So, I fixed the broken scripts in Darknut's Greater Dwemer R

Post » Wed Jul 27, 2011 3:20 pm

I got an email last night from a guy who pointed out an in-game error due to a problem with a script in Darknut's GDR, and for some reason pegged me as the guy most likely to be able to fix it. The problem was just a simple variable that the script forgot to declare, so it was an easy fix. I decided to look and see which of the other scripts were broken. Looking at all 209 of them in MWEdit, 37 of them wouldn't compile. So, I fixed them.

http://btb2.free.fr/files/morrowind_gdr.zip

I'll update the mod list soon.

-BTB Out
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Laura Mclean
 
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Post » Wed Jul 27, 2011 11:26 pm

Thanks, BTB. Your fixes are awsome.
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Hayley O'Gara
 
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Post » Wed Jul 27, 2011 3:16 pm

I don't understand how mods like this and Immersive Chargen enter the Hall of Fame with such bugs and no fixes.

edit: And you fixed the graphic herbalism glitch that was driving me insane because I had no idea what was causing it. Thank you BTB.
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Anthony Diaz
 
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Post » Wed Jul 27, 2011 2:20 pm

Wow great work!!! Thanks :foodndrink:

Have you also fixed the bugs of the fog's level in some cells and also cleaned the dirty refs?
please say yes :D
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michael danso
 
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Post » Wed Jul 27, 2011 5:59 pm

Always appreciated!
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Josh Sabatini
 
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Post » Wed Jul 27, 2011 8:08 pm

Have you also fixed the bugs of the fog's level in some cells and also cleaned the dirty refs?


The fog's level I think is an MGE issue, although I'm not positive because I've only heard about it in passing. Darknut has spoken on the dirty refs numerous times in the past and said that they belong there, which I'm beginnign to think is only referring tot he references that are identical to the DNR "master" plugin. Either way, I compromised by only removing the problematic dirty references, which were the luminous russula and violet coprinus edits (or lack thereof).
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Beat freak
 
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Post » Wed Jul 27, 2011 9:35 pm

BTB => I speak about one of these posts that I have seen in the forum lately:
by chris.arceo
After wandering around in Dagoth Ur for a couple hours I have concluded that I am stuck. The only place I can think to look is this one room that is pitch black, not even torches or light spells will light it up. Is this by design?
His second post: Never-mind my last post. I figured out the problem. I had to edit the mod. All the cells that that were showing up as black had the fog density set to zero. So I changed them and everything went smoothly from then on.

And after this post by eveningleaves:
Hey Chris,

Do you think you can list the names of those cells? I remember doing the same thing back when I played the mod a while ago and now that I'm preparing another playthrough I can't remember the ones that had to be changed.


And a response by panurgy:
I had to make the same changes to use the mod, I think it's the black screen bug that reared it's ugly head in Oblivion (NVIDIA + HDR + Bethesda interior cell fog density 0). Are you using MGE?

The 3 cells that need to be changed are:
- Dagoth Ur, Hall of Passage
- Dagoth Ur, Lower East Passage
- Odrosal, Tower


Maybe you can make a second fixed plugin's version but for the player who plays with MGE? (and I thinh they are many many players who plays with MGE :D)
pleaseeeeee :bowdown:


An what about the dirty refs in the NoM DNGDR's plugin?
Ayrus => According to Taddeus, who created NOM, that version of DNGDR should still be compatible with the new NOM 3.02. And in the meantime, while waiting for your update, we can use the edited plugins BTB made, which have no dirty refs.
You => Actually, I just removed the two problematic dirty refs >.>

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Amber Hubbard
 
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Post » Wed Jul 27, 2011 9:22 pm

WTF? This mod is like 3 years old. I haven't played it yet. So there are broken scripts?! I'm really sick of these [censored] mods.
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Rebekah Rebekah Nicole
 
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Post » Wed Jul 27, 2011 9:31 pm

The fog's level I think is an MGE issue, although I'm not positive because I've only heard about it in passing. Darknut has spoken on the dirty refs numerous times in the past and said that they belong there, which I'm beginnign to think is only referring tot he references that are identical to the DNR "master" plugin. Either way, I compromised by only removing the problematic dirty references, which were the luminous russula and violet coprinus edits (or lack thereof).

I still dont understand how those dirty references should be there. A dirty reference is basically supposed to be where something in the .esp file was messed with but not actually changed in any way from what is in the .esm. People have gotten rid of the dirty refs without any apparent effect to game play, yet Darknut insists that getting rid of them will break something. So I have to wonder, what exactly is the purpose of the dirty references because so far I have yet to hear an explanation - other then they belong there and removing them will break something.(which isnt really an explanation to begin with)

Anyway, nice that something has been fixed.

I don't understand how mods like this and Immersive Chargen enter the Hall of Fame with such bugs and no fixes.

Mostly has to do with popularity and people being forgiving. I think if most people realized there were problems and that fixes were not really planned, the mods might not make hall of fame.
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Alexandra Louise Taylor
 
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Post » Wed Jul 27, 2011 11:27 pm

I don't understand how mods like this and Immersive Chargen enter the Hall of Fame with such bugs and no fixes.

edit: And you fixed the graphic herbalism glitch that was driving me insane because I had no idea what was causing it. Thank you BTB.


the version before the latest release of Immersive Chargen does actually work great, the latest release has the game breaking bug though. Check the forum thread for it and you'll be able to pick up the earlier release
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Albert Wesker
 
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Post » Wed Jul 27, 2011 2:08 pm

BTB => I speak about one of these posts that I have seen in the forum lately:
by chris.arceo
And after this post by eveningleaves:
Maybe you can make a second fixed plugin's version but for the player who plays with MGE? (and I thinh they are many many players who plays with MGE :D)
pleaseeeeee :bowdown:


Okay, yeah, I remember someone telling me about that, and I forget why I dismissed it as a problem that very few people would ever have.

I basically need to adjust the fog levels in those three cells to something over than "black". I think. I'm actually not 100% sure.

An what about the dirty refs in the NoM DNGDR's plugin?


I edited both plugins.

WTF? This mod is like 3 years old. I haven't played it yet. So there are broken scripts?! I'm really sick of these [censored] mods.


Well, to be fair, the one that was brought to my attention was probably the only one of the bunch that would give an actual in-game error. A handful of others are ones that weren't functioning as intended for various reasons, but weren't actually causing any error messages. The bulk of it, though, was just lazy/bad coding and syntax errors, most of which wouldn't have been caught by the CS in the first place. And really, a sizeable portion of the game itself is coded the same way - the engine just tends to be extremely forgiving of bad coding.

I still dont understand how those dirty references should be there. A dirty reference is basically supposed to be where something in the .esp file was messed with but not actually changed in any way from what is in the .esm. People have gotten rid of the dirty refs without any apparent effect to game play, yet Darknut insists that getting rid of them will break something. So I have to wonder, what exactly is the purpose of the dirty references because so far I have yet to hear an explanation - other then they belong there and removing them will break something.(which isnt really an explanation to begin with)


There is a rare occasion where "dirty" references are actually needed - BTB's Game Improvements even has a handful in the "Equipment" plugin. OBviously, the vast majority of the ones in GDR are not amongst those rare exceptions. Darknut's concern - to which I am largely sympathetic - is that people would just run the plugin through TESTool to "clean" it, which would indeed break it. The problem is just that nobody has wanted to be the one to go through, determine which "dirty" references truly do not belong, and deal with them as they should.
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Andrew Tarango
 
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Post » Wed Jul 27, 2011 10:38 pm

WTF? This mod is like 3 years old. I haven't played it yet. So there are broken scripts?! I'm really sick of these [censored] mods.


I don't understand how mods like this and Immersive Chargen enter the Hall of Fame with such bugs and no fixes.



Nice attitude.

:thumbsdown:

This is very highly regarded mod used by a lot of people. Considering the amount of work that goes into these things you should be more appreciative.
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Ezekiel Macallister
 
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Post » Wed Jul 27, 2011 7:57 pm

This is very highly regarded mod used by a lot of people. Considering the amount of work that goes into these things you should be more appreciative.


And THAT'S why such mods are in the Hall of Fame. Virtually NO modders can build something like GDR and avoid bugs entirely. It takes the work of the modding community to accomplish that, of which BTB taking up the task is a perfect example.

It's also a great example of how BTB may just have too much time on his hands, but we'll not go into that right now. :P
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kiss my weasel
 
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Post » Wed Jul 27, 2011 12:05 pm

Okay, yeah, I remember someone telling me about that, and I forget why I dismissed it as a problem that very few people would ever have.

I basically need to adjust the fog levels in those three cells to something over than "black". I think. I'm actually not 100% sure.

All you need to do is set the fog density to 0.1, and it should fix the problem without any significant difference in appearance. I think the difference might not even be noticeable, but you'd have to test it to be sure.
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Robert DeLarosa
 
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