[RelzeWIP] Pluggy #8

Post » Sun Oct 07, 2012 7:33 pm

Wow, didn't realize it'd been so long since I updated. Apologies on that front - computer was down for most of that time, and refactoring the EspID system took a lot longer than expected, but it's done
v132 (11-5-2009)
1. GetEsp Bugfix: Should now be able to use the StringID parameter. Correctly returns -1 if an incorrect Temporary StringID (-2000 to -2009) is used.

2. v129-v131 Bugfix: The EspIDs and their corresponding ModIDs could become jumbled, possibly leading to strange errors as mods became unable to manipulate their Pluggy data. Should be fixed because of the following...

3. Behind-the-scenes changes to the EspID system - Completely overhauled the way Pluggy handles EspIDs so it's simpler and less prone to errors. This affects all ...Esp functions, all Create/New... functions, and generally all functions that accept EspIDs. I've given them a brief check to make sure they still work, but please try them out.

4. Upgraded the .dlx file to OBSE v18b4. This could potentially affect the Names functions, RunBatString, and KillMenu so please try them out. In the future, this upgrade should allow the use of OBSE strings.

5. A couple of users have reported sporadic CTDs while loading save games. I experienced it myself, but only once and couldn't get it to crash on the save game again. To help narrow down this bug, Pluggy will create a "Pluggy - possible CTD while loading save game.log" file, in the .dll directory, every time you load a save game. If you experience a crash, please follow the directions in the log file.
(I even uploaded the correct file for the source code this time :embarrass:)
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Wayland Neace
 
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Post » Mon Oct 08, 2012 12:37 am

Wow, didn't realize it'd been so long since I updated. Apologies on that front - computer was down for most of that time, and refactoring the EspID system took a lot longer than expected, but it's done

(I even uploaded the correct file for the source code this time :embarrass:)
Thanks for the update. :)

2. v129-v131 Bugfix: The EspIDs and their corresponding ModIDs could become jumbled, possibly leading to strange errors as mods became unable to manipulate their Pluggy data. Should be fixed because of the following...
I wonder if this was somehow the cause of a few mysterious updating errors (or should I say disappearences) for some users of my Journal Mod. :unsure: It says v129-v131 bugfix, does this mean it did not exist in older versions?
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Lady Shocka
 
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Post » Sun Oct 07, 2012 9:27 pm

Thanks for the update. :)

I wonder if this was somehow the cause of a few mysterious updating errors (or should I say disappearences) for some users of my Journal Mod. :unsure: It says v129-v131 bugfix, does this mean it did not exist in older versions?
It was introduced when I switched over to the .obse file in v129 (there were a few overloaded Delphi functions, in ESPmgr, that had the same name but did different things, and I used the wrong one... so I changed the Delphi functions so that wouldn't happen again :D).
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sarah
 
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Post » Sun Oct 07, 2012 11:53 pm

This might be a hard question to answer, but how likely is it that Pluggy could've been a crash source if I've been using the 1.25b version?
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Kristina Campbell
 
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Post » Sun Oct 07, 2012 11:12 am

This might be a hard question to answer, but how likely is it that Pluggy could've been a crash source if I've been using the 1.25b version?
Like OBSE, Pluggy doesn't do much on its own - it only allows mod to do more things. On its own, Pluggy loads and saves Pluggy data, and hooks into DirectX code that can cause the Hud crashes mentioned in the Readme.
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Stacyia
 
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Post » Sun Oct 07, 2012 11:12 pm

Well, the crashes I've had have repeatedly been on the same memory allocation, from the d3d9.dll module upon entering interiors. NEVER exteriors. While Im aware a mod is required for this kind of behaviour to begin with, does it ring any bells?

Im not sure which mod besides Journal mod that uses Pluggy for me atm. I've been trying to identify the actual crash source, so if you can be arsed to eyeball my loadlist, that'd be great.
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Louise Lowe
 
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Post » Sun Oct 07, 2012 2:37 pm

Hmmm the labyrinth of this game is thick with tricks.

So after getting rid of crashes with about 4 different mods and their conflcits - I thought I'd narrowed down my issues with All Natural. It was suggested that the pluggy I was using 191 was the real cause even though running pluggy without AN and I got no crashes at all - still I'm willing to try it out. Maybe An and Pluggy are not that compatible.

I'd been holding onto pluggy for so long thinking that several mods needed it - turns out that only one needed it: alchemical formulas. My Nord is that much of a chemist so I can live without that. Just to make sure maybe someone with a better eye can find if there are any other Pluggy dependent mods in this load order:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.7]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Enhanced Daedric Invasion.esm08  CyrodiilUpgradeResourcePack.esm09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Armamentarium.esm  [Version 1.3]0C  Artifacts.esm0D  Progress.esm  [Version 2.2]0E  Fort Akatosh.esm0F  MALO - MAIN.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp10  Unofficial Oblivion Patch.esp  [Version 3.2.3a]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp++  OMOBS_SI.esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Quests-SI only.esp17  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  Fran Armor Add-on.esp1A  Fran_Lv30Item_Maltz.esp1B  _Environments Mods Merged1.esp1C  Enhanced Vegetation [125%].esp1D  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]1E  All Natural.esp  [Version 0.9.7]1F  All Natural - SI.esp  [Version 0.9.7]20  All Natural - Real Lights.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]++  Symphony of Violence.esp21  Atmospheric Oblivion.esp22  WindowLightingSystem.esp++  Diverse Voices.esp23  PowerAttack Voicemod - The Shivering Isles.esp**  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.78]**  GrimbotsSpellTomes.esp++  Cobl Bookjackets.esp24  Ayleid Loot EXtension.esp25  Reznod_Mannequin.esp++  MaleBodyReplacerV4.esp26  Game Tweaks Early.esp27  Enhanced Economy.esp  [Version 3.0]28  Choices and Consequences.esp29  DLCHorseArmor.esp2A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2B  DLCMehrunesRazor.esp2C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  Armamentium female.esp2E  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]2F  Slof's Oblivion Robe Trader.esp30  Cobl Glue.esp  [Version 1.72]31  Cobl Si.esp  [Version 1.63]32  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]33  Bob's Armory Oblivion.esp34  FCOM_BobsArmory.esp  [Version 0.9.9]35  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]36  Oblivion WarCry EV.esp37  FCOM_WarCry.esp  [Version 0.9.9MB3]38  MALO - Guild Tweaks.esp39  MALO - Clutter Replacer.esp3A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.3]3B  Choices and Consequences - OOO.esp  [Version 0.2]3C  ArmamentariumArtifacts.esp  [Version 1.3]3D  MALO - Vendor Additions.esp3E  MALO - Loot Tweaks.esp3F  MALO - Loot Tweaks DCRP.esp40  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]41  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]42  Choices and Consequences - MMM.esp  [Version 0.2]43  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]44  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]++  MALO - Clutter Replacer MMM - HUNT.esp4A  TamrielTravellers4OOO.esp  [Version 1.39c]4B  TamrielTravellersItemsNPC.esp  [Version 1.39c]4C  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]4D  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]4E  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]4F  PersuasionOverhaul_LITE.esp  [Version 1.3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Atmospheric Oblivion - OOO Patch.esp++  Atmospheric Oblivion - MMM Patch.esp++  Fransfemale.esp50  NPC new clothes V2.6.esp++  EVE_StockEquipmentReplacer4FCOM.esp++  CoreRandmonClothing4Npcs.esp51  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - OOO.esp++  Enhanced Quest Roleplaying - FCOM.esp**  RustyItems for OOO.esp**  Fine Weapons for OOO.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp52  KvatchAftermath.esp53  Ivellon.esp  [Version 1.8]54  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]++  ArtifactsFemaleArmor.esp55  BHC_Expanded.esp  [Version 1.2]56  Demonhunter.esp57  Gift of Kynareth.esp++  Gift of Kynareth_delayer.esp58  Gottshaw.esp59  HauntedHouse.esp5A  TheOubliette.esp5B  kingdomofAlmar.esp5C  Kragenir's Death Quest.esp5D  KDQ - Rural Line Additions.esp5E  OldCrowInn.esp  [Version 1.5]5F  Region Revive - Lake Rumare.esp60  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2]61  Shezrie's Villages.esp62  The Ayleid Steps.esp  [Version 2.6.1]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]63  TheElderCouncil.esp64  TheElderCouncil_TempleOfTheOne.esp65  TheForgottenShields.esp66  VHBloodlines 1.2.esp  [Version 1.4]67  WeaponsOfTheNine.esp  [Version 2.2]68  DLCfrostcrag.esp69  FrostcragRebornCobl.esp6A  Knights.esp6B  Knights - Unofficial Patch.esp  [Version 1.0.9]6C  SM Plugin Refurbish Minus BH-Orrery-Vile-Thieves.esp++  EVE_KnightsoftheNine.esp++  KotN Wayshrine Fix.esp++  Knights - Book Jackets.esp6D  TOTF.esp++  TOTF Delayer.esp6E  RTT.esp6F  RTT-Weye Relocation Patch.esp  [Version 2.0]70  The Lost Spires.esp71  AFK_Weye.esp72  Rumare-AFK_Weye Patch.esp73  GuardsofCyrodiil.esp74  GoC&RRLR_comp.esp75  Mighty Umbra.esp76  Blood&Mud.esp77  Lost Paladins of the Divines.esp78  Origin of the Mages Guild.esp  [Version 6]79  TheNecromancer.esp7A  HoarfrostCastle.esp7B  MannimarcoComplete.esp7C  MannimarcoRevisited.esp7D  MannimarcoRevisitedOOO.esp  [Version 0.1]7E  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_NewNPCClothes.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]7F  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]80  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]81  Origin of the Mages Guild OOO Patch.esp  [Version 5.0.FINAL]82  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]83  EDI - Less Monotonous DOT.esp84  ElsweyrAnequina.esp85  road+bridges.esp  [Version 4.4.4]86  Vergayun.esp  [Version 1.0.1]87  Faregyl.esp  [Version 1.0.9]88  FortAkatosh.esp89  FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp8A  Gaelendryl.esp8B  SI_Houses&Dungeons_.esp8C  DungeonPack_1.esp8D  Homes,Castles,Villages1.esp8E  xulStendarrValley.esp  [Version 1.2]8F  xuldarkforest.esp  [Version 1.0.3]90  LostSpires-DarkForest patch.esp91  xulTheHeath.esp92  XulEntiusGorge.esp93  KvatchAftermath-EntiusGorge compatibility patch.esp94  TheNecromancer-EntiusGorge patch.esp95  xulFallenleafEverglade.esp  [Version 1.3.1]96  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]97  LostSpires-Everglade patch.esp  [Version 1.2]98  Anequina-Fallenleaf-Patch.esp99  xulColovianHighlands_EV.esp9A  xulChorrolHinterland.esp  [Version 1.2.2]9B  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]9C  KragenirsDeathQuest-LostCoast patch.esp9D  xulBravilBarrowfields.esp  [Version 1.3.2]9E  xulLushWoodlands.esp  [Version 1.3]9F  HoarfrostCastle-LushWoodlands patch.espA0  xulAncientYews.espA1  xulAncientRedwoods.esp  [Version 1.6]A2  xulCloudtopMountains.esp  [Version 1.0.1]A3  Ravenview-Cloudtop-Patch.esp  [Version 1.0.3]A4  KragenirsDeathQuest-CloudtopMountains patch.espA5  xulArriusCreek.espA6  xulPatch_AY_AC.esp  [Version 1.1]A7  xulRollingHills_EV.esp  [Version 1.3.2]A8  KragenirsDeathQuest-RollingHills patch.espA9  xulRiverEthe.esp  [Version 1.0.1]AA  xulPantherRiver.espAB  xulBlackwoodForest.espAC  xulCheydinhalFalls.esp  [Version 1.0]AD  DungeonsOfIvellon-CheydinhalFalls patch.espAE  GiftOfKynareth-CheydinhalFalls patch.espAF  Blood&Mud-CheydinhalFalls patch.espB0  TearsOfTheFiend-CheydinhalFalls patch.espB1  Villages-CheydinhalFalls patch.espB2  xulBrenaRiverRavine.esp  [Version 1.0.2]B3  Gaelendryll-BrenaRiver patch.esp  [Version 1.1]B4  xulImperialIsle.esp  [Version 1.6.3]B5  NRB4+UL-II Patch.esp  [Version 4.1]B6  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]B7  NRB4+RR Patch.esp  [Version 1.0]B8  Duke Patricks - HammerBlade.espB9  NakedNord.espBA  bartholm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]BB  CNRP Bruma4OOO.esp  [Version 0.2]BC  CNRP Cheydinhal4OOO.esp  [Version 1.0]BD  CNRP Chorrol4OOO.esp  [Version 1.1]BE  CNRP FightersGuild4OOO.esp  [Version 1.0]BF  Feudal Empire 300.espC0  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]C1  Quest Award Leveller.esp++  Quest Award Leveller - Mehrunes Razor.espC2  Dialogue Mods Merged+.espC3  Game Tweaks Late.espC4  DropLitTorchOBSE.esp  [Version 2.1]C5  Map Marker Overhaul.esp  [Version 3.0.1]C6  Map Marker Overhaul - SI additions.esp  [Version 3.0]C7  Oblivifall - Let's Talk!.esp  [Version 1.1]C8  Oblivifall - Something's Not Right.esp  [Version 1.0]++  Jjiinx_Enhanced Disease.espC9  Duke Patricks Sickness+Health Alarm.espCA  RealisticFatigue.espCB  kuerteeInventoryIsABackpack.espCC  kuerteeMagickaBasedMagicJeweleryLimits.espCD  Duke Patricks - Nosferatu Class Vampires.espCE  QZ Easy Menus.espCF  sr_super_hotkeys.esp++  Jjiinx_MorrowindStyleArgonians.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]D0  nGCD.espD1  bgBalancingEVCore.esp  [Version 10.52EV-D]D2  MidasSpells.espD3  SSEE-OOO.esp++  SigilStonesUnlevelled - SSEE-OOO.espD4  Magic Tweaks.espD5  EnchantmentMastery.espD6  SupremeMagicka.esp  [Version 0.89]D7  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_OOO.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]D8  SM_EnchantStaff.esp  [Version 0.80]D9  bgMagicEV.esp  [Version 1.7EV]DA  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]DB  bgMagicEVPaperChase.esp  [Version 1.68EV]DC  bgIntegrationEV.esp  [Version 0.96]DD  AudaciousMagery.espDE  RshAlchemy.esp++  MIEO.espDF  Stealth Overhaul.espE0  ZumbsLockpickingMod - OBSE.espE1  Enhanced Grabbing.esp  [Version 0.4]E2  sycHearNoEvil.esp  [Version 1.0]E3  sycSHOUT.esp  [Version 1.02]E4  ReneerNPCSneakMod.espE5  kuerteeNPCsYield.espE6  Progress Plugins Merged.espE7  ReallyImmersiveMessagesNoBirthsigns.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  NRB4 Standard Road Record.esp++  ShinySeptims_Septimus.esp++  Visually Realistic Deadly Lava.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]E8  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  Life Detected - Skeleton - Tiny - 2.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp**  LoadingScreens.espE9  Bashed Patch, 0.espEA  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.espEB  npcjump.espEC  Ronyns_Realistic_and_Fun_Acrobatics-8494.espED  Ragna Parry V2.espEE  Duke Patrick Combat AI (no tripping).espEF  Duke Patrick_SCA Combat.espF0  Duke Patricks - BASIC Script Effect Silencer BETA.espF1  Streamline 3.1.esp
In disabling Pluggy though I found it was not so easy. Of course removing the OBSE folder stuff was easy, but I could find no co-saves (with version 91 at that) for at least 40 saves. Looking at the masters of that last save with a co-save I don't really see what I had done to my load order or anything so that co-saves would not be made???

Are co-saves made with the newer versions? Maybe I was using 94 or another version of 90 something back then.

So then disabling and removing Alchemical Formulas and Pluggy was not enough - kept crashing on reload. I had to keep Pluggy then reload and save without Alchemical Formulas then exit and remove pluggy - then it would reload without crashing. Is that normal?

Then after the next reload I got a message warning me that the save was saved with pluggy, but it saved fine and played fine. Is that normal?

thanks
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Alisha Clarke
 
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Post » Sun Oct 07, 2012 9:04 pm

Psymon, let notice that latest pluggy no longer use *.pluggy cofiles, it use some place in *.obse cofiles instead
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lauren cleaves
 
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Post » Sun Oct 07, 2012 3:37 pm

Well OK but I was using Pluggy 91 - did that version have co-saves?

Because I see them up to about 40 saves ago then they suddenly stopped.
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patricia kris
 
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Post » Sun Oct 07, 2012 8:29 pm

Thanks for the updates Haama. I appreciate the usage of the .obse file extension. I'm no modder, but I'll get back to you if anything seems out of line.
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Flutterby
 
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Joined: Mon Sep 25, 2006 11:28 am

Post » Sun Oct 07, 2012 5:01 pm

Well OK but I was using Pluggy 91 - did that version have co-saves?

Because I see them up to about 40 saves ago then they suddenly stopped.
I am pretty sure Pluggy used co-save in v 91. But I believe it only created a co-save file if there were anything that needed it, i.e. Pluggy strings, renaming of items etc. Enhanced Economy uses Pluggy (optionally) to save a log file, but only uses temporary Pluggy strings to do so, thus it did not create any co-save even with the earlier Pluggy versions. For me, Pluggy stopped adding co-saves when I uninstalled Map Markers Be Done - even if Enhanced Economy uses Pluggy.

So maybe you stopped using the only mod that added Pluggy-specific data to your save file 40 saves ago?
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Eve Booker
 
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Joined: Thu Jul 20, 2006 7:53 pm

Post » Sun Oct 07, 2012 8:22 pm

Thanks for the updates Haama. I appreciate the usage of the .obse file extension. I'm no modder, but I'll get back to you if anything seems out of line.
Thanks Bodevanlot :)
In disabling Pluggy though I found it was not so easy. Of course removing the OBSE folder stuff was easy, but I could find no co-saves (with version 91 at that) for at least 40 saves. Looking at the masters of that last save with a co-save I don't really see what I had done to my load order or anything so that co-saves would not be made???

Are co-saves made with the newer versions? Maybe I was using 94 or another version of 90 something back then.
Pluggy used .pluggy co-saves until v129, after which it used/s the .obse co-save. TheNiceOne is right that they'll only pop up when you have Pluggy data, but that would be always for Alchemical Formulas :P Maybe those 40 saves were with v131?
So then disabling and removing Alchemical Formulas and Pluggy was not enough - kept crashing on reload. I had to keep Pluggy then reload and save without Alchemical Formulas then exit and remove pluggy - then it would reload without crashing. Is that normal?
Cobl bug, actually - I thought I had fixed it, but I guess not. Anyway, yeah - it doesn't exactly surprise me and you found the way around it. By the way, the Pluggy info is actually with Cobl, not Alchemical Formulas. You should make a clean save of Cobl (the .esm, so you've got to do everything Cobl).
Then after the next reload I got a message warning me that the save was saved with pluggy, but it saved fine and played fine. Is that normal?
Again, Cobl.
Hmmm the labyrinth of this game is thick with tricks.

So after getting rid of crashes with about 4 different mods and their conflcits - I thought I'd narrowed down my issues with All Natural. It was suggested that the pluggy I was using 191 was the real cause even though running pluggy without AN and I got no crashes at all - still I'm willing to try it out. Maybe An and Pluggy are not that compatible.
Could you post a link to where this was suggested? That really doesn't make sense, as far as I can tell. As I said above, Pluggy does very little on its own - versions > v100 can have the Hud CTD because Pluggy hooks into DirectX, Pluggy will load its info while loading a save game and save info while saving a game, and otherwise Pluggy won't do anything until a mod calls one of its functions.
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JD FROM HELL
 
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Post » Sun Oct 07, 2012 10:02 pm

Question about the HUD Text functions, more specifically the Format parameter. The wiki page tells me it's a bitmask (same as Show Codes) but I'm a bit confused about it. Cause I don't see how you could have combinations between things other than 1 (1+8, 1+16, etc), a combination of 4+8 would just override eachother, correct?. :unsure:

Format codesAdd for combinations  1: Displays the text on a single line, regardless of line breaks or carriage returns.  2: Centers the text in the rectangle.  4: Aligns the text to the left side of the rectangle.  8: Aligns the text to the right side of the rectangle.  16: Justifies the text to the top of the rectangle.  32: Justifies the text to the bottom of the rectangle. It only works when combined with 1  64: Justifies the text in the center of the rectangle. It only works on single lines.  128: Lines are automatically broken between words when text reaches the end of a rectangle, thus adding an additional line
Sorry for confusing post, head kinda boils. <_<

[edit]Oh, another question: is using 8 the same as using 0 (since by default the text is always aligned to the right side of the rectangle)? :unsure: [/edit]

[edit2]Ewrrr....another question on this subject, what's the difference between using code 2 and using code 64 (since the latter only works for single lines the practical result would be the same, wouldn't it?).[/edit2]

[edit3]Wait, I just thought of something. Is it true that codes 2, 4 and 8 affect horizontal positioning while 16, 32 and 64 apply to vertical positioning? That would also explain the possibility of combining values (horizontal+vertical+extra). :)[/edit3]

-kyoma
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GRAEME
 
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Post » Sun Oct 07, 2012 10:20 am

First off I absolutely had v91 of Pluggy installed but my character never explored alchemy much.

come to think of it though I did briefly upgrade to 131 to test HUD mods then reverted to 91 but that was prior to that save 30 some saves ago (and the HUD mods are not in the masters of the saves window of bash so that I know for certain).

Clean save from COBL???? What do you mean by clean save - make a save without COBL esm loaded??
Do you mean to get rid of Pluggy artifacts or Alchemical Formula artifacts? You're not clear.

Err - uhhh - not such an appealing idea.

The following mods are dependent upon COBL esm that would affect my game:
ALEX - would lose the items found.
Choices and Consequences - oh no I've too much faction reputation to lose.
Enhanced Quest Roleplaying - actually that can be clean saved without much hassle.
Shezries Villages - not that I've done much in them.
The Ayleid Steps - nope again - start that quest all over again? what a hassle!
Guards of Cyrodiil - no quest progress but still.
Fort Akatosh - quest progress lost.
not to mention having to clear out luggage, which I use a lot.

So no I don't want to clean save from COBL esm - if what you mean is make save without it loaded. Got to be another way.
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Pants
 
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Post » Sun Oct 07, 2012 12:42 pm

[edit3]Wait, I just thought of something. Is it true that codes 2, 4 and 8 affect horizontal positioning while 16, 32 and 64 apply to vertical positioning? That would also explain the possibility of combining values (horizontal+vertical+extra). :)[/edit3]
bingo
[edit]Oh, another question: is using 8 the same as using 0 (since by default the text is always aligned to the right side of the rectangle)? :unsure: [/edit]
Actually, 148 is assumed = 128 + 16 + 4.
...
So no I don't want to clean save from COBL esm - if what you mean is make save without it loaded. Got to be another way.
Don't worry about it, then. Just delete the Pluggy data, and you've already made the clean save of Alchemical Formulas so you should be fine :)
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Sheila Reyes
 
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Post » Sun Oct 07, 2012 3:13 pm

bingo

Actually, 148 is assumed = 128 + 16 + 4.
Cool thanks. :) Just one more question, the size of the rectangle is determined by the Width:long and Height:long parameters from http://cs.elderscrolls.com/constwiki/index.php/NewHudT, correct? But what are the default values for that (for when they are omitted), simply the size of the screen (or what's left of the screen with regards to the start position)?
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alicia hillier
 
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Post » Sun Oct 07, 2012 10:37 pm

what are the default values for that (for when they are omitted), simply the size of the screen (or what's left of the screen with regards to the start position)?
Correct (ack, I really need to work on some automatic documentation like OBSE has... time to look up wiki-style html output :evil: )
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Cayal
 
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Post » Sun Oct 07, 2012 9:07 am

Correct
Okiedokie. :)

[edit]Maybe not a good idea to ask this in an edit but there's not really any haste. A function that returns which Menus folder is used by the game (Menus, Menus80, Menus50), possibly as an expansion for the existing http://cs.elderscrolls.com/constwiki/index.php/ScreenInfo.[/edit]

[edit2]
And something for in the distant future, functions to crop a texture used for a HudS, that's the only thing from making Pluggy's Hud functions exceed Oblivion's nasty XML. :)
[/edit2]

[edit3]
Another question/request, I noticed that you can only set the ShowCode for a HudS at the time of creating it. Once created there doesn't appear to be a function to change this flag, maybe a SetHudS or HudS_Show.
[/edit3]

[edit4]
Nvm my edit3, for my purposes I merely wanted to hide/show a HudS based on a variable, I realize now I can do that by simply using HudS_Opac. :facepalm:
[/edit4]

-kyoma
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BaNK.RoLL
 
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Post » Sun Oct 07, 2012 5:23 pm

Is it true that when using .dds files with the Pluggy HudS the resulting image is somehow much sharper than how an XML equivalent (aka, using the exact same .dds file)? Small example, here's http://i98.photobucket.com/albums/l243/Kyoparadox/Untitled-1.jpg?t=1259054402 showing a HudS (at the top) and an XML image (at the bottom).

As you can probably see the HudS is alot sharper than the XML image even though they use the exact same file (which is a custom file). Or perhaps it is the other way around, where the XML image is somehow less sharp than the actual texture. I tried it with a resolution of 1280x1024 (which means Oblivion doesn't resize the texture in the XML, you know, with the Menus/Menus80/Menus50) and it didn't make any difference (in the sense that the difference in sharpness remained big).

Or is it something in general with Pluggy HudS and did I only notice it now because I compared them really close to one-another? :unsure:

-kyoma
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Arnold Wet
 
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Post » Sun Oct 07, 2012 9:44 pm

Okiedokie. :)

[edit]Maybe not a good idea to ask this in an edit but there's not really any haste.
Good thing you added another post :P
A function that returns which Menus folder is used by the game (Menus, Menus80, Menus50), possibly as an expansion for the existing http://cs.elderscrolls.com/constwiki/index.php/ScreenInfo.[/edit]
TBH, I'm not sure how Oblivion determines which folder to use... if it's something simple like 800 < 1080 < infinity then let me know and I'll add it.
[edit2]
And something for in the distant future, functions to crop a texture used for a HudS, that's the only thing from making Pluggy's Hud functions exceed Oblivion's nasty XML. :)
[/edit2]
Shouldn't be that hard; I'll see what I can do.
[edit3]
Another question/request, I noticed that you can only set the ShowCode for a HudS at the time of creating it. Once created there doesn't appear to be a function to change this flag, maybe a SetHudS or HudS_Show.
[/edit3]

[edit4]
Nvm my edit3, for my purposes I merely wanted to hide/show a HudS based on a variable, I realize now I can do that by simply using HudS_Opac. :facepalm:
[/edit4]

-kyoma
Well, I'll pay attention to edit 3 anyway :D Use HudS_Show (still working on an automatic doc system so all of these functions are updated correctly).
Is it true that when using .dds files with the Pluggy HudS the resulting image is somehow much sharper than how an XML equivalent (aka, using the exact same .dds file)? Small example, here's
They probably use different functions, so it seems reasonable that they could be different. It might also depend on your DirectX version, graphics card and drivers - so maybe get a few people to confirm it as well. Also, try to find a non-textured background to test the two - I don't think this is an issue with the fuzzy Barbara Walters "soft lighting" look of the .xml version, but :shrug:
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Sarah MacLeod
 
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Post » Sun Oct 07, 2012 11:58 pm

Good thing you added another post :P

TBH, I'm not sure how Oblivion determines which folder to use... if it's something simple like 800 < 1080 < infinity then let me know and I'll add it.
Same here, I know it is somewhat related to the resolution but I haven't been able to determine the exact, at first I thought it's just the total pixel amount versus a certain threshold but after running some tests it seemed this wasn't always the case. :mellow:

Shouldn't be that hard; I'll see what I can do.
Yeeee. :celebrate: Oh and not to sound demanding but it would be great if it's done as normal cropping and inverse cropping (dunno if those are the right terms). As in, controlling the width/height at which the texture should be cut off aswell as controlling the x/y at which the texture starts. Or maybe a better way to describe what I mean is being able to crop in all four directions, from top-to-bottom, bottom-to-top, left-to-right, right-to-left. :angel:

Well, I'll pay attention to edit 3 anyway :D Use HudS_Show (still working on an automatic doc system so all of these functions are updated correctly).
And there I was thinking I tried that function in the cs and that it gave an error. Must have been some memory glitch (my memory :P) cause I tried it just now and it indeed works. :facepalm:

They probably use different functions, so it seems reasonable that they could be different. It might also depend on your DirectX version, graphics card and drivers - so maybe get a few people to confirm it as well. Also, try to find a non-textured background to test the two - I don't think this is an issue with the fuzzy Barbara Walters "soft lighting" look of the .xml version, but :shrug:
Hmmm yes, good point(s). I'll see if I can get some more reliable tests (and maybe ask a few people to test it aswell), not really a major deal but this was the first time I noticed it.
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Philip Lyon
 
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Post » Sun Oct 07, 2012 10:49 am

just test dev 132. (not sure if that release was for the public.)

but here's the result:
hud with version 127: http://sites.google.com/site/kuertee/injurieshud.jpg
hud with dev 132: http://sites.google.com/site/kuertee/non-hudwithpluggydev132.jpg

note that the HUDs from Customisable HUD components work but the HUDs for the Eat and sleep mod and Battle fatigue and injuries mod do not.
the huds for Eat and sleep mod and Battle fatigue and injuries mod have transparent pngs.

also, i've updated some of my pluggy mods to not require it anymore.
when you can, please move these from your "mods that require pluggy" list to "mods that use pluggy" and
add the mods not in your list to the "mods that use pluggy" list:
  • Alternatives to death and reload (uses pluggy INI functions to track loads after death)
  • Auto-save and time (uses pluggy INI functions for its alarm clock function)
  • Battle fatigue and injuries (optional pluggy HUD functions)
  • Eat and sleep (optional pluggy HUD functions)
(of course, Customisable HUD components "require" pluggy. :D)

EDIT: oh! also, i've noticed that i cannot go back to dev version 127.
or i think that's the case anyway.
my pluggy INI file didn't getting loaded and i had immediate crashes which can be downloaded here: http://sites.google.com/site/kuertee/Pluggy-possibleCTDonloadingsave.log.
i think it has something to do with the pluggy co-save file because the information in the pluggy INI file is intact.
but this is to be expected when going back versions.

i had to go back to a save WITH 127 to get pluggy working again.
simply installing pluggy 127 over 132 didn't work.

thanks, haama!
(and here's wishing you had a good x-mas!)
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BRAD MONTGOMERY
 
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Post » Sun Oct 07, 2012 9:29 pm

EDIT: oh! also, i've noticed that i cannot go back to dev version 127.
or i think that's the case anyway.
my pluggy INI file didn't getting loaded and i had immediate crashes which can be downloaded here: http://sites.google.com/site/kuertee/Pluggy-possibleCTDonloadingsave.log.
i think it has something to do with the pluggy co-save file because the information in the pluggy INI file is intact.
but this is to be expected when going back versions.

i had to go back to a save WITH 127 to get pluggy working again.
simply installing pluggy 127 over 132 didn't work.
Since v129, Pluggy has been using .obse files instead of .pluggy files, and deleting the old .pluggy files (they need to be deleted so Pluggy knows which one to load). I guess I can move them to a Backup directory instead. Otherwise, your assumptions are correct - v127 tries to load from .pluggy, doesn't find one, and so no information is loaded (... you might find IsPluggyDataReset useful for this reason).
but here's the result:
hud with version 127: http://sites.google.com/site/kuertee/injurieshud.jpg
hud with dev 132: http://sites.google.com/site/kuertee/non-hudwithpluggydev132.jpg
Odd - I haven't changed much Hud stuff between v127 and v132. See the TesNexus link for the Change Log. Maybe it's something else on the list like .ini stuff? I'll download the file for verification, but my modding time is fairly short at the moment and you're leaving a wide range of possibilities. I certainly didn't change how the Hud functions work, so I don't believe it would be the transparent pngs.
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Lucky Girl
 
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Joined: Wed Jun 06, 2007 4:14 pm

Post » Sun Oct 07, 2012 10:48 pm

...Odd - I haven't changed much Hud stuff between v127 and v132. See the TesNexus link for the Change Log. Maybe it's something else on the list like .ini stuff? I'll download the file for verification, but my modding time is fairly short at the moment and you're leaving a wide range of possibilities. I certainly didn't change how the Hud functions work, so I don't believe it would be the transparent pngs.
yeah...odd.
and i was wrong about the differences between the HUD textures.
textures from the mods ALL have transparent PNGs (including Customisable HUD ccomponents).

anyway...don't worry about looking into this.
just do so when you can.
cheers!
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George PUluse
 
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Post » Sun Oct 07, 2012 1:08 pm

I'm been trying to use Unnecessary Violence, and it requires Pluggy. It says to change the name of the Pluggy.ddl in the Pluggy readme to get the HUD abilities to work and UV requires HUD capabilities for Pluggy to work. However when I change the name of the .dll Oblivion closes as soon as I open it.
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Jamie Moysey
 
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