[RELZ] Unnecessary Violence II: Taking Action

Post » Fri Sep 09, 2011 6:55 am

Thanks shademe. Got to be said that without CSE, I'd be nowhere near done yet :)
Ah yes! I'll pass your complements on to him - He's such a fan of flattery.

Glad to see Loki doing fine, by the way :P
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Tanya
 
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Post » Fri Sep 09, 2011 8:17 am

Okay there's now a hotfix on nexus for that training bug.

http://www.tesnexus.com/downloads/file.php?id=40310

I'll repackage the main files shortly, but in the mean time just grab that fix.
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TOYA toys
 
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Post » Thu Sep 08, 2011 6:33 pm

Okay there's now a hotfix on nexus for that training bug.

http://www.tesnexus.com/downloads/file.php?id=40310

I'll repackage the main files shortly, but in the mean time just grab that fix.


Thank you very much :)
edit: safe to just replace the esp and play, or do I need to make a UV clean save before ?
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OnlyDumazzapplyhere
 
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Post » Thu Sep 08, 2011 11:42 pm

you could cleansave, or alternatively load the new INI then open the console and type

set uvVariablesquest.doonce to 0

that should clean all the arrays. Then save, quit and restart.

HeX
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matt
 
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Post » Fri Sep 09, 2011 5:37 am

Hey Hex - figured I'd ask here since this isn't an emergency really instead of over on the nexus, looks like you are dealing with enough there.

Disappearing enemies - Started new game just to check stuff out. Rats that come through the wall in the prison are invisible to me.
Loaded up an older game - ran into one of MMM's lesser hill giants and could see it fine. Until it moved behind a tree, when it came out from behind to wack me, it was invidible. Except for this very huge axe. Was kind of like the "attack of the ax!" :)

I have UV appear at the very end of my LO just above the bash patch.
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Leah
 
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Post » Thu Sep 08, 2011 10:03 pm

you could cleansave, or alternatively load the new INI then open the console and type

set uvVariablesquest.doonce to 0

that should clean all the arrays. Then save, quit and restart.

HeX


sorry once again, was there supposed to be a new .ini in the hotfix package? Cause it aint there.
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Jessica White
 
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Post » Fri Sep 09, 2011 7:07 am

Ah - sounds like the skeleton swapping code is acting on things it shouldn't be. Could you do me a small favour - go to the INI, disable skeleton switching (it's the second to last setting) ;int allowskeletonswitching and see if that stops it from happening? You might have to find another creature, since the current ones might not come back.

I'll go have a quick scan at the code now. I've probably just missed an isCreature if statement.
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Emma Parkinson
 
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Post » Thu Sep 08, 2011 5:59 pm

Will do .. gimme a few minutes.
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u gone see
 
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Post » Fri Sep 09, 2011 2:51 am

thanks ouijau.

I knew I was going to have missed something, but that one's pretty fundamental :)
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cutiecute
 
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Post » Fri Sep 09, 2011 2:16 am

thanks ouijau.

I knew I was going to have missed something, but that one's pretty fundamental :)


Worked perfect. Got rats now ... in the other save, of course, I can't find an enemy but I'd assume it's working since I got rats this time at the start.

May I just say this is wickedly cool! And gives a whole new feel to game play. My torch bobbing around is awesome!
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Tammie Flint
 
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Post » Thu Sep 08, 2011 5:55 pm

Sod it- found the error. Had an and instead of or II in the skeleton switching quest.

Hotfix will be up shortly.
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Sian Ennis
 
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Post » Fri Sep 09, 2011 1:15 am

Okay another fix is up on the nexus. I really do encourage everybody to make sure they grab it if they downloaded the main file earlier on.
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Chris Duncan
 
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