Game Freezes And Slowdowns

Post » Fri May 27, 2011 11:24 am

I don't know if this is a pc issue or something to do with the mod i'm working on, or maybe something else altogether. I'm creating a new town on a pre-made continent. I can walk around fine, look around, the movement is unrestricted. I notice when I go into some buildings the mouse almost stops responding to looking around, and only the movement keys work. Does anyone know what the problem could be?
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Thu May 26, 2011 9:26 pm

I guess it is a local script, if you have to many local scripts the game freezes.
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Fri May 27, 2011 9:26 am

Hmm. I'm not exactly sure what you mean. If you mean the 'nolore' script, there's NPC's that have that script attached to them. Is that what a local script is? And if that IS the problem, how could I remedy it?
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Thu May 26, 2011 9:56 pm

Shouldn't be the nolore script..

I don't know. Try going through the affected cells in the CS and seeing if there are any suspicious scripts?
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Fri May 27, 2011 6:45 am

As far as I know, the only scripts are the nolore scripts. The cell was just bare land, and I used it to create a town. All I have so far are about 8 guards, all with the nolore script. I know there's a cave in or next to the cell I used. I haven't checked to see if it has a script involved somewhere though.
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Fri May 27, 2011 12:42 am

Besides, I wouldn't know a bad script from a good one at my stage of modding experience.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Fri May 27, 2011 6:43 am

I guess if you dont know what a local script is, then you might need a longer answer:
If you have a NPC, a misc. item, a container, door, activator, book, ingredient etc. they might have scripts attached to them.
If you have to many scripts in one place you freeze.
There is almost no difference between an indoor "cell" and an outdoor "cell", so I guess it must be scripts.
Check this: http://planetelderscrolls.gamespy.com/View.php?id=6083&view=Mods.Detail
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Fri May 27, 2011 4:15 am

See I've never had nor heard of the issue you're having, so I'm not entirely sure. There are no scripting commands that deal with mouse movement.. so I don't think it's a faulty script. Unless there's a script constantly doing a high-cost operation in your cell, it's probably your computer. Do you have these symptoms in other cells without your mod installed?
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Fri May 27, 2011 4:56 am

I actually have had similar problems in other cells before. I'm using a pre-made mod for a base of creating new mods, and i'm also using that same mod in a game. I don't seem to have those problems ingame. But then again, the town i'm making wasn't around when I started playing. Another thing I just thought of, is whenever I test my mod, I continue from a quicksave that puts me right after the initial drop off in Seyda Neen. I do get the message saying the .esp has been modified or whatever, but I guess I didn't think it could cause this. I'd be willing to bet that could be it.
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Fri May 27, 2011 2:23 am

Whoa whoa whoa wait a second there, bud.

The first rule of mod testing is that you do not start from a saved game. This puts erroneous references in your save game. What that means to you is that you'll often see doubling occur and various other problems may pop up. What you'll want to do is start with a new save game each time.

What you need is my http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=163468&id=6338 mod. It is a mod that skips the character generation process. It starts you off in Seyda Neen with max stats and two tools to help you out: a Qube of Giving (gives armour/weapons/money) and a Teleport Ring that will teleport you to all the towns and cities in Vvardenfell.

With it, just click on New Game every time. It takes the same amount of time as loading from a save. The only thing you need to do then is coc or coe to your destination. This way, you'll get the speed of loading from a save without all the bad stuff that comes from testing from a save.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Thu May 26, 2011 10:37 pm

I guess I tried to avoid the beginning of the game every time. I'll use that mod. Thanks.
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Fri May 27, 2011 5:03 am

Yea, I used to do the same thing as you.. but I quickly learned there were more negatives with loading from a save then there were positives. I then knew that I should start a new game every time.. and I did. But after a starting a few new games for mod testing, I grew tired of "Wake up.. you were dreaming.." and "Ahh yes, we've been expecting you..".

So I made the modTESTchargen to remedy that. ;)

It's amazing the amount of time it's saved me.. I'm working on a version three now. Well, that's enough with the shameless plug, let's get back to the matter at hand.

Try testing your mod once you install mine and let us know if it still happens.
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Fri May 27, 2011 7:23 am

That mod did the trick. The same interiors let me move around without any slowing down or freezing. It feels lke a great weight has been lifted off of my shoulders. One less hassle to deal with in modding. Great job with that.
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Fri May 27, 2011 9:13 am

Thanks, I'm glad to know that it helps. Hopefully you will be able to pass on that knowledge to someone else in your situation. :)
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Fri May 27, 2011 10:41 am

I'm using texture replacers for Morrowind as well as enhancers for objects, weapons, silverware, bottles, etc to spice things up a bit as I test my mods. A few of them have .esp files. Is this going to affect my mod in any way?
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Fri May 27, 2011 2:58 am

I'm using texture replacers for Morrowind as well as enhancers for objects, weapons, silverware, bottles, etc to spice things up a bit as I test my mods. A few of them have .esp files. Is this going to affect my mod in any way?

Only if your mod is dependent on those .esp files.
Otherwise they are not connected to any aspect of your mod. The files are being used by your game alone, and someone elses game will use the textures that they have.
User avatar
Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Fri May 27, 2011 2:06 am

With it, just click on New Game every time. It takes the same amount of time as loading from a save. The only thing you need to do then is coc or coe to your destination. This way, you'll get the speed of loading from a save without all the bad stuff that comes from testing from a save.



In my experience, it is much easier to uncheck your WIP mod, and save the game in a certain interior cell. Then in the CS, make a door in that cell where you saved that takes you to wherever your mod is. Then reactivate your mod and whenever you want to test it, load that save.
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Fri May 27, 2011 3:01 am

@ Trunksbomb.
I've been using your mod and it works great for testing. Saves me a lot of hassles. I have a question though. One mod in particular that i'm creating requires the player to be at least level 10 until certain dialog appears. I'm pretty illiterate when it comes to changing stats at the moment. Is there an easy way to change the level in your mod to be level 10 so i can test this?
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am


Return to III - Morrowind