[RelzeWIP] Pluggy #8

Post » Sun Oct 07, 2012 9:11 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.
That sounds more like a "Master .esm not loaded" issue - make sure that you only change the name of the .dll and try again. If it's a Master issue then it'll crash in both cases... if it still only crashes when you add "_Hud" then :blink: We're talking about a immediate close? - only the black screen of the OBSE loader and nothing of the Oblivion icons? Does it throw some crash information up - "Program has encountered an error and needed to be closed" with some memory addresses and the .dll or .exe that caused the problem?
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ruCkii
 
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Post » Sun Oct 07, 2012 12:25 pm

That sounds more like a "Master .esm not loaded" issue - make sure that you only change the name of the .dll and try again. If it's a Master issue then it'll crash in both cases... if it still only crashes when you add "_Hud" then :blink: We're talking about a immediate close? - only the black screen of the OBSE loader and nothing of the Oblivion icons? Does it throw some crash information up - "Program has encountered an error and needed to be closed" with some memory addresses and the .dll or .exe that caused the problem?

It opens the black OBSE window and then the Oblivion icon shows up in the task bar and immediately closes. No error report or anything.
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neen
 
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Post » Sun Oct 07, 2012 11:00 am

It opens the black OBSE window and then the Oblivion icon shows up in the task bar and immediately closes. No error report or anything.
Back to the first part of the response then - this would be the first time a .dll has caused this crash, while it would be the "INSERT LARGE NUMBER HERE" time a file missing its master has caused this type of crash. If you're sure changing the Hud functionality does it - then the next question would be which versions of OBSE and Pluggy are you using?
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Emilie Joseph
 
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Post » Sun Oct 07, 2012 12:46 pm

Back to the first part of the response then - this would be the first time a .dll has caused this crash, while it would be the "INSERT LARGE NUMBER HERE" time a file missing its master has caused this type of crash. If you're sure changing the Hud functionality does it - then the next question would be which versions of OBSE and Pluggy are you using?

I'm doing a complete reinstall and upgraded them again. After this changing the name hasn't caused a problem as far as I can tell. Reinstalling Oblivion and adding mods in 1 by 1 so I will let you know if this error comes up again.
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OnlyDumazzapplyhere
 
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Post » Sun Oct 07, 2012 6:22 pm

I real hope thids isn't a stupid question but I read what pluggy does something with hud? I use cobl but never have used puggy before and I am wondering if I need it and it it would be benefical to my game ?
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Jesus Lopez
 
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Post » Sun Oct 07, 2012 2:59 pm

I tried to install a mod the other day and it said I needed Pluggy 122 or higher... I have the newest version, but I added HUD to the end of the name which was required for another mod. Could this cause this message?
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GEo LIme
 
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Post » Sun Oct 07, 2012 1:36 pm

I real hope thids isn't a stupid question but I read what pluggy does something with hud? I use cobl but never have used puggy before and I am wondering if I need it and it it would be benefical to my game ?
As of now, Cobl doesn't really use Pluggy (I should have added it for the .ini features, but have never had a chance to add it). If you want to see what Pluggy can do with 'ze Huds, check out kuertee's, qzilla's, or some of Low Post's mods (see the OP for links).
I tried to install a mod the other day and it said I needed Pluggy 122 or higher... I have the newest version, but I added HUD to the end of the name which was required for another mod. Could this cause this message?
It shouldn't - PM me the name of the mod and I'll check it out.
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priscillaaa
 
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Post » Sun Oct 07, 2012 1:35 pm

Hi,

I'm about to start using Pluggy with Map Marker Overhaul in order to backup map marker data to a file, and then read it back into the game later. I have successfully created text file with Pluggy before, but never read files, so I just wanted to ensure that I can use the ToOBSE function to copy the entire string (after a FileToString call) to an OBSE string. The string in question will probbaly be a few KB long. From which Pluggy version does ToOBSE work?
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Rex Help
 
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Post » Sun Oct 07, 2012 11:08 am

PM sent.
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Rob Davidson
 
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Post » Sun Oct 07, 2012 9:35 pm

Hi,

I'm about to start using Pluggy with Map Marker Overhaul in order to backup map marker data to a file, and then read it back into the game later. I have successfully created text file with Pluggy before, but never read files, so I just wanted to ensure that I can use the ToOBSE function to copy the entire string (after a FileToString call) to an OBSE string. The string in question will probbaly be a few KB long. From which Pluggy version does ToOBSE work?
Should work just fine. One note, though - you might have to use set instead of let (not all Pluggy functions seem to work with let... this also means you'll need to construct the OBSE string before setting, unlike with let).

I added the functions in v128. I originally thought I might change their syntax, but A. no one has commented on it and B. they match To/FromTSFC as is, so I'm thinking they'll stay this way.
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Elizabeth Falvey
 
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Post » Sun Oct 07, 2012 2:13 pm

Should work just fine. One note, though - you might have to use set instead of let (not all Pluggy functions seem to work with let... this also means you'll need to construct the OBSE string before setting, unlike with let).

I added the functions in v128. I originally thought I might change their syntax, but A. no one has commented on it and B. they match To/FromTSFC as is, so I'm thinking they'll stay this way.
Thanks. Is there any reason that Pluggy versions between 125b and Dev v132 is unavailable? If I'm using ToOBSE it effectively means that I require "Dev v132", since non-development versions of 128-131 isn't there.

Alternatively, is there any other reliable way to convert a pretty large (possibly several K) text string from Pluggy to OBSE? I'm aware of the old SetName/GetName trick to convert strings, but I'm not sure if that works with so large strings.
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Emma louise Wendelk
 
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Post » Sun Oct 07, 2012 8:20 pm

Thanks. Is there any reason that Pluggy versions between 125b and Dev v132 is unavailable? If I'm using ToOBSE it effectively means that I require "Dev v132", since non-development versions of 128-131 isn't there.
All of the versions 126-132 have been development while I make some fairly major changes (i.e., switch from .pluggy co-save to .obse co-save). I was expecting to be able to develop these much quicker, but haven't had as much time as I expected to work on it. However, v132 has been out for 2 months now and I haven't heard any complaints - I'd consider it a Beta. (I might release a v133 soon that moves old .pluggy co-saves rather than deletes them and call that the Beta, but that would be the only change.)
Alternatively, is there any other reliable way to convert a pretty large (possibly several K) text string from Pluggy to OBSE? I'm aware of the old SetName/GetName trick to convert strings, but I'm not sure if that works with so large strings.
The only OBSE function that reads files is RunBatchScript, and I don't believe you can set strings from the console.
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Laura Richards
 
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Post » Sun Oct 07, 2012 12:39 pm

The only OBSE function that reads files is RunBatchScript, and I don't believe you can set strings from the console.
sv_Construct works with set, IIRC.
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FLYBOYLEAK
 
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Post » Sun Oct 07, 2012 8:18 pm

Thanks, but I definately need to read from the file into a Pluggy string.

So my question was simply if there were any other, older methods than ToOBSE of converting the long Pluggy string to an OBSE string. ToOBSE works perfectly, but if the feature could be compatible with older versions of Pluggy, that would be better - but by no means necessary.
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Annika Marziniak
 
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Post » Sun Oct 07, 2012 5:00 pm

Thanks, but I definately need to read from the file into a Pluggy string.

So my question was simply if there were any other, older methods than ToOBSE of converting the long Pluggy string to an OBSE string. ToOBSE works perfectly, but if the feature could be compatible with older versions of Pluggy, that would be better - but by no means necessary.
Ah, I had misunderstood. Other than StringSetName, the only possibilities would be the Book functions (CreateEspBook) or maybe the MsgBox function - neither of which would be easy.
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Brooks Hardison
 
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Post » Sun Oct 07, 2012 2:41 pm

Ah, I had misunderstood. Other than StringSetName, the only possibilities would be the Book functions (CreateEspBook) or maybe the MsgBox function - neither of which would be easy.
OK. As you may have noticed, I have just released Map Marker Overhaul, and it has Pluggy 128 or newer as a requirement for using the map marker backup feature. In other words, I was content with the ToOBSE function. :)
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Vincent Joe
 
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Post » Sun Oct 07, 2012 9:45 pm

Probably reported/answered in the past, but what the heck ! The thread deserves a bump.

What syntax do I use to retrieve attributes of a specific HUD ? doesn't work. For instance, let fBuf := hudT_X sHUD gives me a compiler error about the missing X parameter.

Off topic: You might want to take a look at this http://www.gamesas.com/bgsforums/index.php?showtopic=1067552 - Looks like it could use your help.
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Abel Vazquez
 
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Post » Sun Oct 07, 2012 4:40 pm

Probably reported/answered in the past, but what the heck ! The thread deserves a bump.

What syntax do I use to retrieve attributes of a specific HUD ? doesn't work. For instance, let fBuf := hudT_X sHUD gives me a compiler error about the missing X parameter.
The retrieve sub-function of many HUD functions were added later. In that case, in particular, you'll need to upgrade (don't remember exactly when I added it - change list is on TesNexus).
Off topic: You might want to take a look at this http://www.gamesas.com/bgsforums/index.php?showtopic=1067552 - Looks like it could use your help.
Already looking ;)
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yermom
 
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Post » Sun Oct 07, 2012 12:54 pm

The retrieve sub-function of many HUD functions were added later. In that case, in particular, you'll need to upgrade (don't remember exactly when I added it - change list is on TesNexus).
Ah .. now I see why I should update my local copy of the wiki. Thanks ( it seems they were added in v131 ). By the way, do any of pluggy's commands have issues with the let parser ?

Already looking ;)
No new posts in the Wrye Bash thread ?! I feel betrayed.
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Rik Douglas
 
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Post » Sun Oct 07, 2012 12:12 pm

Ah .. now I see why I should update my local copy of the wiki. Thanks ( it seems they were added in v131 ). By the way, do any of pluggy's commands have issues with the let parser ?
For the most part, I wouldn't use let - http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1038730&view=findpost&p=15084259 one example. Not sure if it's something that depends on OBSE versions - haven't had a chance to look into it.
No new posts in the Wrye Bash thread ?! I feel betrayed.
Do I have to give time-tense lessons to everyone on the Bash thread :P BTW, check for edits (and thanks for the [bump])
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Monika
 
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Post » Sun Oct 07, 2012 6:42 pm

For the most part, I wouldn't use let - http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1038730&view=findpost&p=15084259 one example. Not sure if it's something that depends on OBSE versions - haven't had a chance to look into it.
I'll see if I can dig something similar up.

Do I have to give time-tense lessons to everyone on the Bash thread :P BTW, check for edits (and thanks for the [bump])
Maybe you'll see less as a chore if you logged in more often :P My reply awaits you there.
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Baylea Isaacs
 
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Post » Sun Oct 07, 2012 10:21 pm

haama,

I'm having some strange issues with Pluggy 125b. First and foremost is that this code doesn't seem to want to work in a result script:
Message "RenPluggyOutput Stage 10 test 1"SetString RenPluggyOutput.outputfile "RGODebug\RGODebugFile.txt"Message "RenPluggyOutput Stage 10 test 2"StringMsg RenPluggyOutput.outputfile 1StringLen RenPluggyOutput.outputstring 0Message "RenPluggyOutput Stage 10 test 3"StringCat RenPluggyOutput.outputstring -9001 -32 RenPluggyOutput.string1 RenPluggyOutput.string2 RenPluggyOutput.string3 RenPluggyOutput.string4 RenPluggyOutput.string5 RenPluggyOutput.string6 RenPluggyOutput.string7 RenPluggyOutput.string8 RenPluggyOutput.string9 RenPluggyOutput.string10Message "RenPluggyOutput Stage 10 test 4"StringToTxtFile RenPluggyOutput.outputfile RenPluggyOutput.outputstring 1			Message "RenPluggyOutput Stage 10 test 5"StringMsg RenPluggyOutput.outputstring 1StringMsg RenPluggyOutput.string1 1Message "RenPluggyOutput Stage 10 test 6"SetStage RenPluggyOutput 5
There is no output to the file, nor is there any message in the console or in a Message for the StringMsg RenPluggyOutput.outputstring 1 line (but the line with string1 outputs just fine). All the other Messages display properly (as one would expect). All the strings are created using CreateString -1 and set using SetString in separate scripts. Might you have any advice as to what I am doing wrong here? Or do Pluggy functions simply not work in result scripts?
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jadie kell
 
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Post » Sun Oct 07, 2012 8:33 pm

Or do Pluggy functions simply not work in result scripts?
IIRC, the String Manipulation functions do work in result scripts, however you have to use the Global flag - remember that result scripts technically come from the Save File "mod" FF, so to Pluggy the strings appear to be from a different mod. String_Msg in particular, though, probably won't work at all - it uses an internal, but vanilla function to print so I guess it doesn't like being called from a result script :shrug:
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Bethany Short
 
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Post » Sun Oct 07, 2012 1:49 pm

IIRC, the String Manipulation functions do work in result scripts, however you have to use the Global flag - remember that result scripts technically come from the Save File "mod" FF, so to Pluggy the strings appear to be from a different mod. String_Msg in particular, though, probably won't work at all - it uses an internal, but vanilla function to print so I guess it doesn't like being called from a result script :shrug:
Ah, I see. I suppose my next question is how is CreateString called so that it is global? The way I'm creating the strings: set string1 to CreateString -1 - which, according to the Wiki, should already be creating them as global anyway, or do I have to specify CreateString -1 0 0 1?
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Keeley Stevens
 
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Post » Sun Oct 07, 2012 10:57 am

Ah, I see. I suppose my next question is how is CreateString called so that it is global? The way I'm creating the strings: set string1 to CreateString -1 - which, according to the Wiki, should already be creating them as global anyway, or do I have to specify CreateString -1 0 0 1?
Two parts to the "Global" system - Protected and Global. When you use CreateString -1, the string is automatically set to Non-Protected (Protected is the third parameter). When you use any string altering functions, you need to flag their Global parameter (usually the last one) to modify strings from another mod. (a bit blunt but I've got to run)
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Annika Marziniak
 
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