.

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Angel Torres
 
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Post » Wed Sep 01, 2010 4:57 pm

OK, my guess would be that the 20.0.0.4 / flag bit 4 off, 20.0.0.5 / flag bit 4 on correlation is a coincidence, since flipping that bit doesn't seem to harm either version. That's my guess. I really wish I could figure out what's going on with bit 4; I'll post in the NifTools forum about this, they're usually very good.

Has anyone tried Flags = 8 (0b00001000)? That would seem to be the ultimate test. I guess you could also try 247 (0b11110111), but that seems likely to be problematic since I doubt they use every bit.
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Add Me
 
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Post » Wed Sep 01, 2010 11:09 pm

OK, my guess would be that the 20.0.0.4 / flag bit 4 off, 20.0.0.5 / flag bit 4 on correlation is a coincidence, since flipping that bit doesn't seem to harm either version. That's my guess. I really wish I could figure out what's going on with bit 4; I'll post in the NifTools forum about this, they're usually very good.

Has anyone tried Flags = 8 (0b00001000)? That would seem to be the ultimate test. I guess you could also try 247 (0b11110111), but that seems likely to be problematic since I doubt they use every bit.

Block 9 ; Flags = 8 -- Success
Block 9 ; Flags = 247 -- Crash

So I guess it's isolated to bit 4, or so it would seem. Bit 4 on = success, Bit 4 off = crash.
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Dawn Porter
 
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Post » Thu Sep 02, 2010 12:54 am

nvm see we figured out the prob
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benjamin corsini
 
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Post » Thu Sep 02, 2010 1:49 am

We should probably also try 255 (0b11111111) to make sure there are no other problematic bits.

I've updated my post at the beginning of the thread with the latest details.

Thank you so much every body, this is incredible work you've done. Catching the version difference and the Flags difference are really, really impressive; I doubt I ever would have noticed either. I've posted on the NifTools forum hoping for information, and! I have an e-mail claiming my RAM was delivered today, so I can get working on my computer when I get home! Which is awesome.

Also, Klaus, just commentary: you probably don't need that huge log of everything that's happened with the throwing issues; it would probably be better to just link to my post for the Throwing section (other than the duplicating Umbra; that would not be a NifSE issue). Something like:

Throwing Issues
For Missing Mesh issues and Runtime Error crashes, see DragoonWraith's post.

Also reported was duplicating Umbra, blah blah.


Or something like that.

Also, in case anyone noticed my confusion over the use of NifScript and the use of various deprecated functions, it dawned on me afterward that of course NifScript is logging use of those functions - they use the same opcodes. That was my mistake, not Skycaptain's.
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Eileen Collinson
 
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Post » Wed Sep 01, 2010 9:15 pm

We should probably also try 255 (0b11111111) to make sure there are no other problematic bits.


Block 9 ; Flags = 255 -- Success

Apparently it's isolated to 4 switched off. NiNode is the area where the flags matter, just for reference. It's not always going to be block 9. That was only for Witsplinter. I'm sure others know this but I figured I'd say it just in case.

Glad to hear your RAM is on the way Dragoon. Hopefully you'll be up and running by the days end! :foodndrink:
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Andrew Lang
 
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Post » Wed Sep 01, 2010 2:49 pm

Good luck, and great work everyone. Smooth, you did an amazing job testing. If I knew what I was doing I would have helped more, lol. But at least I helped a little.
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Carlos Rojas
 
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Post » Wed Sep 01, 2010 6:30 pm

I've looked for other things gettings changed because of changing the flag before, and I'm pretty safe to say nothing else changed, when I modified the flag. I'll check more for that.

For some reason NifSkope gave me a 18 character long bin.

Bin                         Dec                 Result	(? = should be)0b0000000000000000	0			Crash0b0000000000000001	1			? Crash0b0000000000000010	2			? Crash0b0000000000000011	3			? Crash0b0000000000000100	4			? Crash0b0000000000000101	5			? Crash0b0000000000000110	6			Crash0b0000000000000111	7			Crash0b0000000000001000	8			? Working0b0000000000001001	9			? Working0b0000000000001010	10			Working0b0000000000001011	11			? Working0b0000000000001100	12			? Working0b0000000000001101	13			Working0b0000000000001110	14			Working0b0000000000001111	15			Working0b0000000000010000	16			Crash0b0000000000010001	17			Crash0b0000000000010010	18			Crash0b0000000000010011	19			Crash0b0000000000010100	20			Crash0b0000000000010101	21			Crash0b0000000000010110	22			Crash0b0000000000010111	23			Crash0b0000000000011000	24			Working0b0000000000011001	25			? Working0b0000000000011010	26			? Working0b0000000000011011	27			? Working0b0000000000011100	28			Working0b0000000000011101	29			Working0b0000000000011110	30			Working


My question at the end of the day is what is bit 4? What does it actually set? And like Smooth said the flag will not always be in block 9.
The location of the flag will always be
NiNode (block 0)
>NiNode

On another note DragoonWraith can you throw Shadowrend (any) without throwing a 'WTF' mesh that turn back into the weapon when it hits something?
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LADONA
 
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Post » Wed Sep 01, 2010 7:18 pm

I just got home and opened the new RAM; most likely I am still not going to have a running Oblivion install until Friday, since I have a ton of stuff to reinstall first and there's the holiday tomorrow. So right now I can't throw anything. I never tested Shadowrend before.

Block 9 in Witsplinter is the block which NifSE is trying to delete; presumably bit 4 always has to be on for NifSE to delete a block. If nothing else, I can always simply update NifSE to just flip bit 4 before deleting the block - it's not like it'll matter one way or the other once the block is deleted. Like you, though, I want to know why bit 4 is a problem. I've asked the NifTools guys for insight on that.
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Juan Suarez
 
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Post » Wed Sep 01, 2010 12:31 pm

Any thoughts for those of us whose game is freezing during the throw?

I've done a completely clean install - then installed OBSE19b, NifSE, MenuQue6, DLT, and SP1stPLegs. Using DR6 with no timed block, and bloodsplatter disabled still results in a 4-10 second pause while throwing the torch (which then completed, but only with a torch that lights characters, not the surroundings.)

Also - I then threw an iron longsword - (vanilla, i know, it'll crash) but it first resulted in the same long pause, then the throw, then the crash.



Here's my LO:

Spoiler
Active Mod Files:00  Oblivion.esm01  HorseCombatMaster.esm02  Unofficial Oblivion Patch.esp  [Version 3.2.0]03  DLCShiveringIsles.esp04  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]05  DropLitTorchOBSE.esp  [Version 2.4]06  Knights.esp07  Knights - Unofficial Patch.esp  [Version 1.0.9]08  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp09  SP1stPLegs.esp0A  DeadlyReflex 6 - Combat Moves.esp


Here's my NifSE log:

Spoiler

NifSE v1.00 b:2 a:f

query
load

oblivion root = J:\Games\Bethesda Softworks\Oblivion\
List of BSA files: (excluding BSA files known to contain non-NIF data)
J:\Games\Bethesda Softworks\Oblivion\Data\DLCHorseArmor.bsa
J:\Games\Bethesda Softworks\Oblivion\Data\DLCOrrery.bsa
J:\Games\Bethesda Softworks\Oblivion\Data\DLCShiveringIsles - Meshes.bsa
J:\Games\Bethesda Softworks\Oblivion\Data\Knights.bsa
J:\Games\Bethesda Softworks\Oblivion\Data\Oblivion - Meshes.bsa
5 total.

Listening to OBSE dispatches.

Registering String Interface.

Setting Serialization callbacks.

Initializing NifSE Hooks.

Initialization complete.


Game loaded: Creating ni\ directory.

NifOpen - "Lights\Torch02.NIF" opened for editing.
NifFile c'tor - NifFile created for editing.
NifFile.loadNif - Loading "Lights\Torch02.NIF"!
CheckFileLocation - File "Lights\Torch02.NIF" found in folders!
NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 25 blocks.
NifFile.reg - Registering "Lights\Torch02.NIF" on RegList.
NifFile.reg - Registered as #10-0.
NifOpen - "Lights\Torch02.NIF" registered as #10-0.

NifGetNumBlocks - Getting the number of blocks in nif #10-0
NifFile::getRegNif - Nif #10-0 found.
NifGetNumBlocks - Returning 25.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #0.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Child not found.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #1.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #2.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #3.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #4.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #5.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #6.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #7.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #8.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #9.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #10.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #11.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #12.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #13.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Child not found.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #14.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #15.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Child not found.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #16.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #17.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Child not found.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #18.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #19.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #20.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #21.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #22.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #23.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-0 block #24.
NifFile::getRegNif - Nif #10-0 found.
NiNodeGetChildByName - Not NiNode.

NifGetPath - Getting the path to nif #10-0
NifFile::getRegNif - Nif #10-0 found.
NifGetPath - Returning "ni\DeadlyReflex 6 - Combat Moves_0.nif".

CreateNifFile - FileFinder requesting nifScript file "Meshes\ni\DeadlyReflex 6 - Combat Moves_0.nif".
NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".
NifFile::getRegNif - Nif #10-0 found.
NifFile.write - Writing to "ni\DeadlyReflex 6 - Combat Moves_0.nif".
CreateNifFile - Nif created.

DeleteNifFile - FileFinder has finished with nifScript file "ni\DeadlyReflex 6 - Combat Moves_0.nif".
NifFile::getRefNif - Finding nif with filename "DeadlyReflex 6 - Combat Moves_0.nif".
NifFile::getRegNif - Nif #10-0 found.
DeleteNifFile - Nif deleted.

NifOpen - "Weapons\Iron\LongSword.NIF" opened for editing.
NifFile c'tor - NifFile created for editing.
NifFile.loadNif - Loading "Weapons\Iron\LongSword.NIF"!
CheckFileLocation - File "Weapons\Iron\LongSword.NIF" found in BSA!
WriteNifToStream - Successfully read nif data in BSA "J:\Games\Bethesda Softworks\Oblivion\Data\Oblivion - Meshes.bsa". Buffer length is 63559.
NifFile.loadNif - Nif is good; v20.0.0.4. Loaded 20 blocks.
NifFile.reg - Registering "Weapons\Iron\LongSword.NIF" on RegList.
NifFile.reg - Registered as #10-1.
NifOpen - "Weapons\Iron\LongSword.NIF" registered as #10-1.

NifGetNumBlocks - Getting the number of blocks in nif #10-1
NifFile::getRegNif - Nif #10-1 found.
NifGetNumBlocks - Returning 20.

NiNodeGetChildByName - Getting the index of Child "Scb" of nif #10-1 block #0.
NifFile::getRegNif - Nif #10-1 found.
NiNodeGetChildByName - Child found; returning 9.

NiNodeDeleteChild - Deleting Child (block #9) of nif #10-1 block #0.
NifFile::getRegNif - Nif #10-1 found.



Thanks, everyone!
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elliot mudd
 
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Joined: Wed May 09, 2007 8:56 am

Post » Wed Sep 01, 2010 6:27 pm

I just got home and opened the new RAM; most likely I am still not going to have a running Oblivion install until Friday, since I have a ton of stuff to reinstall first and there's the holiday tomorrow. So right now I can't throw anything. I never tested Shadowrend before.

Block 9 in Witsplinter is the block which NifSE is trying to delete; presumably bit 4 always has to be on for NifSE to delete a block. If nothing else, I can always simply update NifSE to just flip bit 4 before deleting the block - it's not like it'll matter one way or the other once the block is deleted. Like you, though, I want to know why bit 4 is a problem. I've asked the NifTools guys for insight on that.


Thats great, sounds like you know exactly what you need to do to make NifSE behave lol.
Also I have found out why weapons like Shadowrend and Dragonsword of Lainlyn get thrown with the 'WTF' mesh. They have a different structure. Namely they have no NiNode group under the main NiNode group. So these weapons can't be broken to crash on throw like the previous ones. They may have a flag in a different location that does the same thing but I won't look into that unless I have to. Thats where I'm at with that bug atm.

As for the "lag" bug go to the first post of this thread and go to the second spoiler. Follow that. You could also try just just uninstalling the additional plugins you already installed. Not as clean but it should work. (get rid of all of them except OBSE 0019b) Getting rid of them narrows it down.
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sarah simon-rogaume
 
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Joined: Thu Mar 15, 2007 4:41 am

Post » Wed Sep 01, 2010 3:46 pm

Every missing mesh error I've seen is because NifOpen could not read the NIF in the BSA file, often the Shivering Isles BSA file. Is that the case with those? Where are they from?
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jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Thu Sep 02, 2010 12:46 am

Every missing mesh error I've seen is because NifOpen could not read the NIF in the BSA file, often the Shivering Isles BSA file. Is that the case with those? Where are they from?

Interesting. These weapons have a different structure, without NiNode > NiNode, and we cannot 'break' them, but that is not the problem. I extracted both the Dragon sword and Shadowend from DLC, SI. And I was able to throw both extracted .nifs! Thats right, the problem is in reading .nifs inside .bsas.
This is bsa Dragonsword of Lainlyn v. extacted Dragonsword of Lainlyn
NifOpen - "Weapons\Dragonsword\longsword.NIF" opened for editing.NifFile c'tor - NifFile created for editing.NifFile.loadNif - Loading "Weapons\Dragonsword\longsword.NIF"!CheckFileLocation - File "Weapons\Dragonsword\longsword.NIF" found in BSA!WriteNifToStream - Successfully read nif data in BSA "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\DLCBattlehornCastle.bsa". Buffer length is 45948.NifFile.loadNif - Nif cannot be read. Exception "String too long. Not a NIF file or unsupported format?" thrown.NifOpen - Failed to create NifFile; exception "Nif root not set; construction failed." thrown.
NifOpen - "Weapons\EbonyBladeFix\longsword.nif" opened for editing.NifFile c'tor - NifFile created for editing.NifFile.loadNif - Loading "Weapons\EbonyBladeFix\longsword.nif"!CheckFileLocation - File "Weapons\EbonyBladeFix\longsword.nif" found in folders!NifFile.loadNif - Nif is good; v20.0.0.5. Loaded 15 blocks.NifFile.reg - Registering "Weapons\EbonyBladeFix\longsword.nif" on RegList.NifFile.reg - Registered as #58-3.NifOpen - "Weapons\EbonyBladeFix\longsword.nif" registered as #58-3.

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Kayla Keizer
 
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Joined: Tue Dec 12, 2006 4:31 pm

Post » Thu Sep 02, 2010 12:06 am

Err... yes. We (or at least I) knew that. I've run into that problem before; I had thought I'd fixed it, but apparently not. Sorry if that was unclear.
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Rob Davidson
 
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Joined: Thu Aug 02, 2007 2:52 am

Post » Wed Sep 01, 2010 5:24 pm

Err... yes. We (or at least I) knew that. I've run into that problem before; I had thought I'd fixed it, but apparently not. Sorry if that was unclear.


No need. Extra info can't hurt lol. But I'm pretty sure we are now done witth NifSE testing. I guess the lag thing is next.
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Alexandra walker
 
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