[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 11:43 am

Thank you for 'actor detail.esp'.
Previously tracking unplayable scripted tokens was possible but a challenge for me. This mod makes it so much easier to test out who has what token and how many. Not to mention seeing if their effect is active.
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Marquis deVille
 
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Post » Wed Mar 30, 2011 11:06 am

Hello, I don`t know if this is mentioned but there is something I don`t understand with Your Inventory is a backpack. When I drop my inventory, I keep being told I need to drop ONE more thing, but when I drop 1 thing, it tells me again and again I need to drop 1 thing, but I can`t drop any more unless I drop my sword and armour that I`m using. I don`t understand what`s going on. I `ve had to keep the backpack on because of this. Any explanation what`s going on?
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Rhiannon Jones
 
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Post » Wed Mar 30, 2011 7:28 am

Hello, I don`t know if this is mentioned but there is something I don`t understand with Your Inventory is a backpack. When I drop my inventory, I keep being told I need to drop ONE more thing, but when I drop 1 thing, it tells me again and again I need to drop 1 thing, but I can`t drop any more unless I drop my sword and armour that I`m using. I don`t understand what`s going on. I `ve had to keep the backpack on because of this. Any explanation what`s going on?

Done any changes to the ini?

set kuerteeIIABQuest.noBackpackFeatherLimit to 0 ;default is 0
set kuerteeIIABQuest.noBackpackItemLimit to 10 ;default is 5

if you use theese settings it only takes into account the numbers you are carrying not there weight. I don't think equipped stuff should count against the item limit value, nor quest things. I upped it to ten in the item limit cause I did have some small stuff extra and I too occasionally had to drop things.

Cheers!
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Pete Schmitzer
 
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Post » Wed Mar 30, 2011 10:42 am

I have a bit of a problem with horse commands :(

I went to close an Oblivion gate which I've not done in a while and my horse followed me into the gate, I though what the heck and left him to tag along. So, I finally got to the sigil, removed it, the loading screen pops up as normal and I see the closed gate for 2-3 seconds then it CTD's. If I unchecked horse commands and load the save just before I shut the gate everything is fine, I repeated this a few times to ensure it wasn't random but its not and it consistent.

I have these horse mods installed also,

DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
HRMHorseArmor.esp
HRMHorseArmorSlofsHorsesPatch.esp
Mart's Monster Mod - Slof Horses Complete.esp (latest pre build)
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abi
 
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Post » Wed Mar 30, 2011 5:41 am

Done any changes to the ini?

set kuerteeIIABQuest.noBackpackFeatherLimit to 0 ;default is 0
set kuerteeIIABQuest.noBackpackItemLimit to 10 ;default is 5

if you use theese settings it only takes into account the numbers you are carrying not there weight. I don't think equipped stuff should count against the item limit value, nor quest things. I upped it to ten in the item limit cause I did have some small stuff extra and I too occasionally had to drop things.

Cheers!


No, I haven`t touched the INI, but will try your suggestion.

Thanks.
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Naomi Ward
 
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Post » Wed Mar 30, 2011 2:20 am

re: Eat and sleep
Uhh errr - feeling thick about this....Yes, renaming the dll stopped the crashing, but no new hud bars....I did not in anyway alter the ini for the HUD mod that is for Eat and Sleep - just put it in the ini folder and made sure it was named right. Seems to be that it is initializing from the console messages - is there an activation key or something?...Having the enw pluggy (131) seems more stable than when it was fisrt being revised. actually so far a lot more stable.

So did I, my friend, so did I...I don't know that I can be any help with this. I use nGCD and various Tejon mods including TFE and Roughing It instead of Eat and Sleep. Once I got the dll thing right and renamed the ini correctly, the extra bars appeared...Come to think of it, I believe the default setting is that the bars do not appear until your hunger and need for sleep increase. I.e., when well-fed and well-rested, no bars. See if they appear after you get tired and hungry? gothemasticator
hey psymon! gothemasticator is correct.
the bars will appear when you get the penalties for either hunger or exhaustion.
thanks gothemasticator!

re: Inventory is a backpack
@kuertee, seems I spoke a little too soon when I http://www.gamesas.com/bgsforums/index.php?showtopic=1020952&view=findpost&p=15132477 .63 of IIAB was compatible with DBWGP...If gold is dropped, everything is fine....However if the settings are such that gold is not dropped, a drop and pickup leaves the player with zero gold....[EDIT] Seems that my mod detects a removal of x Septims when the backpack is picked up and so removes x gold to match.
hey derek! so is this still a problem?
if so, the solution would be for my mod not to remove your Septims if ".dropGold" is set to 0.
what do you think of this?

re: Actor details
Thank you for 'actor detail.esp'....Previously tracking unplayable scripted tokens was possible but a challenge for me. This mod makes it so much easier to test out who has what token and how many. Not to mention seeing if their effect is active.
thanks ThumperZ!
i'm not sure how the mod tool RefStuff works but i built this quickly for debugging Battle fatigue and injuries.
here's a new version that lists the factions an actor is a member of: http://kuertee.googlepages.com/kuerteeActorDetail.esp

re: Inventory is a backpack
Hello, I don`t know if this is mentioned but there is something I don`t understand with Your Inventory is a backpack. When I drop my inventory, I keep being told I need to drop ONE more thing, but when I drop 1 thing, it tells me again and again I need to drop 1 thing, but I can`t drop any more unless I drop my sword and armour that I`m using. I don`t understand what`s going on. I `ve had to keep the backpack on because of this. Any explanation what`s going on?
unfortunately, it's a bug which i must fix. sorry, shield!
did locksley's suggestion work?
thanks, locksley!

re: horse commands
I have a bit of a problem with horse commands :(...I went to close an Oblivion gate which I've not done in a while and my horse followed me into the gate, I though what the heck and left him to tag along. So, I finally got to the sigil, removed it, the loading screen pops up as normal and I see the closed gate for 2-3 seconds then it CTD's. If I unchecked horse commands and load the save just before I shut the gate everything is fine, I repeated this a few times to ensure it wasn't random but its not and it consistent....
its a bug.
thanks coolit.
i'll try to track this down and fix it.

otherwise, i also found a bug in my method of detecting the player in Oblivion or in Henantier's Dream.
you may find your horses following you in these worlds.
an interim work-around is to command your horses to stay outside the gate or return to a city.
or in the case of henantier's quest, command your horses to stay outside henantier's house.

also there is a bug in finding the closest city.
horses will always return to skingrad when commanded to return to the closest city.
i have this fixed now - i'll release it this weekend.

cheers, all!
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Nicole M
 
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Post » Wed Mar 30, 2011 2:13 am

Hi kuertee. Got a bug report with Cleanup in the obse thread:
Error in script ef000805Attempting to call a function on a NULL reference or base objectFile: kuerteeCleanUp.esp Offset: 0x000019E7 Command: Let (0x1765)

Taking a quick peek in the script I see:
499	1943		 While itemIndex < itemCount500	195B			Let itemRef := itemRefs [itemIndex]501	1976			Let formValid := IsFormValid itemRef502	1990			If debug >= 2503	19A1			   PrintToConsole "kCU: %n %i formValid %0.0f" itemRef itemRef formValid504	19CC			EndIf505	19D0			If itemRef && formValid506	19E3			   Let distance := itemRef.GetDistance Player

The error is occurring on line 506. What I suspect is happening is your array stores dynamic formIDs (0xFF......) of references. But because dynamic formIDs are constantly being reused for both references and base objects you eventually end up with a formID pointing to a base object instead of a reference after the game cleans up one of the refs. IsFormValid will return true in that case; you may want to consider using IsReference to verify the form is not a base object e.g.
let formValid := IsFormValid itemRef && IsReference itemRef

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Amanda savory
 
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Post » Wed Mar 30, 2011 3:13 pm

...But because dynamic formIDs are constantly being reused for both references and base objects you eventually end up with a formID pointing to a base object instead of a reference after the game cleans up one of the refs. IsFormValid will return true in that case; you may want to consider using IsReference to verify the form is not a base object e.g....
let formValid := IsFormValid itemRef && IsReference itemRef
hey scruggs!
i started noticing these errors as well when i installed obse18 and shadeMe's ConScript.
and thanks for the IsFormValid info (i wouldn't have known this, otherwise) and looking into where the bug is,
(and obse, and extending the replayability and possibilities of oblivion, and all your other contributions, and ...)
cheers, scruggyswuggsy the ferret!
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Kanaoka
 
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Post » Wed Mar 30, 2011 9:33 am

re: Inventory is a backpack
hey derek! so is this still a problem?
if so, the solution would be for my mod not to remove your Septims if ".dropGold" is set to 0.
what do you think of this?

I think you didn't read my post. :D

The dropping is fine.

The problem is when gold isn't dropped. When the backpack is picked up, the gold in the player's inventory is removed by my mod, because it detects the removal of all septims.
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Louise
 
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Post » Wed Mar 30, 2011 11:48 am

I think I've started seeing a new bug with kuerteeBattleFatigueAndInjuries. I don't remember this bug with the earlier version:

The last Battle fatigue (Health Drain) won't heal over time. So, I will get a few injuries and after some resting I'm completely healed except for the last Health Drain. ? Odd small bug that I fix by removing and adding the mod.
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Jade Barnes-Mackey
 
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Post » Wed Mar 30, 2011 6:52 am

re: Horse commands
I have a bit of a problem with horse commands :(...I went to close an Oblivion gate which I've not done in a while and my horse followed me into the gate, I though what the heck and left him to tag along. So, I finally got to the sigil, removed it, the loading screen pops up as normal and I see the closed gate for 2-3 seconds then it CTD's. If I unchecked horse commands and load the save just before I shut the gate everything is fine, I repeated this a few times to ensure it wasn't random but its not and it consistent.
hey coolit!
the update below includes the fix for this crash!
it was a hard bug to track!
oblivion disables horses (maybe all actors) in oblivion when the player closes the gate.
my fix would reenable the horse and teleport it near the player.

re: Inventory is a backpack
I think you didn't read my post. :D...The dropping is fine....The problem is when gold isn't dropped. When the backpack is picked up, the gold in the player's inventory is removed by my mod, because it detects the removal of all septims.
hey derek! i read it correctly.
i just need confirmation on whether i need to do anything to my mod or if its a bug at your end.

re: Battle fatigue and injuries
I think I've started seeing a new bug with kuerteeBattleFatigueAndInjuries. I don't remember this bug with the earlier version:..The last Battle fatigue (Health Drain) won't heal over time. So, I will get a few injuries and after some resting I'm completely healed except for the last Health Drain. ? Odd small bug that I fix by removing and adding the mod.
hey mercer! thanks for this update.
i actually found this bug in the last week that i've been busy playing and finally closing oblivion gates.
(like coolit, this is the first time i've managed to venture in oblivion since before i started playing with MMM - late 2006!
i didn't start playing again until late 2008.)
anyway, the update below fixes the bug: the healing of battle fatigue is fractional - which my array couldn't use as indices.
it also fixes a major bug which prevented new injuries when they equal to injuries that were last healed from getting applied.




updates to my mods:
Battle fatigue and injuries http://www.tesnexus.com/downloads/file.php?id=24604
0.62, 19 October 2009:
  • Bug-fix: Previously, the Battle fatigue effect would stick (i.e. not heal) on the player.
    This is now fixed.

  • Bug-fix: Correct application of injuries.
    Previously, an injury will not be applied if it had the same value of the last healed injury.
    When this mod is used over the previous version, any unapplied injuries from previous battles will be applied when the game starts.
    As with all my mods, there is no need to start this mod from a "cleaned save".

  • Bug-fix: Application magical relief from injuries.
    Previously, the fractional values of injuries would produce unusual injury and relief values.

  • Bug-fix: Reliefs do not carry past their duration after sleeping.

  • Tweak: Relief duration is now normalised to 4 hours rather than 12 hours.

Eat and sleep http://www.tesnexus.com/downloads/file.php?id=24605
0.58, 19 October 2009:
  • Bug-fix: Bought food does not turn cold immediately.

  • New feature: HUDs for food and sleep requirements.
    Green bars represent stored food and sleep.
    Red bars represent required food and sleep.
    See the section, "To use the HUD".

Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.4, 18 October 2009:
Horse commands:
  • Bug-fix: Stolen horses that have been reclaimed by their previous owner should not receive the AI.

  • New feature: The first 10 horses that the player has command over are now tracked as Quest targets.

  • Bug-fix: Cells in Oblivion and those in the mission Through A Nightmare, Darkly are detected correctly.

  • New feature: New INI property "horsesFollowToOblivion".
    Set this to allow horses to follow the player through Oblivion gates.
    The horses can be ridden through the gates regardless of this property, however.

  • Bug-fix: The horse now returns to the nearest city when commanded to.
    Previously, the horse always returned to Skingrad.

  • Bug-fix: Horses in Oblivion are usually disabled by the game when the gate is closed.
    These horses are now reenabled and returned to the player when the gate is closed.
Simple saddlebags:
  • Bug-fix: Saddlebags on stolen horses that have been reclaimed by their previous owner should now disappear.
    Previously, the contents of these saddlebags would "appear" on another horse's saddlebag.

  • Tweak: The carrying capacity of horses have been drastically reduced to 0.5 their base health.
    (Thanks, Locksley, for the brief information you posted on horses: http://www.gamesas.com/bgsforums/index.php?showtopic=1028563&view=findpost&p=15135663.)
Horse speed equals player speed:
  • Bug-fix: Previously, disabled horses (e.g. when left in Oblivion) would crash the game.

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Joe Bonney
 
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Post » Wed Mar 30, 2011 4:37 am

Yay! kuertee strikes again!

DL and upgrading!
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[ becca ]
 
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Post » Wed Mar 30, 2011 6:39 am

hey guys!
i've release a small bug-fix to Horse commands:
(it always happens: finding a bug immediately after release.)

Horse commands http://www.tesnexus.com/downloads/file.php?id=8766
4.41, 21 October 2009:
    Horse commands:
  • Bug-fix: The checks for detecting Oblivion and Dream cells now occur when the player moves between cells.
    Previously, the check only occured when the player moves in and out of interior cells.
    Activating an Oblivion gate from Tamriel moves the player between to exterior cells.
    so the previous method would not update the player's nor the horses' status in being in Oblivion or in the Dream cells.

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Channing
 
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Post » Wed Mar 30, 2011 6:10 am

re: Inventory is a backpack
hey derek! i read it correctly.
i just need confirmation on whether i need to do anything to my mod or if its a bug at your end.

Sorry if I wasn't clear (though I thought I was :)).

I can't see anything in my mod to explain it. When your backpack is picked up, all the Septims disappear from the player's inventory.
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Ludivine Poussineau
 
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Post » Wed Mar 30, 2011 4:44 am

re: Inventory is a backpack
Sorry if I wasn't clear (though I thought I was :))....I can't see anything in my mod to explain it. When your backpack is picked up, all the Septims disappear from the player's inventory.
i think i know what this is: the septims are actually removed with the backpack regardless of whether the "dropGold" option is set or not.

my mod assumes that the droppable coin mod would detect an inbalance in the player's inventory (i.e. gold exists but the coins don't) and so add the coins to the player.
so when "dropGold" is set to 0, the coins are dropped with the backpack.
(if "dropGold" was set to 1, oblivion's gold money will be moved with the backpack.)
the coins are then removed from the backpack: as you know, droppable coins shouldn't exists outside the player's inventory.
and when the player picks-up the backpack, and checks their inventory, the coins are gone.

i'll update the mod so that the droppable coins do not move with the backpack when "dropGold" is set to 0.

what do you think, derek?
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Shianne Donato
 
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Post » Wed Mar 30, 2011 12:16 pm

re: Inventory is a backpack
i think i know what this is: the septims are actually removed with the backpack regardless of whether the "dropGold" option is set or not.

Are you sure? Just tested and the coins are still in my inventory when the backpack is on the ground, apparently not added back by my mod as it detects no change.
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REVLUTIN
 
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Post » Wed Mar 30, 2011 1:38 pm

re: Inventory is a backpack, Reneer's Gold mod, DerekBaker's Weighted Gold Plus, Gold is an inventory item
Are you sure? Just tested and the coins are still in my inventory when the backpack is on the ground, apparently not added back by my mod as it detects no change.
yeah. the mod filters items before the actual RemoveAllItems.
and the filter definitely doesn't exclude the coins from your mod (nor any other coins from any mod including reneer's and mine) from getting dropped with the backpack.
all droppable coins are removed with the backpack.
i think what is happening is that your mod detects that the player has gold but no coins, so adds the coins almost immediately - before the player can open their inventory screen.

AND i have found the problem:
Inventory is a backpack will remove any of the droppable coins (from reneer's, yours and mine) from any target container.
The target container can be the backpack itself, a container you dump the backpack into OR the player themselves (when the player picks up the backpack).
and Weighted Gold Plus treat loss of coins as loss of gold as you mentioned in your previous post: http://www.gamesas.com/bgsforums/index.php?showtopic=1028563&view=findpost&p=15200172
so when the droppable coins are removed, Weighted Gold Plus removes the gold as well.
(sorry, i couldn't really see this from your previous post.
i had to see this in-game myself.)

WHY it works in my mod:
this works with Gold is an inventory item because that mod doesn't treat loss of coins as loss of gold - because i don't think any other mod should be accessing the coins directly.
it simply uses the player's gold as a measure of how much coins they should have.
only when the player drops the coins (shift click on the coins or drag the coins out of the inventory window) will gold be deducted from the player.

AND i have a fix: in the next version, coins will not be removed from the target container if the target container is the player.
it'll save a step from the droppable coin mods: detecting coins taken from the player.
simple. :)



also, i managed to debug the item limit count bug.
the current version counts unplayable tokens added to the player.
so, if the player has more than 5 unplayble tokens in their inventory (which is very likely), the mod will keep nagging the player to drop playble items.
also, in the new version, gold is no counted, droppable gold is counted as one item, one ammo type is counted as one item.
all else are separate items: drop the backpack, and you'll only be able to pick-up 5 actual items - regardless of type.

EDIT: try this version, please, derek: http://sites.google.com/site/kuertee/kuerteeInventoryIsABackpack.esp
let me know how it goes.
then i'll release it properly.
cheers!
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Klaire
 
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Post » Wed Mar 30, 2011 2:05 am

EDIT: try this version, please, derek: http://sites.google.com/site/kuertee/kuerteeInventoryIsABackpack.esp
let me know how it goes.
then i'll release it properly.
cheers!

Seems fine (of course that's what I said about the last one :)). Seriously, go for it.
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-__^
 
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Post » Wed Mar 30, 2011 12:31 pm

I forgot to mention. When using Eat & Sleep I first set the HUD elements to be OFF but still crashed when I didn't rename pluggy AND I got hud elements for sleep and eat. Seeing how nifty it was and since I had to rename I'm going with the HUD stuff now :)

Does saddlebags add their weight to the horse in any way? I'm using realistic fatigue and it would be nice if did add the weight as that would lower the fatigue.

Cheers!
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Bellismydesi
 
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Post » Wed Mar 30, 2011 4:48 am

Kuertee-

I of course upgraded the last round of mods and at first had issues with the orcs again casting berserk repeatedly. I disabled the Battle fatigues mod for a while and tested a new realism set up - giving Real Sleep Extended a go and shifted back to Real Hunger COBL (for a change - no offense to eat and sleep).

Anyway So I've had a few issues with Nice One's mods (nothing major) and have been having crashes (again) so watching the console a lot more and making use of debug options. Orcs arent casting berserk right now but other issues are coming up.

I just got this with Battle Fatigues mod:
kRI: Dremora Churl FF08F403 fixingkRI: Dremora Churl FF08F404 fixingkRI: Mertis 2C0116DB fixingkRI: Steve 2C0102D6 fixingkRI: Karlin Metch 2C0102FF fixingkRI: Erik the Icestorm 2C01030C fixingkRI: Chorrol Archer FF08D5BD fixingkRI: Private Pudens 000C536B fixingkRI: Remely Flowturd (HERO) 8001484F fixingVC Death Tracker: an NPC has died: Dremora Churl FF08F404kRI: Dremora Caitiff FF08F422 fixingError in script d3000827An expression failed to evaluate to a valid resultFile: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)VC Death Tracker: an NPC has died: Dremora Caitiff FF08F422VC Death Tracker: an NPC has died: Dremora Churl FF08F403VC Death Tracker: a creature has died: Lich FF08F44DError in script d3000827An expression failed to evaluate to a valid resultFile: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)

what the character had done was exit the mages guild in Chorrol and just talked to NPCS all over town - A Churl and Catiff was mentioned so I'm guessing EDI spawned on in town and was killed and I didn't even catch it. But truthfully I didn't see any such creature much less a lich. VC tracker as you probably know is Vows and Covenants.

My character at no time entered combat.
=========================================================
OK so more testing (well just playing then checking conlog).

Here is an apparent error for Horse Commands:
Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080aar_Null must be called within an OBSE expression.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080A: ar_Construct called outside of a valid context.
34 is the load order for Horse Commands.

Then next some errors regarding NPCYield (this one actually had OBSE throw up an error message telling me to exit the game):
Error in script ed000804ar_Null must be called within an OBSE expression.Error in script ED000804: ar_Construct called outside of a valid context.Error in script ed000804Invalid array access - the array was not initialized.    File: kuerteeNPCsYield.esp Offset: 0x00000ECA Command: Let (0x1765)Error in script ed000804Operator [ failed to evaluate to a valid result    File: kuerteeNPCsYield.esp Offset: 0x00000ECA Command: Let (0x1765)Error in script ed000804An expression failed to evaluate to a valid result    File: kuerteeNPCsYield.esp Offset: 0x00000ED6 Command:  (0x4200)Error in script ed000804Invalid array access - the array was not initialized.    File: kuerteeNPCsYield.esp Offset: 0x00000EE5 Command: Let (0x1765)Error in script ed000804Operator [ failed to evaluate to a valid result    File: kuerteeNPCsYield.esp Offset: 0x00000EE5 Command: Let (0x1765)Error in script ed000804An expression failed to evaluate to a valid result    File: kuerteeNPCsYield.esp Offset: 0x00000EF1 Command:  (0x4200)Error in script ed000804
ed in load order is NPCYield (much more obvious from text though). That actually repeated itself for about 50 pages.

Then in testing I removed Oblivion Stutter Remover and the crashing (did I mention crashing?) stopped and error messages greatly reduced, but I did get a few:
...kRI: Raider FF08F548 fixingkRI: Pillager FF08F547 fixingkRI: Hjotra 52003FF4 fixingkRI: Marauder Archer FF08F546 fixingkRI: Warlord FF08F549 fixingVC Death Tracker: an NPC has died: Raider FF08F548Error in script d3000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)VC Death Tracker: a creature has died: Mud Crab FF08F545kRI: Travelling Adventurer FF08F4C3 fixingRF: FF08F4C3:Travelling Adventurer play stagger dt=0.281 az=7117.500 fatigue=0.02 chance=0.0026VC Death Tracker: a creature has died: Live Sharksvcker FF08F53BVC Death Tracker: an NPC has died: Warlord FF08F549RealSleepExtended optimal wake is 21.8RealSleepExtended Been awake for 6.26 hours. Optimal is 21.80  Tiredness is -16.00Error in script d3000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)RF: FF08F4AE:Uberhulk Larva play stagger dt=1.014 az=-49.247 fatigue=0.03 chance=0.0078RF: FF08F4AE:Uberhulk Larva play stagger dt=1.014 az=-0.045 fatigue=0.03 chance=0.0078RF: FF08F4AE:Uberhulk Larva play stagger dt=1.045 az=0.000 fatigue=0.03 chance=0.0078RF: FF08F4AD:Mud Crab play trip dt=1.014 az=-3.979 fatigue=0.02 chance=0.0017RF: incrementing strength skills experience by 0.1VC Death Tracker: a creature has died: Hill Giant FF08F4B1VC Death Tracker: the player has killed a creature: Hill Giant FF08F4B1VC Death Tracker: an NPC has died: Travelling Adventurer FF08F4C3Error in script d3000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)VC Death Tracker: an NPC has died: Pillager FF08F547VC Death Tracker: an NPC has died: Marauder Archer FF08F546VC Death Tracker: the player has killed an NPC: Marauder Archer FF08F546Error in script d3000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)Error in script d3000827An expression failed to evaluate to a valid result    File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)VC Death Tracker: a creature has died: Guard Dog FF08F54AEE: Found merchant of type 6 with 2700 barter gold and 0 investment goldEE:Adding Hjotra at 7EE:Reduced max barter gold from 2700 to 902.0EE:randomizing start barter gold from 902 to 871.0EE:Adjusted barter gold from 871 to 884.9 due to time 9.68EE:Player Merc 70, Merchant Merc 43, Disposition 72, Global economy 1.00EE:Factorsum 0.60, Sell value 65, Buy value 146Error in script ed000800Command GetDisposition failed to execute    File: kuerteeNPCsYield.esp Offset: 0x00001ACF Command: Let (0x1765)EE:Starting barter with merchant Hjotra, with 884 goldEE:Barter gold updated to 946EE:Barter gold updated to 956EE:Barter gold updated to 965EE:Barter gold updated to 967EE:Barter gold updated to 997EE:Barter gold updated to 999EE:Barter gold updated to 1061EE: Found merchant of type 6 with 2700 barter gold and 0 investment goldEE:Found merchant at index 7, visited 0.0 hours agoEE:Setting merchant gold to 1061Error in script ed000800Command GetDisposition failed to execute    File: kuerteeNPCsYield.esp Offset: 0x00001ACF Command: Let (0x1765)EE:Starting barter with merchant Hjotra, with 1061 goldEE:Player Merc 70, Merchant Merc 43, Disposition 74, Global economy 1.00EE:Factorsum 0.60, Sell value 66, Buy value 146EE:Barter gold updated to 829EE:Starting barter with merchant Hjotra, with 829 goldEE:Player Merc 70, Merchant Merc 43, Disposition 75, Global economy 1.00EE:Factorsum 0.60, Sell value 66, Buy value 145EE:Barter gold updated to 645RF: FF08F4AE:Uberhulk Larva play stagger dt=1.030 az=0.000 fatigue=0.03 chance=0.0078EE: Found merchant of type 6 with 2700 barter gold and 0 investment goldEE:Found merchant at index 7, visited 0.0 hours agoEE:Setting merchant gold to 645Error in script ed000800Command GetDisposition failed to execute    File: kuerteeNPCsYield.esp Offset: 0x00001ACF Command: Let (0x1765)EE:Starting barter with merchant Hjotra, with 645 goldEE:Player Merc 70, Merchant Merc 43, Disposition 77, Global economy 1.00EE:Factorsum 0.61, Sell value 66, Buy value 145EE:Barter gold updated to 380RF: FF08F4AC:Mud Crab play trip dt=1.014 az=-2.100 fatigue=0.02 chance=0.0017kRI: Roadsman Urian 00070100 fixingVC Death Tracker: a creature has died: Timber Wolf FF08F5C2VC Death Tracker: a creature has died: Timber Wolf FF08F5C3RF: FF08F4AE:Uberhulk Larva play stagger dt=1.029 az=0.000 fatigue=0.03 chance=0.0078EE: Found merchant of type 6 with 2700 barter gold and 0 investment goldEE:Found merchant at index 7, visited 0.1 hours agoEE:Setting merchant gold to 380Error in script ed000800Command GetDisposition failed to execute    File: kuerteeNPCsYield.esp Offset: 0x00001ACF Command: Let (0x1765)EE:Starting barter with merchant Hjotra, with 380 goldEE:Player Merc 70, Merchant Merc 43, Disposition 78, Global economy 1.00EE:Factorsum 0.61, Sell value 66, Buy value 145EE:Barter gold updated to 255EE:Player Merc 70, Merchant Merc 43, Disposition 79, Global economy 1.00EE:Factorsum 0.61, Sell value 66, Buy value 145EE:Barter gold updated to 122EE:Player Merc 70, Merchant Merc 43, Disposition 80, Global economy 1.00EE:Factorsum 0.61, Sell value 66, Buy value 144EE:Barter gold updated to 0VC Death Tracker: a creature has died: Timber Wolf FF08F5C1VC Death Tracker: a creature has died: Giant Tree Spider FF08F5BFEE:Don't remove gold from non-respawnable Jewelry Box*
all the EE is Enhanced Economy. You can see KRI (the injury mod I believe) and the Yield md throwing up errors.

Hope this was helpful in any way.
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Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Wed Mar 30, 2011 1:52 pm

re: Inventory is a backpack
Seems fine (of course that's what I said about the last one :)). Seriously, go for it.
excellent, derek! will do!

re: Eat and sleep
I forgot to mention. When using Eat & Sleep I first set the HUD elements to be OFF but still crashed when I didn't rename pluggy AND I got hud elements for sleep and eat. Seeing how nifty it was and since I had to rename I'm going with the HUD stuff now :)...Does saddlebags add their weight to the horse in any way? I'm using realistic fatigue and it would be nice if did add the weight as that would lower the fatigue....Cheers!
thanks, locksley! i found the bug: i do a DelAllHUDs at every game load before i check for pluggyHUD ability. unfortunately, Simple Saddlebags does not affect the horse at all other than detecting which horse is attach to which container. i'm not sure how to add Encumbrance to horses (or even if adding a proxy item with weight would work) without it affecting other things about horses.

(replying to psymon's post...)
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Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Wed Mar 30, 2011 4:15 pm

re: Battle fatigue and injuries, Horse commands, NPCs yield
Kuertee-...I just got this with Battle Fatigues mod:
hey psymon ! thanks for this detailed report. it helps heaps.
anyway...

kRI: Dremora Churl FF08F403 fixing...
these are when npcs are detected to have more health than they should.
the mod removes those extra health.

Error in script d3000827An expression failed to evaluate to a valid resultFile: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)
these are the only errors that i get in my game.
and its a weird error. notice that the command it failed on is null (0x0000)?
and the marker 03f47 points to the very last EndIf immediately before the End GameMode line.
this means that it processes all the code, hits the last line before the entire process for GameMode. then throws an error.
i don't know why it throws an error at that point - nor what the error actually means: i.e. Command: (0x0000).
rest assured, however, that the mod still functions as normal - all the code before that line was processed.
the injuries and reliefs are applied and removed better than previous version.
the penalties and bonus actually make sense now when receiving injuries.
healing injuries (after resting) however can produce some unusual (but expected) numbers because injuries can heal fractionally.

(i've been wanting to post this error in the obse thread.
haven't done so, however.)

Error in script 3400080A: ar_Construct called outside of a valid context.Error in script 3400080aar_Null must be called within an OBSE expression.
these errors are new to me. i'll check it out.
however, it looks like that the arrays seemed to have been corrupted for horse commands.
i added new array elements in the upgrade - which i thought cleanly inserted the new elements.
try doing a clean-save for horse commands and see if the error messages continue.
just be sure to retrieve the contents of your saddlebags first.

Error in script ED000804: ar_Construct called outside of a valid context.Error in script ed000804Invalid array access - the array was not initialized.	File: kuerteeNPCsYield.esp Offset: 0x00000ECA Command: Let (0x1765)Error in script ed000804An expression failed to evaluate to a valid result	File: kuerteeNPCsYield.esp Offset: 0x00000ED6 Command:  (0x4200)
these are new errors for npcs yield as well.
i'll need to check this out.
however, i have a newly-programmed version of npcs yield i have been testing for the last 2 weeks.
i'll be releasing this new version soon.
it'll have a new component called "fight or fly" - and will allow non-combat-skilled NPCs to save themselves from combat.

Error in script d3000827An expression failed to evaluate to a valid result	File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)Error in script ed000800
again, the battle fatigue and injuries errors are as above.
3f47 marker is at the end of the GameMode block.
so all code before it works and functions.
its pretty safe to ignore this - because there is no other code after 3f47.

Command GetDisposition failed to execute	File: kuerteeNPCsYield.esp Offset: 0x00001ACF Command: Let (0x1765)
this is new.

Hope this was helpful in any way.
immensely! thanks, psymon!

note that i've not updated my OBSE to beta5.

EDIT: just installed obse 18 beta 5. horse commands and npcs yield (the current released version) work without array error messages.
battle fatigue and injuries throw the same unknown command (0x0000) error (which can be safely ignored - for now).
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Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Wed Mar 30, 2011 1:31 pm

request-

that either here (first post) or on nexus or in readme - please put version of OBSE that the mod was designed for and last updated with.

For instance if I wanted to remove OBSE 18 and revert to 17 (the supposedly stable version) I would need to know which versions of your mods I'd have to revert back to, but none of them seem to have OBSE versions ascribed to them.

btw - I'm stickin with you on most of the mods - no hard feelings or nothing. But I may have them disabled for stretches just to make sure that what is happening isn't related to them.

My game is a mess though.
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Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Wed Mar 30, 2011 3:34 pm

request-...that either here (first post) or on nexus or in readme - please put version of OBSE that the mod was designed for and last updated with....For instance if I wanted to remove OBSE 18 and revert to 17 (the supposedly stable version) I would need to know which versions of your mods I'd have to revert back to, but none of them seem to have OBSE versions ascribed to them....btw - I'm stickin with you on most of the mods - no hard feelings or nothing. But I may have them disabled for stretches just to make sure that what is happening isn't related to them....My game is a mess though.

hey psymon! that's a good idea.
what i'll do: when i update a mod, i'll add in the "requirements" which version of OBSE i used to compile it with.
currently, all it states is the requirement of OBSE with no reference to the OBSE version.

what will happen: as the mods get updated, it'll have the proper OBSE version.
and as time goes on, the read-me will show FROM which version of OBSE the mod works in.

currently, only Horse commands (and maybe Battle fatigue and injuries - but i don't think so) require OBSE 18.
all others should work in OBSE 17.

re: Battle fatigue, Horse commands, NPCs yield
were you able to sort out the problems above?
problems with NPCs yield and Horse commands can be sorted out by doing a clean save on them - or so i think.
i changed the array variables in both those version.
and according to the obse team, a change or rearrangement of any variables will require a clean save.

the problem with Battle fatigue and injuries is actually a non-issue.
i found that the unknown error in:
Error in script d3000827An expression failed to evaluate to a valid result	File: kuerteeBattleFatigueAndInjuries.esp Offset: 0x00003F47 Command:  (0x0000)
is thrown when an npc dies.
what i was doing was removing all the injury-effect tokens then the scripted token from npcs at death.
however, the removal occurs in the middle of the code. only endIfs, loops, etc... to close-off after the removal.
and this seens to cause the error to be thrown.
i've added a "Return" immediately after the removal of the scripted token.
result: no error thrown. :D



EDIT: also, i think i've found why some NPCs' health is broken.
MMM's spell called "tough onLoad" (or something like that) is not getting dispelled on the actors they are applied on.
the spell CHANGES several of the NPCs attributes (including health, magicka, fatigue) according to the NPC's size.
the spell is coded to only work once. it's suppose to dispel itself after the first run of the script.
however, with my ActorDetails.esp, the effect is still shown as "active" on the NPC.
however, i'm only playing the last (not the current) version of MMM that had an OBMM install.
(the new version of MMM had an OBMM install built by theNiceOne, i think.)
i will report this to MMM if i find the same in the new version of MMM which i will update to soon.
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Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Wed Mar 30, 2011 7:19 am

Thanks about the OBSE thing.

What does Auto 3rd-1st person use? 17?

I think that was the mod that was causing so many ctds on cell transitions. Seriously Only until this last week had I ever really on a regular basis crashed while in interiors.

I deactivated that and so far that has stopped. Will look at ini and see if I can turn off the cell transition options and only have combat/stealth options.

I came upon two NPCs who were caught in a constant loop of casting spells over and over - one was a healing spell the other a buffing spell.

Tried disabling Realistic Fatigue then MMM Extra Wounding then both - no effect the NPCs remained spell cast happy.
Further the only mods of yours that I had active was the backpack mod (as I'm slowly retesting mod combos right now).
So I don't think it has anything to do with your mods.

Maybe LAME - we both use that right?

I may try disabling that the next time I see this happening - I cant have LAME disabled for more than a few test saves because Integration (huge quest mod) is dependent upon that and I'm trying to work those quests.
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christelle047
 
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