Galsiah's Character Development (GCD) Bug Report

Post » Tue May 17, 2011 12:38 am

I'm actually using AzuMite's right now I think because I had problems with Gluby's and tried theirs next instead of Huskobar's. I like it and you'd have to pry it from my cold dead hands so make that three fixes ;)
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Stryke Force
 
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Post » Tue May 17, 2011 7:21 am

because I had problems with Gluby's

May I ask what sort of problem? I just started to use Gluby's and have about 10 hours on it so far trouble free. If there is a strong possibility of problems, it would be good to know before I get too much further. TIA
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gemma king
 
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Post » Tue May 17, 2011 5:10 am

My problems are outlined in post 76 and down. I don't think it's an issue everyone will have but when it comes to banging my head against the same wall over and over again or trying out the next possible work around, I opted to try the next one. You might never have a problem with Gluby's fix.
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Casey
 
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Post » Tue May 17, 2011 10:14 am

OK, thanks. I see why you would want to try another. I've put some more time on Gluby's with a good number of loads so I'll continue until I have problems.
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Sheeva
 
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Post » Tue May 17, 2011 1:43 pm

My problems are outlined in post 76 and down. I don't think it's an issue everyone will have

I had the exact same problem. After a while, I ran into that crash, and the only way to get around it seemed to be revert to the original GCD. I haven't tried any other versions yet.
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Shaylee Shaw
 
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Post » Tue May 17, 2011 3:05 pm

(long-winded as always...)

So, my schtick is to try optimizing scripts to obtain greater stability and efficiency. As I recall, I took aim at GCD because of the garbled-message problems that I too was experiencing. Of all the mods I've operated on, this has turned out to be the trickiest.

I think there might be two main issues:

1.) As brilliant as Galsiah's scripting is, it might be a little 'verbose', if that's an accurate term. One of the bugs in fact is a variable that exceeds allowable length. Another is that there are many variables in some scripts giving rise to the 34th variable problem.

2.) Okay, easy enough to fix, right? Just truncate a few things. Well the other issue is that the scripts are very interdependent. There are many external references shared between scripts, perhaps on multi levels. Morrowind does not handle changes to external references with dignity. It's like the SCRIPTNAME.EXTERNALREF pairing is considered a separate entity and held in memory somewhere. A change to one of the components might mean disaster.

I had, in fact, a new version I was all ready to post. I had condensed all the local variables to a point I considered done. I tested with several other mods and it got my character all the way to level 37 with flying colors. Skill and PC levels went up numerous times in tough fights, and I had only one crash, and that was in the already-crashy Hirstang Forest. Then I tried the procedure as outlined by fragongard in post #97. Phht! Syntax error; reprocessing wouldn't occur. Shucks, back to the drawing board.

I had made the 'mistake' of changing one script name ( to something I thought was more logical). That script was used by 3 other scripts. Oh, everything was in accord as far as all components being found. 'Recompile All' worked fine. I saved the interdependent scripts multiple times as one must do. Still...

So, back I go to an earlier version and I'll try to tread even MORE carefully as I change variables one at a time. As far as I can tell, GCDLean_v2.01.esp SHOULD be okay. I'm currently testing the next version up from that with my fingers crossed.

All 3 patches address the core errors with roughly the following differences: Gluby's is minimal impact, leaving all non-error variables plus comments and indentation in place. Azumite has removed comments and most indentation. Fixing the 34th-variable errors, Gluby left the relative alignment of variable declarations intact. My treatment is the most radical, removing comments and indentation AND renaming variables to something - theoretically - more concise and precise. The jury is still out, obviously, as to which works best.

I guess I can only advise that if you're nervous about the radical approach, try Gluby's fix or keep with the original. See john.moonsugar's tips about cleaning your save. Watch out for specific mods that might be incompatible. And, yeah, stick with what works.
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Jamie Moysey
 
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Post » Tue May 17, 2011 5:29 am

I tested with several other mods and it got my character all the way to level 37 with flying colors.

Has your test player been a vampire? ...
On the technical side, one aspect that could use testing for any patched version is the vampire conversions under GCD (obviously you'd want to test using the console, rather than by getting infected/cured naturally). Some of the scripts with potential 34th variable troubles are the vampire conversion scripts. Some of the local variables used in these get set from skill scripts. They seem to work with the 34th variable used, so it'd be nice to know that they also work without it - i.e. that they're not relying on odd 34th variable quirks to function properly. I guess it's unlikely there'd be a problem here, but the vampire scripts were always very hackish, so I wouldn't be too surprised if they broke after changes (even reasonable changes). Of course there'd be more chance for such errors if the patch were applied to a game already in progress - though maybe that'd be fine too, I'm not sure.


My reason for not wanting other people to upload versions was simply to avoid having a load of different versions floating around, and never being sure which version introduced what bugs. With that rationale in mind, there's no reason to object to a new fixed version, just so long as there's only one (I'm not making one for now). It's fine, and helpful, for one fixed version to be uploaded to mod sites, but I'd rather not have a load of different versions. Please email me with any new version/patch (galsiah AT yahoo.co.uk), and I'll put it up on the GCD site, as/if/when I move it.

I agree.
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Julie Serebrekoff
 
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Post » Tue May 17, 2011 1:03 am

Has your test player been a vampire? ...


Actually, no, and that is something I anxiously await (I'm playing the game 'naturally'). (..not just for GCD but for Vampire Embrace and Vampiric Hunger which have been operated on in similar fashion).

Let me stress that - my work at least - is strictly UNofficial and posted ONLY through the forum as a test model for those who wish to try it.
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Ana
 
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Post » Tue May 17, 2011 9:36 am

Okay, I relented and decided to use the console to become a vampire.
Could someone please bite me - obviously I'm ignorant about making it happen.

I typed:
set PCVampire to 1

When that didn't work, I added:
player->addspell "Vampire Blood Quarra" and slept for 4 days.
I got the disease but no transformation. Same for werewolf.

This is vanilla MW, TB, BM and QuickChar, with and without MCP.

With Vampire Embrace/Vampiric Hunger loaded, everything kicks in instantly when I set PCVampire to 1 - I burn in the sun, I can bite necks, attributes change.

Thanks for any assistance.
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Lillian Cawfield
 
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Post » Tue May 17, 2011 1:58 pm

I think the global PCVampire should be 0 before you add the blood spell. AFAIK the variable will be set by a global script as soon as you become a vampire. If it is 1, it may think you are a vampire already
http://www.uesp.net/wiki/Morrowind:Vampires#Vampire_Cheats
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Taylah Illies
 
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Post » Tue May 17, 2011 5:16 am

Bingo! Thanks a bunch.
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lilmissparty
 
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Post » Mon May 16, 2011 11:40 pm

would GCD conflict with BTB's Game Improvements?


Directly, no. But I've heard that they don't play too well together, since my changes are all geared towards a game that assumes none of GCD's changes.
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Solène We
 
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Post » Tue May 17, 2011 4:59 am

It seems that GCD messes up timers. This thing has come out by a report of a conflict with a mod of mine, but for doubt's sake I've made a new esp with only one script, inside which I've set a timer. The result was that timer was messed up too. In short GCD speeds up timers by about 22/25%. It's a very annoying thing, what can be the cause?
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Syaza Ramali
 
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Post » Tue May 17, 2011 4:00 am

Galsiah(or anyone else who might plan on doing an update), do you have an if or a when about a possible update?

It seems that GCD messes up timers. This thing has come out by a report of a conflict with a mod of mine, but for doubt's sake I've made a new esp with only one script, inside which I've set a timer. The result was that timer was messed up too. In short GCD speeds up timers by about 22/25%. It's a very annoying thing, what can be the cause?


Last time I saw timers being messed up with a game, it was with a game that came out in 1994 I think, it was when computers were rather slow, anyway, this particular part of the game used the computer clock/processor speed(or something similiar) as a timer. Well today that means this part of the game goes way too fast due to ever faster computers and crashes everytime without a way to slow it down. I highly doubt this is the case this time as I dont think the devs would have been so short sighted as to base anything in the game on something like number of processors or their speed.(so in short I have an interesting observation, but not much of use)
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Monique Cameron
 
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Post » Tue May 17, 2011 4:33 am

Any progress on this update? I love this mod.
And I think I do remember it messing up timers, affecting the scripted music.
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Kayleigh Mcneil
 
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Post » Tue May 17, 2011 6:07 am

After playing around, l have missing stats while using GCD and Werewolf Evolution.
Skills like Sneak (Minor) and Hand-to-hand (misc) are set to Zero, after the Werewolf form bonuses are removed.

Any Ideas?
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leni
 
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Post » Mon May 16, 2011 11:50 pm

Nevermind.

Was an stupid oversight on my part!!

Didn't notice that I didn't migrate the WE patch to the right place!

Sorry for the needless bump!
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Gavin boyce
 
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Post » Tue May 17, 2011 1:50 am

[this is me - I just can't seem to remember my original account password]

First, I'm not going to be releasing a new version myself. I don't have much time to do it; more importantly, I don't have the much greater amount of time it'd take me to re-learn/remember Morrowind scripting, and to understand how GCD works again, well enough to be sure that I didn't screw a load of stuff up. In an ideal world, I'd rewrite the whole thing into something more logically structured, but that'd take a while even for someone who knew what they were doing (which I don't right now), and would be bound to throw up quite a few new issues to fix. I don't think it'd make sense for me to make any significant changes when I can't be confident they'll work as intended / and/or stick around to fix issues that come up.

If someone likes, a version with minimal changes could be uploaded to some mod-sites (if they're not already??) - i.e. with the extra 'endif' removed and similar. That really shouldn't do any harm, and would probably be useful as I'm not likely to get around to it myself. I've no objection to the uploading of more seriously changed versions, so long as they come with a suitable health warning, and ideally are tested quite thoroughly first. Of course it'd be ideal to have one official version - or at least only one unofficial-but-seriously-changed-and-publicly-available version -, but I'm not particularly worried what anyone decides with regard to uploading changed versions. Please consider whether uploading more versions is going to be helpful or just confusing/counter-productive, but if it seems like a good idea, then I'm fine with it.


@Xiran
The messing-up-timers thing isn't GCD-specific, but GCD will certainly do it in some circumstances. The reason is that when a Startscript command is used in a script, the Morrowind scripting system then runs all scripts to be run that frame from the beginning - even those which had already run. So any scripts which get run twice will have GetSecondsPassed added to timers twice, throwing their timing off [[in fact in general scripts can end up being run more than twice, if there are suitably daft Startscript chains - but GCD shouldn't do this]]. Most mods use Startscript relatively infrequently, so it shouldn't throw things off much. GCD uses them all the time (more than should really be necessary if things were structured better), so it'll tend to throw things off sometimes.

There are a couple of ways to get around this problem. IIRC one of them is to make sure GCD is earlier in the load order than the mods using timers. This way the script system should bump into GCD's scripts first, so when the Startscript command is executed, the timer scripts haven't yet run - so starting the script queue from the beginning won't end up running them twice. [this makes sense to me, but I could be remembering the details incorrectly]

The other solution is more useful from a modder's perspective, just so long as your timers aren't intended to run in Menumode (so e.g. it should work for some scripted magic effect, but not for a music timer). In this case you can use GameHour to check that scripts aren't being run twice in a frame. One way to do this is to store the last value of GameHour in a script local variable, then compare that to the current value of GameHour; if they are the same (and you're not in menumode), then the frame is the same, and you shouldn't increment the timer by GetSecondsPassed. Another way would be to base your timer directly on GameHour, and measure the change in time without using GetSecondsPassed at all - although you'd clearly need to divide the change in GameHour by TimeScale, or you'd get different timing results for different TimeScale values.

If you do need the timer to run in menumode, probably the best you can do is to check the value of GetSecondsPassed against the previous value. Then you'd only update the timer if the values are different. So long as GetSecondsPassed hasn't maxed out at 0.2 seconds (which would probably screw up your timers anyway), the probability of its having the same value two frames in a row should be very low. So this method should usually have your timers run very very slightly slow, rather than significantly fast (unless the user has a stupidly fast frame rate).

Note that at least the GameHour check is a good idea in general, since there are mods other than GCD which will mess with timers in this way. It's good practice to put a GameHour check on every timer that doesn't run in menumode. For timers that run in menumode, I'm unaware of any ideal solution (with or without GCD), but the above might help.
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sharon
 
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Post » Tue May 17, 2011 3:18 am

Sorry to resurrect this thread for my GCD question, but I figured it'd be the best place since I'm using the tweaked version of GCD that Bycote posted above (thanks by the way).

I've been playing my latest character with GCD 1.08 for a while now with no problems... until I realized that my maximum magicka has barely increased since character creation. This character is magic-focused and at level 15 has Intelligence of 61, Destruction 70, and Illusion 60 (among other skills). His maximum magicka should be much higher than the 67 points he has right now, especially using GCD. Magicka regen, on the other hand, is working as intended. I attempted to use "set gals_reprocess to 1" to correct whatever went wrong, as suggested in the GCD docs. No luck there, though.

I would welcome any help diagnosing the problem and, if possible, correcting it.
In terms of diagnosis, one option would be to check the values you have with the GCD stat calculator spreadsheet. I'm pretty sure everything in that spreadsheet is correct, other than the health calculations, so if your stats don't produce the 67 max magicka you have, then there might well be something wrong.

I'm not sure there is anything wrong though - or at least, it might well be working as intended. If you don't get a magicka bonus from your class or race, magicka might not be particularly high even for a largely magic-focused character. If this is true, it's unlikely that modding up your magicka will help: GCD will probably 'fix' this 'problem' quickly by modding it back down. I guess the best thing to do would be to change some of the values of some of the local variables in one of the magicka scripts using the console. It's a hacky approach, but it should work. I can't tell you exactly what to change, since I don't remember, but if you can script it should be fairly clear if you open up the esp in TESCS, and check the Gals_Magicka scripts.

For future games, you can change some of the GCD settings in the Gals___Customize script to achieve the effect you want. Again, the stat calculator spreadsheet should help here.
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Niisha
 
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Post » Tue May 17, 2011 3:42 am

First, I'm not going to be releasing a new version myself.

Woo hoo, that's great! That means all my work in trying to get this thing leaned out is justified!

Heh. Obviously, I'm just kidding. This is actually sad news, but perfectly understandable given the amount of time one could pour into this game generally and into GCD specifically. I have in fact spent quite a bit of time myself paring GCD down so that it runs a bit more efficiently, at least in theory. I'm not sure how succesful I've been, but I'll take this opportunity to announce that I have a new version up in which all local variables have been made more optimal. I don't know if it behaves any better or worse than the original, but at least the footprint is slightly smaller. Here's the link:

http://www.mediafire.com/download.php?dzzml2tykg1zz1y

After testing with a few different mod lineups and during one long playtest, here are my observations:

- GCDLean has initialized properly with the start of every new game.
- When GCDLean has been added to a save game in progress, the ring sequence executes properly.
- When turning into a vampire, the GCDLean vampirism sequence executes (I have added a messagebox to indicate as much).
- setting the global variable 'gals_reprocess' to 1 properly initiates the stat recalculating process.
- I have had the rare case of a save game failing to load with a 'Race not found...' or some such message being attributed to GCDLean. A second load attempt has always succeeded however.
- I have had the rare case of a load hanging. This MAY or MAY NOT be GCDLean related, thought I think historically this has been problematic. Whether just from a second load attempt or by loading a current save from within a previous save, I have always been able to get into a current save game.
- I have had rare CTDs when a lot of skills increase, say in the middle of a big fight, and it appears a level-up tries to occur. On the other hand, there have been just as many occasions that I get no crashes when I thought for sure I should.

So the bottom line is that while GCDLean is not perfect, it works well enough for me and I will likely continue to use it. I should note that I use the Morrowind Code Patch and other patch mods which might influence test results. I should also caution against switching back and forth between GCDLean and GCD original in your save game. The changes to variables make them incompatible.

As always, I would be very grateful to anyone who has the courage to download and try out my version. I am particularly interested in side-by-side comparisons between GCDLean and GCD original to see if my treatments have made anything better or worse.

Finally, in light of GCD likely continuing along in its current overall form for some time, let me in all seriousness take time to pay homage to Galsiah and one of the all-time great mods that has become a staple for countless players over the years and immeasurably adds to the immersive experience that I believe Morrowind is and ought to be. Thank you!

('GCDliness' is next to 'GODliness'!)
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Pawel Platek
 
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Post » Tue May 17, 2011 10:49 am

Whilst GCD isn't something I'm using (at the moment) I'm sure there are others who'd be interested in this lean version, huskobar. Thanks :thumbsup:
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Charlotte Henderson
 
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Post » Tue May 17, 2011 7:30 am

If I should ever start a new game, I am going to give it a try.

- I have had rare CTDs when a lot of skills increase, say in the middle of a big fight, and it appears a level-up tries to occur. On the other hand, there have been just as many occasions that I get no crashes when I thought for sure I should.

Have you out-commented the attribute levelup messages? I have done that with the original scripts and I have not seen any CTDs since then. I think it crashes sometimes if a skill and an attribute message attempts to come up at the same time.
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Channing
 
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Post » Tue May 17, 2011 1:32 am

I have not tried that, but that's an interesting observation. I'll perhaps experiment with that down the road. By and large, the game seems to handle multiple message boxes fairly well for me. If I open the console and type in, say, 'player->setbluntweapon 80', I'll get at least 3 boxes indicating attribute increases plus a level-up, but the messages are all about a similar effect. Perhaps if there are mixed effects it's a different story. Still, I've had several instances of multiple message boxes coming from different sources such as GCD and NOM at the same time with surprisingly little difficulty. We'll see.

Meantime, I'm putting up yet ANOTHER version for test play. It's http://www.mediafire.com/download.php?gp3flhh7ylb8eld This is a partial condensing of the global variables. If it goes well enough, I will finish all the globals in the next version. This is strictly experimental because I have also attempted my first rewrite of some scripts. The content is the same, but the lines in some blocks have been reordered. This came about because I was trying to figure out why I was getting syntax errors in one particular operation. Intuitively, I reworked a problem script so that each attribute was handled fully before the next was started (the original was processing script-at-a-time). That solved the problem, so I extended the treatment of attributes more consistently across several scripts. So far, it seems to be panning out reasonably well. I do get strange behaviour when I type 'set gals_reprocess to 1' in the console, but it does process. Is it better? Am I wrecking something? (I know Luck is handled differently from other attributes - maybe I shouldn't mess with it). Anyway, I have just started playing it, so it has not been thouroughly tested. If anyone would like to try it, that would be great! Please, though, use at your own risk. I'll leave the previous version up just in case since it is less radical.

BTW, I should mention that the accompanying text is just my leftover notes from various fix attempts; nothing formal.

Thanks for your interest in this.
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Jack Bryan
 
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Post » Tue May 17, 2011 9:05 am

I'm using GCD 1.08 along with the BTB Game Improvements which (I think) resulted in my character's cast chances reduction to zero.

Here's the lsit of mods I'm using:
Spoiler
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.4.esm
_005_ Bloodmoon Landscape Overhaul 1.0.esm
_006_ Better Heads.esm
_007_ Better Heads Tribunal addon.esm
_008_ Better Heads Bloodmoon addon.esm
_009_ Morrowind Advanced.esm
_010_ Texture Fix 1.8.esm
_011_ Service_Requirements_V1.4.3&WGI.esp
_012_ LGNPC_NoLore_v0_83.esp
_013_ Better Bodies.esp
_014_ farrp_WeaponCompilationMod_V2.esp
_015_ StateBasedHitPointsv1.1.esp
_016_ Illuminated Windows.esp
_017_ Illuminated Windows - Bloodmoon.esp
_018_ Syc_HerbalismforPurists (Pearl Bug Edit).esp
_019_ Better Clothes_v1.1.esp
_020_ Dialogue Closer of Doom.esp
_021_ k_weather (louder sounds).esp
_022_ Healers.esp
_023_ Syc_HerbalismforPurists_BM.esp
_024_ Syc_HerbalismforPurists_TB.esp
_025_ A_flock_of_seagulls.esp
_026_ Galsiahs Character Development.esp
_027_ GCD StartScript for Trib or Bloodmoon.esp
_028_ GCD better balanced birthsigns.esp
_029_ GCD Restore Potions Fix.esp

_030_ Lgnpc_SN.esp
_031_ Sn_FastTravelbySea v1.0.esp
_032_ GCD_107x_to_108_patch.esp
_033_ AreaEffectArrows.esp
_034_ Siege at Firemoth.esp
_035_ LGNPC_GnaarMok_v1_10.esp
_036_ LGNPC_AldVelothi_v1_20.esp
_037_ LGNPC_MaarGan_v1_20.esp
_038_ LGNPC_HlaOad_v1_32.esp
_039_ KS_Julan_Ashlander Companion_1.3.esp
_040_ LGNPC_Aldruhn_v1_20.esp
_041_ LGNPC_Aldruhn_v1_20_suppl.esp
_042_ CalSurGuardMod.esp
_043_ LGNPC_Pelagiad_v1_22.esp
_044_ LGNPC_TelMora_v1_20.esp
_045_ LGNPC_Khuul_v2_10.esp
_046_ LGNPC_VivecFQ_v2_10.esp
_047_ LGNPC_TelUvirith_v1_20.esp
_048_ LGNPC_SecretMasters_v1_30.esp
_049_ LGNPC_IndarysManor_v1_51.esp
_050_ Vality's Ascadian Isles Addon.esp
_051_ LGNPC_VivecRedoran_v1_50.esp
_052_ LGNPC_PaxRedoran_v1_20.esp
_053_ Vality's Bitter Coast Addon.esp
_054_ LGNPC_SoulSicknessPatch_v1_00.esp
_055_ EcoAdjMerchantSkills (Disposition Edit).esp
_056_ EcoAdjCrime (Tresspass Edit).esp
_057_ New Argonian Bodies - Mature.esp
_058_ New Khajiit Bodies - Mature.esp
_059_ Quieter_UI_Sounds.esp
_060_ Arrow De-nocker.esp
_061_ BTB - Alchemy.esp
_062_ BTB - Equipment.esp
_063_ DM_DB Armor Replacer-ExpDDBA (BTB Edit).esp
_064_ MW_Adv_Required (Disease Edit).esp
_065_ BTB - Settings.esp
_066_ BTB - Spells.esp
_067_ Vurt's Solstheim Trees & Bushes Replacer.ESP
_068_ Clean Welcome to the Arena!.esp
_069_ BTB - Character.esp


I've no idea what triggered this. I was near Ashalmawia east of Ald Ruhn, killing scamps and some mage, and occasionally casting fireballs which also were hurting my companion. I then went into the ruin, killed everyone there, collected loot from the "sunken vaults" area and upon my return to the first area I discovered that I can't cast my unlock spell. My fatigue was at zero so I rested, but it didn't help. I looked into spells menu and there it was, everything reduced to 0.

Now BTB said that it isn't likely to be caused by his mods, so it's probably GCD related. Is there any way to fix this?
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Laura Wilson
 
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Post » Tue May 17, 2011 4:38 am

I can't say I've personally ever had this happen such that I can trace it directly to GCD. A lot of other things can cause it: loss of fatigue, as you mentioned, a major hit to intelligence, such as a Damage Intelligence spell. If you're playing Necessities of Morrowind (I see you're not), drinking too much alcohol might make you temporarily impaired. Did you try reloading your game? Did you try going to a shrine or altar to restore your attributes? How's your Magicka level? Having GCD spontaneously set your intelligence to 0 seems unusual unless you mess with your load list a lot. Beyond that, I don't know.
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Bellismydesi
 
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