Enhanced Detection

Post » Thu May 06, 2010 12:24 pm

Hey all,

I've been working on an update for Enhanced Detection. I hope that I have finally fixed the CTD that can happen when there are several targets being displayed at once.

I'm hoping for some confirmation that this bug has been squished and his guts spurted out properly before I actually release it...and that the whole thing still works properly. I made some very sweeping changes; it works by my tests but that doesn't always guarantee anything.

If you can help me, please get the mod here: http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1091&p=53014#p53014

Thanks for the help! :goodjob:
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marina
 
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Post » Thu May 06, 2010 10:35 am

No one is willing to help out a bit? :unsure:
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Angela
 
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Post » Thu May 06, 2010 12:24 pm

I will help you out Fliggerty, but it will have to be tomorrow night before I get on Morrowind.
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HARDHEAD
 
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Post » Thu May 06, 2010 5:17 pm

I'd love to help out.

Unfortunately, MWSE makes me CTD about 5x more often than normal, so i don't think my input would be very valuable...
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Brandon Bernardi
 
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Post » Thu May 06, 2010 4:27 pm

Tested with a new game/clean save with only Morrowind, Tribunal, Bloodmoon, the Morrowind Patch Project, and Enhanced Detection loaded with fully patched Bloodmoon and Morrowind Code Patch v1.6. I used MGE rev. 118 with internal MWSE disabled and loaded Morrowind with MWSE v0.9.4.1.

Most of the spells would immediately cause a CTD when cast with the following exceptions:

Detect Trainer worked perfectly the first time I tried it and then caused CTD's on every attempt thereafter.

Detect Enchantment didn't ever seem to do anything. I tried manually littering a small interior cell with a few different enchanted items and then cast the spell. While it didn't crash the game, it didn't "detect" the enchanted items either.

Detect Door is not causing crashes but often fails to have the desired effect. Tested in an exterior cell in Seyda Neen, only the gate is "detected" (not any of the doors of the buildings). In an exterior cell of Balmora, nothing happens at all. However, in small interiors it worked perfectly.

Detect Container always worked. Whether in a small interior or an exterior cell with tons of references, this spell always worked. There could sometimes be a delay of a few seconds, but this occured in areas with many references (in an exterior cell in Balmora, I'd say the delay was maybe 2-3 seconds, which seems quite reasonable considering how much the scripts must sort through).

Detect Treasure detected gold and nothing else. I tested this mostly by dropping gold around cells myself and then casting the spell; it seemed to work quite well. Edit: In further testing, Detect Treasure works with misc. objects valued over 200 as it should.
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Channing
 
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Post » Fri May 07, 2010 1:57 am

Tested with MGE internal MWSE, and only MPP.

Detect Enchantment picked up nothing, neither armour, weapons or clothing (none were CE). Detect Doors took over 10 seconds to start showing any doors in urban areas. After casting Detect Trainer, talking to Skink, and clicking Goodbye, it CTD'd. Talking to people enough times eventually causes a CTD if a NPC-class detect spell is up. Everything else worked as stated.
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Christine Pane
 
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Post » Thu May 06, 2010 8:21 pm

Heya, I will download this and test it with my heavy mod-load too!
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Lovingly
 
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Post » Thu May 06, 2010 3:46 pm

Thank you very much for testing this for me. :icecream: I will say that the reports are certainly less than ideal. :( Oh well, such is the nature of MWSE modding.

I am going to make a test version that uses entirely vanilla meshes for the purpose of ruling out the meshes as the cause of the CTDs. I'll have that up as soon as I can.
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Leonie Connor
 
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Post » Thu May 06, 2010 7:58 pm

I'm not sure the linked lists of references are stable frame to frame, and you are adding new references as well. Maybe if you check for invalid pointers (0xfeeefeee on node deallocation) you could reset the script.
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Spooky Angel
 
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Post » Thu May 06, 2010 3:47 pm

As far as I am aware, new references are always added to the end of the lists. I've done a lot of tests running through those functions and logging all of the results...I never once saw any sort of deviation on any of the systems that it was tested on. I know that the references themselves may not be reliable from frame to frame, but the lists should be. In fact the large majority of MWSE mods rely on those for even base functionality.
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renee Duhamel
 
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Post » Fri May 07, 2010 3:42 am

Would you guys mind testing the new esp that I've put together? I tweaked the scripts a bit more to take into account a potential empty reference variable being manipulated that could have caused the CTDs. Please ensure you get the esp attached to the post that I am linking here (I can't help but wonder if any of you were testing the old version in the OP on that thread instead of v1.5 that I had put in a subsequent post...?)

http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1091&p=53341#p53341
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Kelvin
 
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Post » Thu May 06, 2010 9:53 pm

I can confirm that I used v1.5 in my previous test.

Using the new .esp file you posted, everything works very well with only two quirks.

Detect spells that target roving references (i.e. creatures and npc's) sometimes do not work quite right in exterior cells. The issue is that if the player stands near the edge of a cell and casts, say, Detect Life, an npc only a few feet away may not be "detected" if that npc's original starting position is farther away across the boundary of another cell. In this case, running in that direction, crossing into the different cell, causes the spell to detect the npc. A good example of this are the four npc's by the silt strider in Balmora ("Hul," the silt strider travel service, and the two dunmer on top of the nearby building). If the player casts Detect Life or Detect Humanoid while standing a little west of their position, the npc's will not get picked up. Once the player runs east onto the silt strider port, they do (and other npc's farther away are no longer "detected"). I mention this because although it is not a bug, it might sometimes lead to unexpected behavior depending on the player's position relative to both the starting position of applicable npc's/creatures and the edges of exterior cells. Overall, this is a minor point as the mod otherwise works exactly as expected for every spell except one.

Detect Enchantment doesn't do anything.

The changes you made for this version had a huge impact on the playability of the mod. Not once did my game crash while testing and, save for detect enchantment, the spells all work now.
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Richard
 
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Post » Thu May 06, 2010 10:49 pm

Overall that is good to hear. Thank you for the report.

In light of some of the recent changes to how I handle the scripts, I have decided that there is little enough cause to worry about FPS impact thus allowing me to remove the same cell check. So the issue with NPCs that are close but technically in another cell will no longer be present.

I have no clue what is going on with Detect Enchant. By all means it should work perfectly, indeed it does when I use it. It isn't able to detect constant effect stuff, you weren't testing with anything that is CE were you?
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chinadoll
 
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Post » Thu May 06, 2010 1:16 pm

OP requested close for a [RELz] thread.
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He got the
 
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