I never used this forum before, but I don't know where to ask.
So, I making overhaul for .... as you can understand, Oblivion. So, I already spent ~200 hours working everyday in CS 10-15 hours per day, sometimes I don't sleep at all. I found tones bugs inside CS itself, and I want to ask:
1) Is it normal and impossible to solve?
2) Is there a patch/mod/something else to enhance CS (don't count OBSE, I use it already, and OBSE has nothing to do with it).
3) Is these "bugs" or something known already? I guess it is.
4) And if #3 isn't true, then is my OS or something may cause it? I don't think it's a problem, because when you'll see description of these bugs, I don't think it's possible 'cause of OS or something.
So:
1. Doing repeatable actions like double clicking on object for editing many times in a row (double clicked on NPC to edit it, then do what I need, then pressing OK, then do the same with 2nd, 3rd, and so on) will cause CS to freeze and ignore these clicks on ~40-50th NPC. I still can edit races, birthsigns, settings, scripts, locations, but clicking on ANYTHING at "Object Window" returns nothing. I mean, you pressing double click on any item, spell or NPC will do nothing. Pressing right mouse button and then "Edit" will do nothing too, "Use Info" same, doesn't work. Pressing "Data" (if you want to load any other esm/esp) automatically forces CS to close current esp(s) without asking about save and load only Oblivion.esm and nothing more.
So the only way to solve this, is when I see that I can't click on objects anymore and simply save esp, and then close CS and then start it again. Well... unfortunately my overhaul is currently in deep beta stage, it contain Unofficial Oblivion Patch as a base for compability, and loading this mod each time and then resaving it for further modding is a bit annoying because it takes lots minutes of stupid wasting time of waiting near monitor.
2. Problem #1 is nothing to comparison with this problem... #1 just annoying, while #2 is really non-logical strange and stupid behavior of CS:
Currently my mod contains alot plugins wisely merged for compability and suiting/editing it for my mod, only 1 of 16 mods isn't used legal for now, but I simply don't know how to send PMs at this forum... so I hope I'll get permission. So, after adding all those contents and testing it for working properly everything was ok. But... some days ago, I made my first, at this mod, magic script effect and added to some obejcts, tested it and everything was ok, it worked perfectly. BUT on the next day when I loaded my mod, resaved it by using "Combining loaded plugins" (I always did it, and as I know it's the only way how to edit content of esp and then save everything without creating other esp which will be connected to the 1st). Only Oblivion.esm and my mod were loaded, as always, so I resaved it for further modding and saving. Then... strange things start to happen, EVERY scriptt were removed from "Script Effect" on objects I added. First time I simply was surprised and remade them again and tested, it worked. Then on the next reloading (after regular problem #1) they were removed again... I tested it like 10 times with different scripts and that's what I found:
If a script was created by "New" button then it'll disappear if it has "Magic Effect" on "Script type" after reloading mod in CS.
It'll work normally if you run this plugin in game, but if you load it with CS and then save and then run, all script will disappear...
I found a way how to solve this: I used some useless CG scripts (like hint/help when equip your first weapon/armor or use chargen mortar and pestle) and copied my script there, then I used these scripts on my script effects and now it's working... the problem is... IT REMOVED ALL SCRIPTS FROM ALL MODS I USED AAAARGH, there're like ~50 magic script effects, do I look like a crazy moron who will try to find 50 useless vanilla scripts and remake them with custom scripts? That's just silly and impossible to explain.
Why if I create this simple script:
ScriptName RRSkoomaAddictionScriptBegin ScriptEffectStart if(Player.HasSpell RRSkoomaAddiction == 0) && (GetSelf == Player) Player.AddSpell RRSkoomaAddiction MessageBox "You got skooma addiction, it's permanent: -10 Strength, -10 Speed, -10 Personality, -20 Fatigue, 25% Weakness to disease. No, I seriously, it's permanent." "Damn it." endifEnd
So, if I start new script, copy there all you can see above it'll work perfectly in game.
But.. if I'll load my mod in CS it'll disappear from effect...
That's what I can see before quiting CS:
Script Effect Info:Script: RRSkoomaAddictionScriptEffect Name: Skooma Addiction 100 %School: DestructionVisuals Effects: NONE
Again, running this plugin ingame will work, everything will be ok.
You use skooma, get great bonus to your attributes for 360 seconds. If you use it for the first time you recieve message and getting ability.
BUT if I load my plugin in CS and then press on edit skooma, I'll see this:
Script Effect Info:Script: NONEEffect Name: Skooma Addiction 100 %School: DestructionVisuals Effects: NONE
What the hell??? And yes, it won't work in game after loading this mod in CS and then saving it there. Script isn't deleted itself, it exists, all I need is just to choose it again and then save, and it'll work, but... skooma isn't the only object that uses scripted effects... and again as I said, this damned CS deleted ALL non-vanilla effects from everything, I mean, now all these mods/plugins I used in my mod are working on 1/2 or don't work at all. So I need to say "Good Bye!" to my mod and rewrite everything again. So I wasted around 200 hours of work.
BUT, if I pick any other vanilla script, delete EVERYTHING from there and simply copy my script there it... will work! Strange? Yes. Why this happening? I can't create new scripts for magic effects, because they will be removed from all effects instanly after loading mod in CS. So it totally screwed my mod for now.
Here's the main question:
How do I make CS work properly without stupid senseless bugs and not logical impossible to explain behavior.
Short version for those who don't want to read this all:
Screw this. Going to sit every night infront of monitor rewriting whole mod again, argh.
Thanks.