Repairing the Cogs of Morrowind #10

Post » Fri May 27, 2011 5:12 am

In what way would adding a script to a static achieve anything that adding the same script to an activator could not?
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Fri May 27, 2011 4:25 am

In what way would adding a script to a static achieve anything that adding the same script to an activator could not?

To prevent using search and replace, thus making my changes compatible with mod added instances.
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Fri May 27, 2011 5:07 am

I think I found another bug. If you have an item in a quickslot and use it until you have none left, you will still have one in your inventory. Clicking on this "ghost item" will casue a CTD. Obtaining more of x item does not remove the ghost item. Directly replacing the item in the quickslot does. However, deleting the item from the quickslot and then replacing it, without first exiting the quickslot menu often caused a CTD for me when using the new item in the quickslot. I got a Pointer Memory Error once when clicking on the ghost items resulting in a Restore save, which upon loading the ghost item was gone. Saving and reloading/exiting gets rid of the ghost item too. I was able to repeat this consistently, and it worked for only for items chosen from the "Inventory Menu".

I can confirm all of this. After using all the item from a quickslot the "ghost item" still appered in the inventory, but after I tried too barter with a NPC the item did not show up in my inventory and after leaving the merchant the "ghost item" was still gone.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Thu May 26, 2011 11:08 pm

I would personally like the ability to add a script to a static

Thats what activators are for
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Fri May 27, 2011 3:41 am

Thats what activators are for

But I would still need to replace the statics with activators. As I have said, my wish is to avoid that so that mod added content doesn't need a patch. If I could add a script to a static, it would work anywhere. I know it's not a huge deal patch other mods, but it would be nice to script statics.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Fri May 27, 2011 9:07 am

But I would still need to replace the statics with activators. As I have said, my wish is to avoid that so that mod added content doesn't need a patch. If I could add a script to a static, it would work anywhere. I know it's not a huge deal patch other mods, but it would be nice to script statics.

If I understand you correctly, you're proposing to attach a script to an existing static object id which would then update every reference of that object. Your mod would have to load after all other mods adding content based on that object id to guarantee no other mod overrides your change.

That's actually poor mod design - in order to avoid conflicts with other mods and not worry about load order, you should always create a unique instance of an object id and point what existing references you want to the new id. If another mod tries to delete what it expects to be a standard unscripted static and you've attached a script to it that's still running, you're going to crash the game. Only your mod would know for sure that the script is there and active and be able to gracefully stop that script before deleting the object reference.

So there's no difference, you going to need to replace one id with another. Activators ARE scripted statics - and as Yacoby tried to tell you that's what Bethesda designed them for. -_-
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Fri May 27, 2011 11:39 am

I noticed the lighting sometimes behaves strangely (such as with a light spell). Nothing to be done? Or can the MCP fix it?
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Fri May 27, 2011 12:05 pm

I noticed the lighting sometimes behaves strangely (such as with a light spell). Nothing to be done? Or can the MCP fix it?

I think that that's just how the engine works. It should be 'solved' in OpenMW or The Crystal Scrolls though.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Fri May 27, 2011 3:49 am

I think I found another bug. If you have an item in a quickslot and use it until you have none left, you will still have one in your inventory. Clicking on this "ghost item" will casue a CTD. Obtaining more of x item does not remove the ghost item. Directly replacing the item in the quickslot does. However, deleting the item from the quickslot and then replacing it, without first exiting the quickslot menu often caused a CTD for me when using the new item in the quickslot. I got a Pointer Memory Error once when clicking on the ghost items resulting in a Restore save, which upon loading the ghost item was gone. Saving and reloading/exiting gets rid of the ghost item too. I was able to repeat this consistently, and it worked for only for items chosen from the "Inventory Menu".

I can confirm all of this. After using all the item from a quickslot the "ghost item" still appered in the inventory, but after I tried too barter with a NPC the item did not show up in my inventory and after leaving the merchant the "ghost item" was still gone.

I think I have found the best solution soo far too get rid if this "Ghost item". After you have used all item from a quickslot and the message box says "You no longer have " if you then go too your inventory and pickup any other item then the "ghost item" it will disappear immedetly. I also tried too assign a stack of 4 Flin too a quickslot went outside too find a guard. In front of this guard I used all Flin potions and then I killed him and grabed his sword. And in the moment I picked the sword from the deed bodies inventory and placed it in my invertory the "ghost item" also disappered. Soo it seems that everytime the inventory get updated any leftovers from quick-keys assignment is deleted. That's probably the reason why this bug is not soo wellknown by the regular player.

You can also generate two or more of thise "ghost items' by assigning different kind of items/potions too different quickslots and then use them up. But they all disappere by doing one of the two things I have discripted or by saving and reloading as well.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Thu May 26, 2011 9:38 pm

If I understand you correctly, you're proposing to attach a script to an existing static object id which would then update every reference of that object. Your mod would have to load after all other mods adding content based on that object id to guarantee no other mod overrides your change.

That's actually poor mod design - in order to avoid conflicts with other mods and not worry about load order, you should always create a unique instance of an object id and point what existing references you want to the new id. If another mod tries to delete what it expects to be a standard unscripted static and you've attached a script to it that's still running, you're going to crash the game. Only your mod would know for sure that the script is there and active and be able to gracefully stop that script before deleting the object reference.

So there's no difference, you going to need to replace one id with another. Activators ARE scripted statics - and as Yacoby tried to tell you that's what Bethesda designed them for. -_-

I know it's considered bad to change standard referenced. NoM changes standard references, and must load last, but it's quite popular. Would you say that it is badly designed? I know I don't have any mods released and that I don't have a high post count, but I know some things. I have a reason for wanting to change these statics, and if I could have done it that way it would have to load late in the list. I was just looking for an alternative to search and replace. Fliggerty mentioned it could be done with MWSE. If I can swap a static for something else with MWSE in game, then it accomplishes the same thing. I just have to figure out how.

I think I have found the best solution soo far too get rid if this "Ghost item". After you have used all item from a quickslot and the message box says "You no longer have " if you then go too your inventory and pickup any other item then the "ghost item" it will disappear immedetly. I also tried too assign a stack of 4 Flin too a quickslot went outside too find a guard. In front of this guard I used all Flin potions and then I killed him and grabed his sword. And in the moment I picked the sword from the deed bodies inventory and placed it in my invertory the "ghost item" also disappered. Soo it seems that everytime the inventory get updated any leftovers from quick-keys assignment is deleted. That's probably the reason why this bug is not soo wellknown by the regular player.

You can also generate two or more of thise "ghost items' by assigning different kind of items/potions too different quickslots and then use them up. But they all disappere by doing one of the two things I have discripted or by saving and reloading as well.

That's good to know. It's kind of like AR not updating with a shield spell unless you click an inventory item I guess.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Fri May 27, 2011 6:33 am

I know it's considered bad to change standard referenced. NoM changes standard references, and must load last, but it's quite popular. Would you say that it is badly designed? I know I don't have any mods released and that I don't have a high post count, but I know some things. I have a reason for wanting to change these statics, and if I could have done it that way it would have to load late in the list. I was just looking for an alternative to search and replace. Fliggerty mentioned it could be done with MWSE. If I can swap a static for something else with MWSE in game, then it accomplishes the same thing. I just have to figure out how.


Changing standard templates is often useful, but changing a static is entirely useless. Statics are just that, static. They are meant to be left unchanged and unmoved in the game.
Activators are the active versions. Seeing as an active static is given, you should not need to make a static active (there's already a class for that). Simply not wanting to S&R each instance is your choice.
Changing all the statics with MWSE, especially to start a script.... Well, you shouldn't need to. A static with a script is called an activator. Just use those.
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Fri May 27, 2011 4:57 am

Changing standard templates is often useful, but changing a static is entirely useless. Statics are just that, static. They are meant to be left unchanged and unmoved in the game.
Activators are the active versions. Seeing as an active static is given, you should not need to make a static active (there's already a class for that). Simply not wanting to S&R each instance is your choice.
Changing all the statics with MWSE, especially to start a script.... Well, you shouldn't need to. A static with a script is called an activator. Just use those.

No, I don't need to. I just wanted universal compatibility. I wanted a script to change some specific statics into containers so that if they are used in another mod; Tamriel Rebuilt for example, they would be ready without making a patch. That's all. Anyway, enough of the off topic. If it's possible to make such a script, PM me. I could use some advice as MWSE is still new to me.
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Fri May 27, 2011 1:57 am

I know it's considered bad to change standard referenced. NoM changes standard references, and must load last ... -snip-

No, it's fine to change references. It's poor mod design to change existing object ids.

-snip- ... If I can swap a static for something else with MWSE in game, then it accomplishes the same thing. I just have to figure out how.

It's an interesting approach and would be an intriguing way to dynamically attach scripts.

Having the MCP project try to add scripts to statics tho would not be warranted because the class already exists (i.e. activators), and it's most likely not possible since the static object record format would need to be extended in the code. It's also not clear whether such a modified reference to a static would be correctly recorded in a save file.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Fri May 27, 2011 10:05 am

No, it's fine to change references. It's poor mod design to change existing object ids.


It's an interesting approach and would be an intriguing way to dynamically attach scripts.

Having the MCP project try to add scripts to statics tho would not be warranted because the class already exists (i.e. activators), and it's most likely not possible since the static object record format would need to be extended in the code. It's also not clear whether such a modified reference to a static would be correctly recorded in a save file.

Ah, well I never had any intention to change IDs.
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Thu May 26, 2011 10:41 pm

No, it's fine to change references. It's poor mod design to change existing object ids.

Just for general information, changing references does have problems if several mods change the same references and the MCP isn't used. Regular Morrowind treats persistent and non-persistent references differently in that regard: For persistent references, the last mod that changes them "wins", all previous changes are overwritten by it. For non-persistent references, the *first* mod that changes them "wins", all further changes to the same reference are ignored. This led to some problems, mainly because users expected the last change to always win. It also made load order decisions more complicated since it's usually not possible to make a mod "win" for persistent and non-persistent references at the same time.

The MCP makes the engine's behavior more consistent - with the save corruption fix installed (which changes reference management), the last loaded mod will always win, regardless whether the reference in question is persistent or not.
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Fri May 27, 2011 1:40 pm

Is it a common error that when you jump, you keep on "jumping" ala floating over the floor fora few extra seconds?
'Cause this happens to me on all of my MW installs... Oh, and it only happens on static models, not on "ground" or the landscape...
With and without your patch.

On my previous install, all the voices got high-toned when I jumped. Is this a common problem?
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Fri May 27, 2011 2:48 am

Is it a common error that when you jump, you keep on "jumping" ala floating over the floor fora few extra seconds?
'Cause this happens to me on all of my MW installs... Oh, and it only happens on static models, not on "ground" or the landscape...
With and without your patch.

This is a collision problem, not all of mw models have a perfect collision mesh.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Fri May 27, 2011 11:34 am

On my previous install, all the voices got high-toned when I jumped. Is this a common problem?

Yes, very. Some people see it as an (albeit poor) implementation of a Doppler effect, but mostly it's just annoying. Switch between Hardware and Software mode in the sound options and see if the problem persists. Most people have better results (including far less crashes) when using software mode.
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Fri May 27, 2011 5:15 am

Oh, another question. Is there a way to fix the floating problem? I'm sick of my floating high-elf...
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Thu May 26, 2011 11:10 pm

Just for general information, changing references does have problems if several mods change the same references and the MCP isn't used. Regular Morrowind treats persistent and non-persistent references differently in that regard: For persistent references, the last mod that changes them "wins", all previous changes are overwritten by it. For non-persistent references, the *first* mod that changes them "wins", all further changes to the same reference are ignored. This led to some problems, mainly because users expected the last change to always win. It also made load order decisions more complicated since it's usually not possible to make a mod "win" for persistent and non-persistent references at the same time.

The MCP makes the engine's behavior more consistent - with the save corruption fix installed (which changes reference management), the last loaded mod will always win, regardless whether the reference in question is persistent or not.

That is very nice to know. I didn't know about the persistent refs.

Oh, another question. Is there a way to fix the floating problem? I'm sick of my floating high-elf...

Other than changing the collision boxes, I don't think so. You would need to edit the meshes in that case, I believe.
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Fri May 27, 2011 2:43 am

Other than changing the collision boxes, I don't think so. You would need to edit the meshes in that case, I believe.


And nobody have done that so far?
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Fri May 27, 2011 8:50 am

And nobody have done that so far?

I guess. I never really see my character floating because I am never playing in third person. I only notice it when I go into third person because I am stuck on something. It's never been a real issue for me, though sometimes it's annoying. Especially in hallways. It would be a lot of work to go through and correct all of the collision boxes, but it could be nice I suppose.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Fri May 27, 2011 1:45 am

Is it a common error that when you jump, you keep on "jumping" ala floating over the floor fora few extra seconds?
'Cause this happens to me on all of my MW installs... Oh, and it only happens on static models, not on "ground" or the landscape...

Didn't gamesas fix that with one of the patches?
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Fri May 27, 2011 2:04 pm

Bumping collision up a few units helps with shadows in third person, as well as casting issues, and can solve collision issues when seems are present (it takes a few frames to fall, by which time the player is across the seems).
However, bumping the root bone or collision box for the biped mesh up might fix it.
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Fri May 27, 2011 6:21 am

Would there be any reason that weapon "Swish" sounds do not play for the first 10 minutes(even crossbow firing!) after which ALL sound is mute except for voice and music? I tried this on two separate sound cards with same behavior, is there a memory leak in the sound module? I have WAYYYYY too many mods to list, but it seems like an engine issue since the effect is global for all sound sources... :violin:
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

PreviousNext

Return to III - Morrowind