[relz] mods by kuertee (thread 5)

Post » Sat May 28, 2011 11:36 am

Are you weaker to magika if you master in blades?
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Claire Mclaughlin
 
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Post » Sat May 28, 2011 3:45 pm

Hey kuertee, :)

Loving your Customisable HUD components and the many many mods that support it. I don't know if you remember this but a couple of months ago I mentioned making an xml file that could be inserted into the user's existing hud_main_menu.xml. That file would have the a couple of bars just like how you make them with Pluggy and you would control them through script; hiding, showing or fading would all be possible.

I can make it so that you wouldn't need to duplicate alot of code and probably without any loss in functionality. The biggest differences would be that it'll only work with .dds files (a con, but almost all textures came from the default three bars so converting them to .dds files shouldn't be a problem). In turn it would work with Oblivion's native fonts (a pro, personally I really hate it not being able to use those fonts). With the still existing crashes with Pluggy_Hud I figured it might be worth it to provide an alternative. :)

Anyway, let me know if you're interested, as far as adapting the code, in theory all that would change or get duplicated is the actual functions used to control each custom bar.

-kyoma
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Jessie
 
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Post » Sat May 28, 2011 3:55 pm

kuertee:

hey norbingel! unfortunately showler is correct.
i have very limited 3d modelling skills.
i can do the odd chair or table but not a sack or anything that needs to get attached to a "biped".
sorry, mate.

me:

oh, would a kind hearted soul with 3d modelling skills please take up the challenge, and create alternative backpacks for other character types that this mod may get more of the attention it truly deserves! :P


-norbingel
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Doniesha World
 
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Post » Sat May 28, 2011 8:48 am

Playing Fuedal Empires 300 an updated version of the mod Knights of the white stallion.
After becoming knight of White Stallion but prior to getting a/the horse I get this OBSE error (and was told in game by OBSE it was an error):
** Script Error: Script 3200080a in file "kuerteeHorseCommands.esp" **    Function must be used within a Set statementError in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.** Script Error: Script 32000800 in file "kuerteeHorseCommands.esp" **    Function must be used within a Set statementError in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.
My Character owns a horse on the isle of Slart in the mod Bartholm but not in Cyrodiil.

Later again the same error:
** Script Error: Script 3200080a in file "kuerteeHorseCommands.esp" **    Function must be used within a Set statementError in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.** Script Error: Script 32000800 in file "kuerteeHorseCommands.esp" **    Function must be used within a Set statementError in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.Error in script 3200080aar_Null must be called within an OBSE expression.
These are from the OBSE log.

Both happen when I'm following Mazoga.

[edit] oh yeah and to keep you updated on my orcs crashing problem: http://www.gamesas.com/bgsforums/index.php?showtopic=1037455&view=findpost&p=15302394
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Dawn Porter
 
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Post » Sat May 28, 2011 4:57 pm

re: Attribute-based and skill-based damage modifiers
Hi,...Im really interested in Attribute-based and skill-based damage modifiers. I love the changes that mod adds to gameplay. I have a question about it for anyone who had played lot of hours with the mod. Having OOO, or FCOM, how does it affect difficulty balance, it makes the game easier or harder?
I got it tuned about half as much bonus on damage as original mod settings and I am playing with OOO. I would say it makes it both easier and harder. When you have gained a few levels you can wade through lower levels and that makes sense since you are coming in as a master of blades (if blades are your thing) in a mass of rabble, sure sometimes they can pull you down if you are not careful....One gets somewhat more cautious attacking things unknown because they could kill you real fast - that is the hard part, but it makes the game more fun too; it's like OOO on steroids....I am very happy with this mod in my load order, it is easy to adjust and has lots of tweaks....Cheers!
Are you weaker to magika if you master in blades?
hey desertor! thanks for the hand, locksley!
re: magic...
its handled a little differently - every actor gets a weakness to magicka based on their greater attribute of either intelligence or willpower.
if the player is "specialised" in one discipline (e.g. you increase your magic skills more than your weapon skills),
then you'll find that the player is actually much more efficient in that discipline compared to others disciplines.

note, however, that some actors MAY have no specialisation (i.e. they're equally strong in several disciplines).
so they may have a damaging spell (silence) and attack with a strong blade skill.
this may seem unbalanced on paper, but in-game it becomes arbitrary.
the player simply needs to play with common sense: i would wade into a party of small orcs but never against champions with shamans and assassins as support.

i've levelled up my mage to 20 in my current game.
at the beginning i found it very tough - especially the first mission from the mage's council: you need to take wood from the forest in that island.
after several failed attempts, i decided that my character was too weak for it: the necromancers guarding the forest were too high-level for me.
but several levels later, i found it to be a breeze.

re: Customisable HUD components
Hey kuertee, :)...Loving your Customisable HUD components and the many many mods that support it. I don't know if you remember this but a couple of months ago I mentioned making an xml file that could be inserted into the user's existing hud_main_menu.xml. That file would have the a couple of bars just like how you make them with Pluggy and you would control them through script; hiding, showing or fading would all be possible....I can make it so that you wouldn't need to duplicate alot of code and probably without any loss in functionality. The biggest differences would be that it'll only work with .dds files (a con, but almost all textures came from the default three bars so converting them to .dds files shouldn't be a problem). In turn it would work with Oblivion's native fonts (a pro, personally I really hate it not being able to use those fonts). With the still existing crashes with Pluggy_Hud I figured it might be worth it to provide an alternative. :)...Anyway, let me know if you're interested, as far as adapting the code, in theory all that would change or get duplicated is the actual functions used to control each custom bar.-kyoma
yeah i remember and it sounds good kyoma!
what are our next steps, exactly?

re: Horse commands
Playing Fuedal Empires 300 an updated version of the mod Knights of the white stallion....After becoming knight of White Stallion but prior to getting a/the horse I get this OBSE error (and was told in game by OBSE it was an error):...
** Script Error: Script 3200080a in file "kuerteeHorseCommands.esp" **	Function must be used within a Set statement...
My Character owns a horse on the isle of Slart in the mod Bartholm but not in Cyrodiil....
hey psymon! thanks for the log.
but its weird that there is no pointer to where the problem is located.
OBSE 0018 pinpoints which line the problem occurs.
if you have OBSE 0018 then i'll need more help with this error: i.e. i'll need to download the mod and check for it.
(usually, i'll immediately get an idea of what the problem is. not with this one - however.)
note, that the recent release of Horse commands only needs OBSE 0017.

re: npc buffing continously bug
[edit] oh yeah and to keep you updated on my orcs crashing problem: http://www.gamesas.com/bgsforums/index.php?showtopic=1037455&view=findpost&p=15302394
yeah i noticed the post when i was browsing last night.
will need to read it properly later and reply to the post in that thread.
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matt oneil
 
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Post » Sat May 28, 2011 1:38 pm

Well I do have OBSE 18b5 installed.
And loaded your OBSE 17 Horse commands mod.

I have had Bartholm loaded for months and a couple months ago played through with Isle of Slart quest - which is the least intersting part of Bartholm truthfully.

anyway at one point you get a horse, but the horse does not follow you back the mainland (slart is a separate world space).

So I've been getting messages about horses being at stables when I fast travel to cities - even though I'm not riding around on one or bought or stolen one in Cyrodiil. So the game thinks my character has a horse.

I got this error once before prior to playing through the Knights of the White Stallion quest/Fuedal Empires quest, but then got it twice after begining that quest. You do get awarded a horse but my character is not at that stage yet.

It may have nothing to do with either mod. These are just thoughts.

If you want to check things out then the only place to get Fuedal empires is here: http://www.gamesas.com/bgsforums/index.php?showtopic=1052739&view=findpost&p=15287307
Bartholm here: http://tesnexus.com/downloads/file.php?id=5022

again may have nothing to do with either mod.

I'm going to win that horse though and then when I do I will reactivate Horse commands and let you know.
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Kieren Thomson
 
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Post » Sat May 28, 2011 7:42 am

re: Customisable HUD components
yeah i remember and it sounds good kyoma!
what are our next steps, exactly?
I start working on a simple template for a single bar (then, adding bars would be as simple as copy-pasting three lines), once that is done I'll give it to you to code for it (or I can do that aswell, have done alot of script<->xml interaction lately). Then ofcourse the process of refining, I'm sure I'll have forgotten to implement one or two things. :P Although I can't work on it right away, maybe next week. Just wanted to drop by again and inform you it's still in the back of my head. :)

P.S. It is sort of a personal interest, as stated above, I find the difference in font rather distracting. Nothing you can do about it and I most definitely don't hold it against you, it's just a handicap of mine that can get rather in the way of enjoying the wonders of Modding Oblivion.

-kyoma
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Rudi Carter
 
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Post » Sat May 28, 2011 7:23 pm

Hey Kuertee,
About recovery of health after combat in Battle fatigue and injuries:

If I set kRIQuest.hoursToFullHealth to 0 will the personal auto-healing be switched off? ( :embarrass: I know I asked before)
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Loane
 
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Post » Sat May 28, 2011 8:18 pm

Starting a game finally with a good mod list, this came up in the console:
Error in script 56000827An expression failed to evaluate to a valid result	File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command: <unknown> (0x0000)kRI: Assassin 00014A2C fixingkRI: Assassin 00014A30 fixingkRI: Assassin 000178C3 fixingError in script 56000827An expression failed to evaluate to a valid result	File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command: <unknown> (0x0000)Error in script 56000827An expression failed to evaluate to a valid result	File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command: <unknown> (0x0000)Error in script 56000827An expression failed to evaluate to a valid result	File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command: <unknown> (0x0000)Error in script 56000827An expression failed to evaluate to a valid result	File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command: <unknown> (0x0000)


OBSE 18b5 installed. Also using MMM extra wounding file.
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Lori Joe
 
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Post » Sat May 28, 2011 6:48 pm

Similarly here is my conlogger - umm log. Actually only the parts where I started noticing errors:
Character was heading from Ancestor Moth chapel to Cheydinhall. He fught a brown bear then a barbarian savage came up and began to attack but then seemed to get lost in what she was doing and wondered around a bit before attacking.

[edited out long codebox that did not format right]

Possibly lost the plot (AI) due to other reasons which caused the errors. Later as he approached the city there must have been some battles in adjacent cells that he did not know about due to all the erros and attempts to fix in the log. He was not in combat with these encounters at all.

Maybe more simply here is the OBSE log:
Error in script e9000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)Error in script e9000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)Error in script e9000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)Error in script e9000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)Error in script e9000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)Error in script e9000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)Error in script e9000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)OBSE: deinitialize


[edit] I have no idea why codebox is not working here.
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james tait
 
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Post » Sat May 28, 2011 1:23 pm

re: Battle fatigue and injuries
Error in script 56000827An expression failed to evaluate to a valid result	File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command: <unknown> (0x0000)kRI: Assassin 00014A2C fixing
OBSE 18b5 installed. Also using MMM extra wounding file.

Similarly here is my conlogger - umm log. Actually only the parts where I started noticing errors:

hey guys!
that's not really an error.
as per my previous post about it (let me look for it and link it after this reply),
that error (0x00003F47) is the mod AFTER the token script has been removed from NPCs after their death.
the script has the "END" line to execute, but since the token has been removed the NPC, OBSE complains about the unknown command.
the mod will keep working even with this error message.
(that error message is actually a good sign - it tells me that the mod removes the token script from NPCs that die.)

here's my post about this unknown Command at Offset 3F47: http://www.gamesas.com/bgsforums/index.php?showtopic=1028563&view=findpost&p=15248683

and to iterate what the "fixing" message mean:
its MY custom message from my health-fixes to NPC's health ModAVed by MMM: http://www.gamesas.com/bgsforums/index.php?showtopic=1049752&view=findpost&p=15272211
my new fix to this is to remove MMM's NPC diversififcation effects from Health, Magicka and Fatigue.
(i have a suspicion that the orcs were buffing casting their Beserk spell because their Fatigue was ModAVed by the same MMM feature.)
an optional ESP in my next version of Battle fatigue and injuries will overwrite MMM's OnLoadCSNPC scripts.
it will be quite safe.
players will still encounter different-sized actors with differing attribute skills.
but their Health, Magicka and Fatigue stats will be untouched.

the current version of Battle fatigue and injuries should still be playable - just ignore the unknown Command error at 3F47.
but report other errors: injuries that do not heal, etc...

hey psymon! mind trimming your post above to something a little less repeating? ;)
thanks, mate!
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Ashley Clifft
 
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Post » Sat May 28, 2011 12:28 pm

Ah, thank you. I just started playing and I remembered you tracking errors but missed the part that that one wasn't an error.
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Rich O'Brien
 
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Post » Sat May 28, 2011 9:41 am

its MY custom message from my health-fixes to NPC's health ModAVed by MMM: http://www.gamesas.com/bgsforums/index.php?showtopic=1049752&view=findpost&p=15272211
my new fix to this is to remove MMM's NPC diversififcation effects from Health, Magicka and Fatigue.
(i have a suspicion that the orcs were buffing casting their Beserk spell because their Fatigue was ModAVed by the same MMM feature.)
an optional ESP in my next version of Battle fatigue and injuries will overwrite MMM's OnLoadCSNPC scripts.
it will be quite safe.
players will still encounter different-sized actors with differing attribute skills.
but their Health, Magicka and Fatigue stats will be untouched.

BTW, do you know if MMM might be responsible for horses collapsed with negative fatigue as described in this thread;

http://www.gamesas.com/bgsforums/index.php?showtopic=1053929&view=findpost&p=15290614

Or does that sound like something else? Horses have only 50 fatigue by default, so it wouldn't take much "diversification" to make it negative...
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Josephine Gowing
 
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Post » Sat May 28, 2011 12:59 pm

BTW, do you know if MMM might be responsible for horses collapsed with negative fatigue as described in this thread;
Or does that sound like something else? Horses have only 50 fatigue by default, so it wouldn't take much "diversification" to make it negative...

The base MMM 'diversification' of a horse is only its speed and agility. I believe creature's e.g. horse fatigue is a set value not the sum of attributes, correct? So the diversification shouldn't drop the fatigue.
The MMM extra wounding (EW) might have an influence, but in this the EW is doing a modav on a percentage of the getav fatigue value. So the fatigue can get really small but still shouldn't go negative. But to get this fatigue reduction the horse has to have a reduced health. I may have missed it but I don't think the reports have mentioned a reduced health on the horse.

Edit. I don't think the base MMM 'diversification' touches the horsed that the player can buy.
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Jack Walker
 
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Post » Sat May 28, 2011 4:49 pm

Gold is an inventory item isnt working for me. I have the gold item and I can drop it, but no weight. Is something that should I do with the configuration file? It seems that default is 0,01. Or it is this thing about weight changing when moving?

EDIT: Answering to myself,

Changes since last update (0.54)
================================
0.55, 25 March 2009:
new feature: By default, the weight of coins now progressively increase and decrease.
When moving, the weight of coins increases per second up to the set gold weight.
When stopped, the weight of coins decreases to 0.
This allows the player to move somewhat which is needed when a big transaction is required.
Check the INI file for configurable properties of this feature.


Stupid post, indeed. :violin:
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I love YOu
 
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Post » Sat May 28, 2011 3:41 pm

Quick question for anyone: Got my first "Battle Injuries" in the magic effects listing, and "Magical Relief" from drinking potions.

My character is covered in a red glow, though. I am using [GFX]_Initial_Glow-all.esp, but I'm not sure if this is from BF&I or not.

Seems like it is, though.
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Spaceman
 
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Post » Sat May 28, 2011 2:48 pm

thanx for your mods kuertee, some of them really make the game A LOT better. NPCs yield, wandering encounters and the injury effects are top classs ;)
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Kelvin
 
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Post » Sat May 28, 2011 7:38 pm

Hi Kuertee! Again, I love the mods. Trying a few more.

But I read this Conscribe log aftr a recent ctd and was puzzled at the horse command error loop. I wasnt even using a horse! Have you ever see something like this?

hook mode 1: using main GetTickCount callcrit_sec_mode 2MemoryHeap Optimization Mode 1: attempting to replace the Oblivion heap manager with FastMM4 / BorlndMM.dllHeap Initialization (268435456, 0)critical section b32b80 overriden to spin 1500critical section b32b80 overriden to spin 1500Special crit. sec. 1 (@ 41C5F50, thread 1388) spin 2000 -> 2000Special crit. sec. 2 (@ 41C5FE0, thread 1388) spin 1000 -> 1000Special crit. sec. 3 (@ 8D9A4B0, thread 1388) spin 4000 -> 4000initialize2() running in thread 1388Suppressing CRITICAL_SECTION Renderer+0x180 (48710A0)Game Instance : 1 | Time : 11-17-2009 07-34-17 PM==================================================NifScript::NifFile c'tor - Default constructorError in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001E55 Command: Let (0x1765)Error in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001EF3 Command: Let (0x1765)MiniMap Initialized.Assigned string >> "brown"Assigned string >> "red"Assigned string >> "Rested"Assigned string >> "Tired"RSE:Updated values from ini file.RH: RealisticHealth.ini loadedRH: shader loadedRF: RealisticFatigue.ini loadedMMO:Updated values from ini file in data\ini\.** Dumping Array #50 **Owner 29: Map Marker Overhaul.espEE:Updated values from ini file in data\.** Dumping Array #611 **Owner 26: Enhanced Economy.esp[ 0.000000 ] : (Array ID #3637)[ 1.000000 ] : (Array ID #3926)[ 2.000000 ] : (Array ID #3604)[ 3.000000 ] : (Array ID #2653)[ 4.000000 ] : (Array ID #1551)[ 5.000000 ] : (Array ID #2624)[ 6.000000 ] : (Array ID #4253)[ 7.000000 ] : (Array ID #4180)[ 8.000000 ] : (Array ID #4201)[ 9.000000 ] : (Array ID #4206)[ 10.000000 ] : (Array ID #4187)[ 11.000000 ] : (Array ID #3477)[ 12.000000 ] : (Array ID #3591)[ 13.000000 ] : (Array ID #3582)[ 14.000000 ] : (Array ID #3600)[ 15.000000 ] : (Array ID #4314)[ 16.000000 ] : (Array ID #3644)[ 17.000000 ] : (Array ID #3884)[ 18.000000 ] : (Array ID #3888)[ 19.000000 ] : (Array ID #3900)[ 20.000000 ] : (Array ID #3913)[ 21.000000 ] : (Array ID #3908)[ 22.000000 ] : (Array ID #3919)[ 23.000000 ] : (Array ID #3917)[ 24.000000 ] : (Array ID #4032)[ 25.000000 ] : (Array ID #1189)All Natural SI: InitializedAll Natural Tamriel: InitializedError in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001E55 Command: Let (0x1765)Error in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001EF3 Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002992 Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D3B Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x0000342A Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003900 Command: Let (0x1765)Error in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001E55 Command: Let (0x1765)Error in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001EF3 Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002992 Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D3B Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x0000342A Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003900 Command: Let (0x1765)Error in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001E55 Command: Let (0x1765)Error in script 2e000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001EF3 Command: Let (0x1765)Error in script 2e00080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002992 Command: Let (0x1765)Error in script 2e00080a


Keeps going on and on, but forum wouldnt let me post that long of text in post
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Len swann
 
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Post » Sat May 28, 2011 10:12 am

re: causes of horse low fatigue (unresolved)
BTW, do you know if MMM might be responsible for horses collapsed with negative fatigue as described in this thread;...http://www.gamesas.com/bgsforums/index.php?showtopic=1053929&view=findpost&p=15290614...Or does that sound like something else? Horses have only 50 fatigue by default, so it wouldn't take much "diversification" to make it negative...
The base MMM 'diversification' of a horse is only its speed and agility. I believe creature's e.g. horse fatigue is a set value not the sum of attributes, correct? So the diversification shouldn't drop the fatigue....The MMM extra wounding (EW) might have an influence, but in this the EW is doing a modav on a percentage of the getav fatigue value. So the fatigue can get really small but still shouldn't go negative. But to get this fatigue reduction the horse has to have a reduced health. I may have missed it but I don't think the reports have mentioned a reduced health on the horse....Edit. I don't think the base MMM 'diversification' touches the horsed that the player can buy.
hey abo! thumperZ! as per what thumperZ says: i don't think MMM is the cause for the horses fatigue drain.
but i have a feeling that horses may be handled by the game differently compared to other actors.

re: Gold is an inventory item
Gold is an inventory item isnt working for me. I have the gold item and I can drop it, but no weight. Is something that should I do with the configuration file? It seems that default is 0,01. Or it is this thing about weight changing when moving?...EDIT: Answering to myself,...When moving, the weight of coins increases per second up to the set gold weight....
hey desertor! glad you found the answer.
a request from katnap, this feature allows players to buy high-price items (e.g. houses).
and my implementation of this feature is likened to the player being encumbered by carrying a bag (or chest or sack) full of gold.
the player carries the bag of gold with both arms (or drags the chest or sack) but will need to stop/rest every so often.

reneer's gold mod (which my mod was based on) addresses the problem of purchasing high-price items by allowing the player to trade the gold coins for "credit notes" (i.e. paper money).
i do not have this feature in my mod.

re: Battle fatigue and injuries and persistent shaders
Quick question for anyone: Got my first "Battle Injuries" in the magic effects listing, and "Magical Relief" from drinking potions....My character is covered in a red glow, though. I am using [GFX]_Initial_Glow-all.esp, but I'm not sure if this is from BF&I or not...Seems like it is, though.
hey showler!
unfortunately, the red shared IS due to BF&I. and Initial Glow - all mod doesn't actually remove all persistent shaders.
here's a way to stop the "effectDrain" shader from persisting:
1. if you use LAME's optional "bgMagicEVShader.esp", activate my "kuertee bgMagicEVShader default drain effects.esp" and load it AFTER "bgMagicEVShader.esp".
1a. if another mod changes the actual shader used for the any of the drain magic effects (DRAT, DRFA, DRHE, DRSK), i'll need to write a specific esp to revert them back to use "effectDrain".
2. ensure that my mod is loaded AFTER any mod that changes the shader effects properties.
3. the best way to check if your load-order is correct is to use tes4edit.

here's a detailed post i made about this a while back:
the important points start at "so, the load-order needs to be:..." and the two screenshots of tes4view.
MANUAL set-up
you'll need the new version of the my Battle fatigue and injuries mod: http://www.tesnexus.com/downloads/file.php?id=24604
in that package (its an omod archive, by the way) is a file called "kuertee bgMagicEVShader default drain effects.esp"
this file returns the shaders used by drain magic effects in LAME back to the default of "effectDrain".
then the main mod's esp ("kuerteeBattleFatigueAndInjuries.esp") sets the persistant values of "effectDrain" to 0.

so, the load-order needs to be:
  • mods that change the shaders used by drain magic effects (e.g. LAME's bgEVMagic.esp bgEVMagicShader.esp)
  • a specific-built esp that reverts the shaders used by drain magic effects back to the oblivion default of effectDrain. (e.g.: kuertee bgMagicEVShader default drain effects.esp).
  • kuerteeBattleFatigueAndInjuries.esp to set the persistent properties of effectDrain to 0.
i hope that's not too complex.
but, the bottom line is that both my esps need to load last.

and to check that the shaders won't persist in game:
  • load your mod-list in TES4View
  • check that DRAT, DRFA, DRHE, DRSK, DRSP uses effectDrain: http://kuertee.googlepages.com/drainmagiceffects.jpg
  • check that effectDrain's persistent properties are set to 0: http://kuertee.googlepages.com/effectDrainshaderproperties.jpg
Wrye Bash set-up
i quote psymon's instructions:
...for most of us who use Wrye Bash bg's shader add on mod for LAME is a tag and import mod - meaning that only it's graphics are imported into the bashed patch - meaning that it is the bashed patch that contains the shader info that needs to be surpressed - meaning that for this to work it needs to be loaded after bash AND to not be merged into bash (even though bash would let that happen)....Then it works. yay

One more update:...I removed the initial glow and then tagged your shader suppressor mod with graphics for bashed patch importing (and merged it into bash) and it worked in suppressing the persistent shader and shades from bg's shader mod....fyi for bash users....This checks out with both the hunger and injuries mods.



re: NPCs yield, Wandering encounters, Battle fatigue and injuries
thanx for your mods kuertee, some of them really make the game A LOT better. NPCs yield, wandering encounters and the injury effects are top classs ;)
hey gekko! thanks, mate. i have an update coming for NPCs Yield, Battle fatigue and injuries, and a couple others.

re: Horse commands
Hi Kuertee! Again, I love the mods. Trying a few more....But I read this Conscribe log aftr a recent ctd and was puzzled at the horse command error loop. I wasnt even using a horse! Have you ever see something like this?...
hey showler! thanks for this log. i think this is the bug that psymon is also experiencing.
but this log is better because it actually points to where in the code the mod fails (i.e. Offset number).
if you look closely, you'll see that the error starts at a certain Offset...then fails at other Offsets (which are to be expected because of the initial failure)...but then restarts again at the first Offset.
so basically, it keeps going because the mod fails at exactly the same locations.
i'll look into the code at those Offsets and see what exactly is causing the failures.

EDIT: hey showler! i think you may not have the latest 4.5 version of Horse commands.
the offset where the mod first fails is 1E55 with the Let command.

in the current version 4.5, offset 1E55 is between lines 496 and 497.
as per the code below, the Let statement DOESN'T EXIST at that location.
495	1E42					 If debug496	1E4E						PrintToConsole "kTH: %n %i stolen" horseRef horseRef497	1E6D					 EndIf498	1E71				  Else
however, in previous version 4.4, offset 1E55 is between lines 560 and 561.
and as per the code below, the Let statement EXISTS at that location.
this is where i expect the error to occur - especially if horseRef is an invalid reference.
559	1E37			Let formId := GetFormIDString horseRef560	1E51			Let horseDead := horseRef.GetDead561	1E68			Let horseMark := horseMarks [arrayIndex]562	1E83			Let horseStolenFlag := horseStolenFlags [arrayIndex]
do you mind checking the version of Horse commands in your game and update it if required.
then let me know how you go, please. cheers!





re: up-coming updates
sorry for my non-appearances recently.
i've been a bit busy.
but i've managed to get what little time i have to play-test my updates.
  • Horse commands: saddlebag misc item for ease-of-transfer of saddlebag contents.
    working weight limits on saddlebags (the last version didn't have this working).
    i gotta debug the errors from showler above.
  • NPCs yield: coded from scratch.
    should have current features "Creatures flee", "NPCs yield".
    but also a new behaviour on NPCs called "Fight or fly".
  • Eat and sleep: food menu. one-click eating of available and edible (bought, cooked and cold) food items arranged to offer 16, 12, 8, 4, and 2 hours of energy.
    energy and satiation levels are now displayed along with exhaustion and hunger.
    eating and sleeping in owned houses gives a further bonus to energy and satiation.
  • Auto-save and time: bug-fix to intermittent crashes after saves.
    (the files were not corrupted however after these intermittent crashes.)
  • Alternatives to death and reload: randomised (between a min and max) amounts of death penalties after reload after death.
    the death penalties in the current version is only set to 1 that increases by 1 at every death.
  • THEN i have to start the Houses made useful mod: http://www.gamesas.com/bgsforums/index.php?showtopic=1052639&hl=houses

User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sat May 28, 2011 2:58 pm

about the horse commands v4 package, I was wondering if it's compatible with Ulrim's horses and Qarl's Harvest :)
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Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Sat May 28, 2011 6:59 am

Kuertee, I wish I was as smart as Showler...but no, this is Snowball99 ;-)

And yes, i did have Horse Commands 4.41 installed. Im switching to 4.5 now, and will check my Conscribe log when I get a chance.


EDIT: Does the new Horse Commands nullify the need for Horse Speed Equals Player Speed mod?
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TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Sat May 28, 2011 8:31 pm

Okay, the "effectDrain" "Fill/texture effect - Presistant Alpha Ratio" is getting reverted to 1.00 (Oblivion default) by the bashed patch.

What's the best way to fix this? Just make a mod that does nothing but change that back?

BTW, the Particle Shader one is set to 1 in my copy of BFI as well (Oblivion default) instead of zero like in the image you linked. Is that a problem?
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Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Sat May 28, 2011 10:42 am

Quick question about the HUD Components, I was looking at the structure of a Pluggy HUD element and I got a bit confused on how the width/height is determined. Am I correct to say that the width and height is directly controlled by the texture that is used and only the ScaleX/ScaleY affect this (but not directly controlled it)? :unsure:

[edit]If so, then I assume the base (or max) width of a HUD bar is 200 (that's the width of the textures that come with the mod)? [/edit]

[edit2]Multiplied with the kCHUDC.scaleN setting I think.[/edit2]

-kyoma
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i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Sat May 28, 2011 9:15 pm

EDIT: Does the new Horse Commands nullify the need for Horse Speed Equals Player Speed mod?

Yes, it is Incorporated and adjustable in the ini.

Cheers!
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Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Sat May 28, 2011 3:57 pm

Hi Kuertee!

Ok, I installed Horse Commands 4.5, uninstalled HorseSpeedEqualsPlayerSpeed, rebashed and ran the game. Checked my console...and sure enough...Horse Commands is stuck in an error loop.

hook mode 1: using main GetTickCount callcrit_sec_mode 2MemoryHeap Optimization Mode 1: attempting to replace the Oblivion heap manager with FastMM4 / BorlndMM.dllHeap Initialization (268435456, 0)critical section b32b80 overriden to spin 1500critical section b32b80 overriden to spin 1500Special crit. sec. 1 (@ 4055F50, thread 1028) spin 2000 -> 2000Special crit. sec. 2 (@ 4055FE0, thread 1028) spin 1000 -> 1000Special crit. sec. 3 (@ 95FA4B0, thread 1028) spin 4000 -> 4000initialize2() running in thread 1028Suppressing CRITICAL_SECTION Renderer+0x180 (46910A0)Game Instance : 1 | Time : 11-18-2009 07-03-59 PM==================================================NifScript::NifFile c'tor - Default constructorSpecial crit. sec. 4 (@ 14544BF0, thread 1028) spin 4000 -> 4000Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)MiniMap Initialized.ALCH QSTINIT: Starting ...ALCH QSTINIT: DoneALCH GAMERST: Starting ...ALCH GAMERST: doneAssigned string >> "brown"Assigned string >> "red"Assigned string >> "Rested"Assigned string >> "Tired"RSE:Updated values from ini file.RH: RealisticHealth.ini loadedRH: shader loadedRF: RealisticFatigue.ini loadedError in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)MMO:Updated values from ini file in data\ini\.** Dumping Array #50 **Owner 2B: Map Marker Overhaul.espEE:Updated values from ini file in data\.** Dumping Array #611 **Owner 28: Enhanced Economy.esp[ 0.000000 ] : (Array ID #3637)[ 1.000000 ] : (Array ID #3926)[ 2.000000 ] : (Array ID #4032)[ 3.000000 ] : (Array ID #2653)[ 4.000000 ] : (Array ID #1551)[ 5.000000 ] : (Array ID #2624)[ 6.000000 ] : (Array ID #4253)[ 7.000000 ] : (Array ID #4180)[ 8.000000 ] : (Array ID #4201)[ 9.000000 ] : (Array ID #4206)[ 10.000000 ] : (Array ID #4187)[ 11.000000 ] : (Array ID #1189)[ 12.000000 ] : (Array ID #3591)[ 13.000000 ] : (Array ID #3582)[ 14.000000 ] : (Array ID #3917)[ 15.000000 ] : (Array ID #4314)[ 16.000000 ] : (Array ID #3644)[ 17.000000 ] : (Array ID #3884)[ 18.000000 ] : (Array ID #3888)[ 19.000000 ] : (Array ID #3900)[ 20.000000 ] : (Array ID #3913)[ 21.000000 ] : (Array ID #3908)[ 22.000000 ] : (Array ID #3919)[ 23.000000 ] : (Array ID #4534)[ 24.000000 ] : (Array ID #4581)[ 25.000000 ] : (Array ID #4586)[ 26.000000 ] : (Array ID #4583)[ 27.000000 ] : (Array ID #4592)Error in script 28022a0eAttempting to call a function on a NULL reference or base object	File: Enhanced Economy.esp Offset: 0x000004AA Command: Let (0x1765)All Natural SI: InitializedAll Natural Tamriel: InitializedError in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x000029FA Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)RefScope: Did not detect Pluggy.RefScope: Logging disabled because Pluggy v91 or newer is not installed.Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003543 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00003A19 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00001FB3 Command: Let (0x1765)Error in script 30000800Attempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002051 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080aAttempting to call a function on a NULL reference or base object	File: kuerteeHorseCommands.esp Offset: 0x00002D86 Command: Let (0x1765)Error in script 3000080a
and on and on.....


Now at this point in the game, I dont actually own a horse yet. I dont show Command Horse inmy spells. So I go over to Fenrirs horse on the Waterfront ( a free horse added in by Better Cities) and I can get on him and access the saddlebags, the Spell option shows now...I can perform the motions of the whistleing spell...but the spell menu doesnt come up! In previous version I could use the command spell just fine on Fenrirs horse.

Im not sure why this is happening. The things I have done recently between Horse Commands working properly, and then noticing this error loop....is I have upgraded Better Cities to new version. I was riding Fenrir, went into a roadside inn, then did the clean save and uninstalled Better Cities (thereby removing Fenrir Horse) and then installed new BC version. So at this point, I dont actually have the horse, as he is reset at the Waterfront. At some point after this I found out that Horse Commands was doing an error loop ingame. I dont know if any of this is what caused it.
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Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

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