NPC scripting conflict -> CTD fix, best practice?

Post » Fri May 15, 2015 6:44 pm

As some others have reported, I was having a lot of trouble with PeterBitt&Logitech's MAO (that is awesome!) scriptextender crashing very frequently (every few minutes). I'm not sure for others, but in my case I isolated the main culprit as an incompatibility between the MAO scriptextender and Starfire's NPC Additions. It seems as Starfire's NPC additions got periodically deleted the scripts attached to them through the MAO scriptextender were apt to CTD. The only way I could figure out how to fix this incompatibility was to modify Starfire's NPC additions to first disable the NPC for a few seconds before deleting them AND the MAO scriptextender NPC attached scripts to check if the NPC was disabled and stop the script before they were deleted. This seems to be the best practice on both ends as described in the venerable MSFD (all praise and thanks to GhanBuriGhan, Yacoby and melian!).

After I got this working, I did a grep for setdelete on my other installed mods (over 250) and found a discouraging large number of creature and npc scripts that appear to either have no disable before delete or immediately delete after disable without any timeout. The number of mods I have potentially attaching scripts to unrelated NPCs/Creatures (grepping MWSE xFirstNPC/xNextRef) without disable check seems quite a bit less but still not zero. Ideally I think I should go through and fix these all as described above, but before doing so I wanted to check with the community if this is a problem that has already been solved or is better solved another way?

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Cameron Garrod
 
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