Galsiah's Character Development (GCD) Bug Report

Post » Tue May 17, 2011 9:58 am

Well using Gluby's esp I've just gotten this warnings txt and a complete CTD on load, repeated 3 times to be sure I was having the same problem.

Expression Error Unable to find race id "@@@@@@@@@@@@@@@@@@@#m
Gals__Upgradef" in script Gals__Upgrade_Initialise.


That particular save refuses to load though saves made prior to it (in interiors for some reason) load without issue :shrug: I'm going to try AzuMite's version and see if that is a temporary fix...
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Marta Wolko
 
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Post » Tue May 17, 2011 11:14 am

Well using Gluby's esp I've just gotten this warnings txt and a complete CTD on load, repeated 3 times to be sure I was having the same problem.


I've seen a few people report in the past this kind of error, but usually reloading the save works.

The interesting part is that the warning is actually garbled. This indicates memory corruption. You might try using Mash's "Remove Spawned Creatures" function on the save, followed by "Repair All". It's possible this will move things around enough in memory when the save loads that the corruption won't hurt anything. Bit of a long shot, but it won't hurt anything.
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Marion Geneste
 
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Post » Tue May 17, 2011 8:18 am

I've seen a few people report in the past this kind of error, but usually reloading the save works.

The interesting part is that the warning is actually garbled. This indicates memory corruption. You might try using Mash's "Remove Spawned Creatures" function on the save, followed by "Repair All". It's possible this will move things around enough in memory when the save loads that the corruption won't hurt anything. Bit of a long shot, but it won't hurt anything.


Thanks John Moonsugar, I'll give that a shot - right now the save isn't loading with no error messages just straight CTD as soon as the cell finishes loading but before I can move my character.

edit - yay! John Moonsugar you totally rock! I was able to load my latest save game without issue and no CTD's couldn't find what I was looking for but no CTD!
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James Rhead
 
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Post » Tue May 17, 2011 8:59 am

I hope you have continued luck with that. That's the problem that plagued me on my first go with trying to streamline GCD. It became apparent that it was unusable due to loading errors such as you describe. Nothing I did would keep it permanently lit. Either I introduced an error or there was some issue regarding variables that I don't understand.

I'm determined to aim for a condensed version, though. Now, I'm taking a more cautious approach starting with giving shorter names to local variables only. So far, so good. In hairy situations and in various load lists, I keep waiting for the crashes - which never come. It is based on Azumite's version which has always performed well for me.
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DarkGypsy
 
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Post » Tue May 17, 2011 12:45 pm

Right now my game is super stable, so stable I've even been able to load in exteriors, load a previous save after dying and quit the game when I want to instead of just waiting for the crash. Much better!
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Trey Johnson
 
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Post » Tue May 17, 2011 10:46 am

By request, I have re-posted GCD Lean on MediaFire. This is a second version, only partially complete, but so far it appears stable.

For anyone interested, it's http://www.mediafire.com/download.php?ryhyz4d5mud.

Edit: Above link no longer valid - see post #120.
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Mr.Broom30
 
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Post » Tue May 17, 2011 2:30 am

Where can i find 1.08 update for GCD? Also should i use the GCD 108kai2?
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Marion Geneste
 
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Post » Tue May 17, 2011 12:25 pm

Galsiah's website appears to be down and that's the only place I know of where the file was hosted, try shooting him a PM on this forum if you really want the file.

However, I think you'll be best off using Gluby's doctored GCD file. Although I haven't used it in my game yet, the fixes he's applied certainly sound great and other forumers have said the file works fine for them. http://www.mediafire.com/?ylyn2fwmofz
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Dorian Cozens
 
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Post » Tue May 17, 2011 6:42 am

bumpy

I searched the forum for this mod's own topic but I couldn't find it. So I'm asking it here.
1)Is GCD compatible with Vampire Embrace?
2)Is it compatible with werewolf mods, like Sabregirl's Werewolf Realism? The readme says, with a patch, it's compatible with Werewolf Evolution but it is not certain whether it also works with other werewolf mods or not.
3)Can it be said that GCD will potentially conflict with every mod that alter attributes, like ones that give attribute bonuses?
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Lillian Cawfield
 
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Post » Tue May 17, 2011 9:47 am

1)Is GCD compatible with Vampire Embrace?

GCD comes with a patch for Zennorious' Vampiric Hunger (VH) which is dependent on Vampire Embrace (VE). So I think that GCD and VE should get on well with each other. Just a guess, though.
I don't have a clue about GCD and werewolf mods, though. Sorry.

3)Can it be said that GCD will potentially conflict with every mod that alter attributes, like ones that give attribute bonuses?

GCD will potentially conflict with every mod that uses scripting commands like SetAttribute (SetStrenght, ModIntelligence) etc. It will work with mods that provide attribute boosts by constant effect spells/abilities.
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Batricia Alele
 
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Post » Tue May 17, 2011 4:31 am

... except for the "fortify magicka" effect, which causes wrong calculation of magicka. But, who observes the size of the magicka bar all the time? GCD corrects the value some seconds after Fortify Magicka is gone.
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naomi
 
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Post » Tue May 17, 2011 3:21 pm

GCD just leaves your max magicka value alone if you have a fortify magicka effect active - I assume because otherwise it would cancel out the fortify effect.
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Juliet
 
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Post » Tue May 17, 2011 8:27 am

GCD will potentially conflict with every mod that uses scripting commands like SetAttribute (SetStrenght, ModIntelligence) etc. It will work with mods that provide attribute boosts by constant effect spells/abilities.


Thanks for your reply. And what would be the nature of such a conflict? Would it really mess up my attributes, or would it create only small annoyances? Considering that there are lots of mods out there which can easily conflict with GCD, it is very surprising that it is so widely favoured by everyone. I really would like to try it but I'm going to install mods up to the limit, so I think I'll have to pass GCD.
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maddison
 
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Post » Tue May 17, 2011 8:17 am

The conflict would be that GCD would lose track of which skill/attribute increase is "natural" and which isn't. Galsiah sums it up like this:

There will definitely be mods which conflict with GCD. Most of the time these conflicts will not be game breaking - for instance another mod might grant a "permanent" stat increase which GCD doesn't recognise to a stat over 90. The stat might then be damaged, leaving the bonus lost and unrestorable. Sometimes things might be more drastic - like a stat being reduced to 0 for some reason.

Whether these situations arrise out of conflicts or GCD bugs, there is usually a way to fix things. [...]


That readme file provides detailed information on GCD's modus operandi and how to tackle mod conflicts. I have never indulged myself into understanding either, I'm simply content that it's working. :) I have been using GCD for a long time now (with way more than 200 other mods) and can't imagine to play without it anymore. Whatever conflict I may have unknowingly encountered wasn't game breaking.
So give GCD a try: it's worth the attention. :)
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lillian luna
 
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Post » Tue May 17, 2011 2:20 pm

Thanks for the explanation. I had decided to give it up but if you say you have been using it with 200+ mods without any substantial problems, then it's really worth a try.
I really wonder how a change in the leveling system changes the entire game experience so thoroughly. Let's see :)
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Chantel Hopkin
 
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Post » Tue May 17, 2011 1:05 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.

My first thought was a mod conflict of course, that some other mod used SetStat or Fortify Magicka in some way. My mod list is fairly lean at this point and most of its mods are fairly popular. Does anyone know if Sixth House, Tamriel Rebuilt, or Morrowind Crafting have ever conflicted with GCD in this manner? The other two causes I see for potential conflict are the handful of Fliggety's script dependent mods I use and Definitive Birthsigns. For the latter, I use three mods: Birthsigns.esp, Definitive Birthsigns Unofficial Patch.esp, and DB-UP GCD Patch.esp. I load them in that order, proceeded directly by GCD. I wonder if DB and those two DB patches could be causing a conflict with tweaked GCD 1.08? I didn't choose a birthsign that would seem to affect Magicka in any way (The Rock: constant Shield 20 and Resist Weapons 25), but I just don't know.

Any ideas would be welcome. Thanks!
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steve brewin
 
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Post » Tue May 17, 2011 1:20 am

You can probably rule out conflicts with both TR and MC. I've been using those in every game, and use GCD with about half of my characters (MADD Leveler with the others). There have been no interaction issues, and I don't see anything in what I've glanced through in the scripts that should even affect the same things.
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SHAWNNA-KAY
 
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Post » Tue May 17, 2011 6:15 am

How many starting magic skills points did you have? 67 magicka with 61 intelleigence doesn't seem wrong since you don't have a magicka boosting sign.

Here's how it works: with a total of 200 magic starting points, you get the vanilla relation between intelligence and magicka. To get high magicka you need a magic sign and a magic race like Breton. As an example, a Breton/Apprentice with all magic skills will start at about 220 magicka (IIRC) and will get to about 500 eventually. My Nord/Lady with restoration, alchemy and enchant never got above 50, started at 25.
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Lily
 
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Post » Tue May 17, 2011 3:18 pm

You can probably rule out conflicts with both TR and MC.


Thanks Kovacius. I hadn't counted on those being the problem, but I thought I'd mention them since they're the only mods I use that could add new potentially unstable items/scripts to the game.

How many starting magic skills points did you have? 67 magicka with 61 intelleigence doesn't seem wrong since you don't have a magicka boosting sign.

Here's how it works: with a total of 200 magic starting points, you get the vanilla relation between intelligence and magicka. To get high magicka you need a magic sign and a magic race like Breton. As an example, a Breton/Apprentice with all magic skills will start at about 220 magicka (IIRC) and will get to about 500 eventually. My Nord/Lady with restoration, alchemy and enchant never got above 50, started at 25.


Thanks for the reply. I think my Dark Elf started with around 50 maybe? I don't recall exactly. What you're saying makes sense, but it would be unfortunate for enjoying my character. I may have just misunderstood the mechanics for maximum magicka growth. I recall having GCD characters with hundreds of magicka, but it could just be that I used a magic sign/race each time.

So maybe there's not a conflict at all then? I suppose I could just create an item of Fortify Maximum Magicka 100 or something and call it a day.
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Rhysa Hughes
 
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Post » Tue May 17, 2011 2:58 am



So maybe there's not a conflict at all then? I suppose I could just create an item of Fortify Maximum Magicka 100 or something and call it a day.

Here's another approach I've used with some characters: develop alchemy enough to make some reasonable fortify intelligence and restore magicka potions. ( I'm not talking crazy alchemy abuse, just alchemy around 80) Then pop a few fort int potions which will triple your magicka for 20-30 sec then take a restore magicka potion and fire away. Restore magicka ingredients are expensive but with high alchemy you can make loads of potions to sell to Nalcarya to buy frost salts.
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Marguerite Dabrin
 
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Post » Tue May 17, 2011 2:03 am

Good idea about the alchemy; I hadn't thought of that. And it's a major on this character so that's certainly an option.

Another question: could I change this characters birthsign in-game using the console and then use gals_reprocess to recalculate his maximum magicka? I remember reading warnings about changing birthsigns from within the game for at least one mod that I use (Definitive Birthsigns?), but I don't think GCD was it. I suppose I could always try it and see what happens - scientific method for the win!
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Lucky Girl
 
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Post » Tue May 17, 2011 3:42 am

Sure, give it a try. Use the command: set gals_reprocess to 1 or disable GCD, make a clean save and your change, then reenable GCD and answer the questionaire for an ongoing game.
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Add Meeh
 
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Post » Tue May 17, 2011 7:25 am

would GCD conflict with BTB's Game Improvements?
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Juliet
 
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Post » Tue May 17, 2011 4:19 am

A bump for this. There currently appear to be 2 unofficial fixes, huskobar's 'GCDLean v2.01' and Gluby's 'GCD v1.08 with Startscript, fixed'.

Do these fixes overlap in what they change? Obviously they use the same esp, but if they both change different things in there, could they be merged into one definite fixed up GCD version, maybe hosted at a more permanent location like PES? Or have people discovered new issues with these fixes?
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Andrew
 
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Post » Tue May 17, 2011 10:34 am

They seem to cover mostly the same stuff. I like the fact that Gluby kept Galsiah's editable comment section. To me, this makes his version my choice.
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leigh stewart
 
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