Galsiah's Character Development (GCD) Bug Report

Post » Tue May 17, 2011 3:38 am

And, again, I should note that I have an ongoing lvl 33 or so game in which I have swapped out GCD three times, and all values have remained correct throughout more extensive play. (EDIT: And stability has increased.) YMMV, but it seems quite safe.

If you're talking about GCD in itself, though, it's tried and true. We're talking about a range of problems stretching from a bit of instability (occasional CTDs) to slightly-more-than-occasional CTDs. Given that, theoretically, we have already corrected a number of known bugs that afflicted the well-loved version beforehand, it's now all the better.
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Emma
 
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Post » Tue May 17, 2011 7:17 am

Good to know, I'll not worry then and play it out.
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Kahli St Dennis
 
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Post » Tue May 17, 2011 3:05 am

Though I don't use QuickChar (I have been using SkipTutorial), I have not had any of the problems described with my version. It seems pretty stable. I have it up http://download210.mediafire.com/ztz0zhxavsgg/ylyn2fwmofz/GCD+v1.08+with+Startscript%2C+fixed+%5BGalsiah%5D.rar, if you'd like to try it. Again, basically all of AzuMite's fixes applied, except the vars occupying the 34th position are shifted to the end, rather than shifting all variables one position down, and all commenting retained.

The difference for me is seeming rather dramatic. From frequent CTDs on reload and a fair bit of in-game CTDs, I'm getting hardly any now, with 100-some mods in my main testing loadout.

EDIT: Another note. Being a wet-eared beginner at this, I only recently found out about the necessity of double-compiling and then recompiling related scripts (SFD9.0 pp. 29-30, for the latter bit, and I can't remember who said it or where I read it on double-compiling), so I was pretty methodical about making sure to double-recompile (i.e. click Save twice in the CS) all scripts in it.

Veeno,

I would say stick with AzuMite's version. It's a more basic fix and closer to the original, so is more stable. GCD Lean is not necessarily for use, just a resource for anyone wanting ideas or who is willing to examine its guts see why it doesn't load as well.

Gluby,

I won't switch GCDs in mid-stream on my current character. I'm currently using AzuMite's which is very similar to what I started with way back. (His was more convenient to find). It's pretty good and if it causes any crashes, they're rare enough that I don't get annoyed. But I just might try your approach in GCD Lean and see if it makes any difference. Plus, thanks for the SFD reference.

OK, thanks for info, I'll try Gluby's version with my next char then. :)
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willow
 
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Post » Tue May 17, 2011 7:11 am

And, again, I should note that I have an ongoing lvl 33 or so game in which I have swapped out GCD three times, and all values have remained correct throughout more extensive play. (EDIT: And stability has increased.) YMMV, but it seems quite safe.

Ooh, I just read my post again. I'm not sure if anyone did or would read it this way, but reading it a few day or two later, I just want to clear up a potential ambiguity I left in it. Just to be totally clear, I have not removed GCD then re-added it -- that would screw it up for sure. I mean that I switched the ESP for a renamed one three times (i.e. uncheck one version, check another, start the game).

So, uh, again, maybe I'm being overcautious, but I didn't want to accidentally trip up some earnest lurker out there with unintended bum scoop and screw up his game. :D
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T. tacks Rims
 
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Post » Tue May 17, 2011 10:43 am

Ooh, I just read my post again. I'm not sure if anyone did or would read it this way, but reading it a few day or two later, I just want to clear up a potential ambiguity I left in it. Just to be totally clear, I have not removed GCD then re-added it -- that would screw it up for sure. I mean that I switched the ESP for a renamed one three times (i.e. uncheck one version, check another, start the game).

So, uh, again, maybe I'm being overcautious, but I didn't want to accidentally trip up some earnest lurker out there with unintended bum scoop and screw up his game. :D

Well, anyway, my brother just started playing using your version of GCD and Morrowind has CTDed every single time he loaded so far. :-/

Could it be some other mod with extensive scripting that's causing this? I can't post my entire mod list at the moment because he's playing it, but off the top of my head, I've also got NPCs Enhanced, NPCs Enhanced MWSE Patch, Enhanced Teleportation or whatever it's called, Enhanced Detection, dammit, there's at least one or two others but I can't recall any more right now...
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Myles
 
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Post » Tue May 17, 2011 1:12 pm

oldplayer,

If GCD Lean is working for you, great! It's not that it doesn't work at all, just that certain load lists/orders cause hangs, so I've experienced. Playtesting is an important part of the bug-finding process and I'm grateful you're giving it a spin, even if your character is somewhat of a guinea pig. If it's o.k. for you so far, I can't imagine it getting any worse (unless you change your load list). If everything goes nuts, though, I expect the worse that will happen is that you'll have to dump it and go with the original, or you can try Gluby's or AzuMite's versions. It will likely mean you'll have to go through the procedure to put on the ring and re-calibrate your character's stats.

Gluby, I tried the 34th variable trick you suggested. It looked promising. Alas, I still got the exact same behaviour as before. What did work was the removal of Creatures and Ashlander Caravan from my load list. Then GCD Lean worked like a charm. Strange.

At any rate, all this is moot if Galsiah comes out with a new version. For me, this was an exercise in seeing if getting everything as 'right' as I knew how would make a difference. If it doesn't, it doesn't (though it'd still be nice to know why).

Gluby, your site rocks.
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YO MAma
 
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Post » Tue May 17, 2011 5:44 am

Well, anyway, my brother just started playing using your version of GCD and Morrowind has CTDed every single time he loaded so far. :-/

Could it be some other mod with extensive scripting that's causing this? I can't post my entire mod list at the moment because he's playing it, but off the top of my head, I've also got NPCs Enhanced, NPCs Enhanced MWSE Patch, Enhanced Teleportation or whatever it's called, Enhanced Detection, dammit, there's at least one or two others but I can't recall any more right now...

Strange. Now it CTDs even more? I have been using it for a while now. I did forget to clean it again using TESTool after making another change, and thus the CS put that AMBIent lighting entry back in for the Census and Excise office, which should be cleaned for good practice but is harmless.

Hmm... did your brother try a different saved game? I am sure you or he probably already checked, but just for the sake of completeness, is all the obvious stuff in place in his setup? Tribunal, the other ESP unchecked, etc.?

I haven't used NPC Enhanced or Enhanced Detection yet, but (though I really doubt it's relevant to this problem) I did find that CDCooley's Improved Teleportation 2.0 (if that's the one you're talking about) also has the 34th var problem in a script or two.

I'd much appreciate if anyone else could let me know if it's problematic.


Gluby, I tried the 34th variable trick you suggested. It looked promising. Alas, I still got the exact same behaviour as before. What did work was the removal of Creatures and Ashlander Caravan from my load list. Then GCD Lean worked like a charm. Strange.

I think the 34th variable thing wouldn't affect compatibilities, but just makes the use of that variable occasionally trip up the game engine (misreading the 34 as a double-quote character and all that, sending it into a nosedive). So I don't think it would affect compatibilities, load-order strangeness or anything else.

I did notice, myself, that Ashlander Caravan was one dirty puppy, and found it problematic enough on its own to warrant deletion. (I was using it as part of my semipermanent layout). But I use Creatures X without problems in my setup, in its normal load order.

[ . . . ]Gluby, your site rocks.


Thanks, Huskobar! Although I just have a few pages of mine on the site -- the Mythic site rocks because of the work of others, onto whose shoulders I happily plop myself. :)
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bonita mathews
 
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Post » Tue May 17, 2011 4:30 am

Strange. Now it CTDs even more? I have been using it for a while now. I did forget to clean it again using TESTool after making another change, and thus the CS put that AMBIent lighting entry back in for the Census and Excise office, which should be cleaned for good practice but is harmless.

Hmm... did your brother try a different saved game? I am sure you or he probably already checked, but just for the sake of completeness, is all the obvious stuff in place in his setup? Tribunal, the other ESP unchecked, etc.?

I haven't used NPC Enhanced or Enhanced Detection yet, but (though I really doubt it's relevant to this problem) I did find that CDCooley's Improved Teleportation 2.0 (if that's the one you're talking about) also has the 34th var problem in a script or two.

I'd much appreciate if anyone else could let me know if it's problematic.

As a matter of fact, I disabled Improved Followers, NPC Enhanced 1.2 and NPC Enhanced MWSE Patch and now it doesn't CTD nearly as frequently. :) Although, it still does occasionally, but now since you mention it I think it's more probably caused by the Improved Teleportation 2.0, but I'm willing to sacrifice occasional CTD for not losing my followers. :hehe:


It would be awesome if you'd be willing to go through Improved Teleportation 2.0 and do some basic fixing in it too, of course, with CDCooley's consent. *hint hint* :D
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Amber Hubbard
 
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Post » Tue May 17, 2011 12:37 am

It would be awesome if you'd be willing to go through Improved Teleportation 2.0 and do some basic fixing in it too, of course, with CDCooley's consent. *hint hint* :D

Mod in beta http://forums.elricm.com/emma/viewtopic.php?t=5096 or http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=2211, if you're interested. Don't want to hijack this thread so see beta threads for info - it's not exactly the same as IT but very similar. ;) (Requires standalone MWSE, btw)
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mike
 
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Post » Tue May 17, 2011 10:15 am

Mod in beta http://forums.elricm.com/emma/viewtopic.php?t=5096 or http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=2211, if you're interested. Don't want to hijack this thread so see beta threads for info - it's not exactly the same as IT but very similar. ;) (Requires standalone MWSE, btw)

Aw, man. I'd love to try it out, but I haven't wanted to use standalone MWSE.

As a matter of fact, I disabled Improved Followers, NPC Enhanced 1.2 and NPC Enhanced MWSE Patch and now it doesn't CTD nearly as frequently. :) Although, it still does occasionally, but now since you mention it I think it's more probably caused by the Improved Teleportation 2.0, but I'm willing to sacrifice occasional CTD for not losing my followers. :hehe:

It would be awesome if you'd be willing to go through Improved Teleportation 2.0 and do some basic fixing in it too, of course, with CDCooley's consent. *hint hint* :D


With CDCooley's version, it's pretty easy to fix, especially with MWEdit, which points you straight to the errant variables (it won't let you compile a script that uses the 34th variable of its type).

There are two scripts that have the problem:
1) cdc_greater_teleport_script --> float y8 and long k1. Simply find those variable declarations, cut them, replace them with "float DoNotUse" and "long DoNotUse" respectively, and then paste them back in at the end of the variable declarations. (Though with this particular script, it's not at all a problem to simply keep them in place and insert the DoNotUse var declaration, as they are junk temporary variables.) Save it twice.

2) cdc_teleport_storage script --> long d2. Same thing. Cut long d2 out, replace it with long DoNotUse, then paste it all the way at the end of that enormous sequence of long variables (i.e., right after long y9). Save it twice, then save the mod. Use TESTool to clean it, and it's fixed.

That'll set it for the time being. I'll can try to contact CDCooley about the possibility of putting up a fixed version, or permitting the release of one.

As for Lurlock's Improved Followers, for the record I'm running that one without a hitch. :)


EDITED: Clarifications.
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Breanna Van Dijk
 
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Post » Tue May 17, 2011 7:53 am

Aw, man. I'd love to try it out, but I haven't wanted to use standalone MWSE.

Sorry, it can't be made to work with the MGE internal version - that's an old version, it doesn't support strings. :(
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Dona BlackHeart
 
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Post » Tue May 17, 2011 9:38 am

I don't know know if this is related to a GCD bug, but I think, I have lost some health (probably around 30pts), and I would like to restore the correct amount of health for my character.
So my question is, can I calculate, how much health I should have given my starting skills, current skills and birthsign. I thought, that given that since it seems, that the values are calculated linearly, this might be possible.
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Ridhwan Hemsome
 
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Post » Tue May 17, 2011 6:40 am

With CDCooley's version, it's pretty easy to fix, especially with MWEdit, which points you straight to the errant variables (it won't let you compile a script that uses the 34th variable of its type).


It will let you compile it. Those are Warnings not Errors. It says using those "May" cause problems.

Maybe you've found yet another quirk in how the game processes scripts but I doubt it. I remember the quirks of the 34th variables all too well. The "34th variable bug" is triggered by using it as a condition in an IF statement not by the Set command. So

If (state < 4)Endif

will cause a (left or right but I don't remember which) "Eval" error which will force that script to stop and terminate your game if you answer the prompt wrong. But strangely
set state to 4set otherstate to state

works without errors. That's one of the reasons it took so long to track down why scripts were having problems related to that variable slot.

If Improved Teleportation is causing crashes it's much more likely to be caused by it's fairly frequent use of MessageBox. Two mods trying to open a MessageBox at the same time is a very reliable way to create a crash.
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Epul Kedah
 
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Post » Tue May 17, 2011 3:08 pm

If Improved Teleportation is causing crashes it's much more likely to be caused by it's fairly frequent use of MessageBox. Two mods trying to open a MessageBox at the same time is a very reliable way to create a crash.


I use the non-mwse version of improved teleportation, but I edited the script to automatically teleport followers on cast and only bring up the message box when casted while sneaking. That message box thing was really bugging me.
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Emily Martell
 
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Post » Tue May 17, 2011 9:30 am

It will let you compile it. Those are Warnings not Errors. It says using those "May" cause problems.

Maybe you've found yet another quirk in how the game processes scripts but I doubt it. I remember the quirks of the 34th variables all too well. The "34th variable bug" is triggered by using it as a condition in an IF statement not by the Set command. So

If (state < 4) Endif

will cause a (left or right but I don't remember which) "Eval" error which will force that script to stop and terminate your game if you answer the prompt wrong. But strangely
set state to 4 set otherstate to state

works without errors. That's one of the reasons it took so long to track down why scripts were having problems related to that variable slot.

If Improved Teleportation is causing crashes it's much more likely to be caused by it's fairly frequent use of MessageBox. Two mods trying to open a MessageBox at the same time is a very reliable way to create a crash.


Hey! You're around! Hi! :) Love that Improved Teleportation.

Actually, it hasn't caused any problems that I noticed. My game has been pretty rock-solid stable, surprisingly enough, lately.

For the thing about fixing the 34th var usage in IT, I was actually just speaking as a fine-tuning precaution.

I'm new to scripting, myself, and coming from a non-programmer background, so I most certainly make no claims of expertise. I'm just going off of the conventional wisdom, along with the fact that I've seen a definitely marked, noticeable decrease in game instability since I applied the fixes to GCD, so I figured it could be a good idea to patch that up in scripts that still have that.


As for the teleportation messagebox, my own experience is that I quite like it -- I don't like to automatically teleport companions with me, since often they're more trouble than they're worth.
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Jimmie Allen
 
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Post » Tue May 17, 2011 5:55 am

I occasionally check in, but am not "active" around here any more. Programmer background doesn't always mean that much when working with Morrowind scripts. The game has some very odd quirks. I find that I need those messages mainly for the "lead this person to some shrine" quests. I almost always forget to take the NPCs out of my companion list until after my next teleport.
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Gwen
 
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Post » Tue May 17, 2011 12:12 pm

First time user here (yesterday installed GOTY)
tried to read the readme carefully but did not see anything about the spreadsheets - do we need to istall them:
a) unpacked from the folder
B) in the spreadsheets folder
c) not at all and use the esps only?

Additionally, Shikishima showed in his LO patch for GCD 107 to 108. esp and I wlould like to have a download link - doesn't come through ES... thanks

You see, I never saw what we are supposed to do with them.
Thanks.
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Genevieve
 
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Post » Tue May 17, 2011 11:09 am

@Blade, it appears his website is now dead.
If nobody can supply a current link if you still want the file PM me with your e.mail address and I'll gladly forward it.
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Yung Prince
 
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Post » Tue May 17, 2011 10:36 am

So which one should I be using right now?
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le GraiN
 
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Post » Tue May 17, 2011 10:01 am

So which one should I be using right now?

Well, 108 is the latest and I was using that on my old computer but since I reinstalled MW after the site went down, I have been using 107 without problems. IIRC, 108 addressed a few minor compatibility issues, nothing too important.

BTW: AzuMite uploaded a version of 108 with a fix and the link still works if you want it. It's in this thread:
http://www.gamesas.com/bgsforums/index.php?showtopic=1047465&st=20
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Laura
 
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Post » Tue May 17, 2011 12:32 am

Though I don't use QuickChar (I have been using SkipTutorial), I have not had any of the problems described with my version. It seems pretty stable. I have it up http://download210.mediafire.com/ztz0zhxavsgg/ylyn2fwmofz/GCD+v1.08+with+Startscript%2C+fixed+%5BGalsiah%5D.rar, if you'd like to try it. Again, basically all of AzuMite's fixes applied, except the vars occupying the 34th position are shifted to the end, rather than shifting all variables one position down, and all commenting retained.

The difference for me is seeming rather dramatic. From frequent CTDs on reload and a fair bit of in-game CTDs, I'm getting hardly any now, with 100-some mods in my main testing loadout.

EDIT: Another note. Being a wet-eared beginner at this, I only recently found out about the necessity of double-compiling and then recompiling related scripts (SFD9.0 pp. 29-30, for the latter bit, and I can't remember who said it or where I read it on double-compiling), so I was pretty methodical about making sure to double-recompile (i.e. click Save twice in the CS) all scripts in it.



This I shall try, and gladly. After looking over your guides and your NoM WIP it's clear that you have a very organized and thorough mind, so I feel fairly assured trusting you when it comes to updates and scripts. Thanks for sharing, much appreciated, hopefully I'll CTD a tinsy bit less with this!

EDT - Gluby is your esp a patch or a replacer? Do I enable it with my original "Galsiahs Character Development.esp," instead of it or with it but instead of the "GCD_107x_to_108_patch.esp?"

EDT2 - Did a search and found the following:

My English skill is used only to play Morrowind and read forums.
In a word, I cannot write though I can read English.
Tell me when you do not understand what I say.

I can upload my version GCD.
I do not understand whether it is wrong or not wrong.
Does not Galsiah san get that way?
Hmmmmm.
OK. I upload.

http://www24.atwiki.jp/morrowind/pub/GCD%20108kai2.zip

GCD Main 108kai1.esp =
Galsiahs Character Development 107c.esp +
GCD StartScript for Trib or Bloodmoon.esp +
GCD_107x_to_108_patch.esp +
My Fix

34th local variable is bad.
Fix is easy.
Read this.

http://www.uesp.net/wiki/Tes3Mod:Scripting_Pitfalls#34th_Variable


So I'm guessing, if Gluby's is based on Azumite's, that means I can disable these three esp's (Galsiahs Character Development.esp, GCD StartScript for Trib or Bloodmoon.esp, GCD_107x_to_108_patch.esp) entirely and make sure that Gluby's new esp maintains load order with my GCD SS and VH mods yes?
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Fluffer
 
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Post » Tue May 17, 2011 2:59 pm

Bumpity bump bump - to say that I did what I described in my previous post and have indeed seen far fewer CTD's in my game. Now if only I had a full list of the other mods that have this wonky 34th variable thingy and an idiots guide to how to excise it, maybe I wouldn't get foisted out of game at all :D Of course then when would I find time to eat, sleep and go to work?
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Lily
 
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Post » Tue May 17, 2011 11:11 am

Bumpity bump bump - to say that I did what I described in my previous post and have indeed seen far fewer CTD's in my game. Now if only I had a full list of the other mods that have this wonky 34th variable thingy and an idiots guide to how to excise it, maybe I wouldn't get foisted out of game at all :D Of course then when would I find time to eat, sleep and go to work?

Indeed :hehe: I used to tell myself "I'll just play until the next crash and then go to bed" - after installing MCP the first time, I was still playing at 4am :blink:

On topic - I don't think there is a list but you can use MWEdit. Recompile the scripts in that and the warnings list will tell you if the 34th var is used anywhere, plus some other common issues (no spaces where there should be spaces, that kind of thing).
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Ally Chimienti
 
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Post » Tue May 17, 2011 5:15 am

See - half of what you just said came out as "blathering blatherskite." Hence my need for a guide for dummy's instruction manual ;)
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Benji
 
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Post » Tue May 17, 2011 5:01 am

See - half of what you just said came out as "blathering blatherskite."

I get that a lot :lol:
Hence my need for a guide for dummy's instruction manual ;)

Perhaps one of the mod-checking tools could have a check for 34th var usage in bad places added to it? Could be useful in TES3lint for example. Don't know if John.Moonsugar is taking feature requests, but I guess it doesn't hurt to ask.
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LuCY sCoTT
 
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