Scripts simply won't fire for some - Cause? Fixes?

Post » Tue Jul 23, 2013 11:30 pm

I'm going to bring this up in the hopes that maybe we can make some headway...

I've mentioned this before as one of my testers had this; basically a very large chunk of the bug reports for Falskaar result from scripts just straight-up not firing. The game just decides not to run them or something. Thus, things aren't triggered, or enabled or updated, and it breaks stuff. I had every script in the entire mod running just fine for me and all but one tester, so it shouldn't be an issue with my setup.

So, the point of this thread is to find the best way for me to respond to these things. Does anyone know what causes this? Is it a slow computer? Is it too many mods of some kind? Is it too many scripts running at once? It seems that for some people scripts just quit and are dumped by the engine (Or something like that) before completing.

I'm not happy only being able to say "It's something that randomly happens to some people and there's nothing I can do." I'd love a more informed response than that, assuming my assumptions are correct. (Does that count as a double negative?)

Anyone have an input on this? It's very irritating to get so many reports that seem to just be 'engine weirdness' and not have a very solid way to respond, or any solutions to suggest. If it is something on my end that I can fix, I'd love to know so I can fix it.

Thanks,

AJV

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Milagros Osorio
 
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Post » Tue Jul 23, 2013 12:58 pm

A couple of things come to mind AJV. Those damned ini tweaks, specifically the papyrus ones, and people using old versions of the game.
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Stacyia
 
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Post » Tue Jul 23, 2013 12:32 pm

Oh yeah, I hadn't thought of that. I suppose those are both big potential causes. I'll poke around to see if these people have followed any big INI tweak guides and if their games are up to date.

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kyle pinchen
 
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