Wandering Mannequin Fix
Posted 17 June 2012 - 05:48 PM
Posted 18 June 2012 - 03:36 AM
Edited by Tallon314, 18 June 2012 - 03:37 AM.
Posted 18 June 2012 - 07:11 PM
Posted 19 June 2012 - 10:32 PM
Posted 20 June 2012 - 04:36 PM
Posted 20 June 2012 - 06:13 PM
Posted 21 June 2012 - 07:46 AM
Edited by Mrod23, 21 June 2012 - 07:51 AM.
Posted 21 June 2012 - 08:48 PM
Posted 22 June 2012 - 11:26 AM
Edited by ultimasdragon, 22 June 2012 - 12:43 PM.
Posted 23 June 2012 - 03:28 PM
Now... I haven't updated my Skyrim yet, I always wait a couple weeks in case it screws up more than it solves. In this case, I've heard it's leaning to the 'more' side in my case (since my mods weren't affected by NavMesh Bug and I haven't started landscaping yet). I'm under the impression they're gunna release a follow-up patch soon, like they did for the 1.524 disaster, but I could be mistaken. I think I'll wait another week to update though..
During the beta testing of the new update though.. I heard anecdotes of pre1.6 mods crashing the game outright. Maybe whatever was causing that wasn't fixed.. or maybe the change was intentional and WON'T be fixed.
But obviously, this script isn't compatible with SOMETHING - since so many of you have similar problems. Presumably, you've already narrowed it down to this and ONLY this, as many have already stated. Just a quick question which seems noone has already answered... Which version of this Fix are you using (Alternative, or Statue/Living)?
This may make a difference, since Daemonjax's Alternative script adds more code with different types of functions, so some of that may be interfering with whatever new changes were made to the game; of course maybe HIS is the one that works and my closer-to-Vanilla versions are what need to be brought up to date. Does anyone know if the Vanilla script that COMES with the new update (if there is one) actually fixes these well-known 'quin problems like it should? If so, then this Fix may now be obsolete and unnecessary... and potentially interfering (though I assume it would have been overwritten should Ma Beth had fixed it herself, like she shoulda).
What it comes down to, is that these Fixes are very basic, and there shouldn't be any reason for the game to conflict with essentially its own coding (as if there should have been a need to fix it in the first place). If it does, Ma Beth made some fundamental changes to the engine and/or scripting... maybe quests, since someone said only mannequins that haven' been 'acquired' yet seem to be affected - can someone verify that?
[I wish all/most devs would release just ONE game that works as-released, without updates. In my opinion, the forced culture of mandatory updating is an absurd business model... one doesn't go to a restaurant KNOWING that what they order will be incomplete and/or half-cooked every single time do they? Noone buys a cars expecting the tires will go flat every other day, right?]
masterofshadows: Thanks for the specifics! That specific mannequin error tells me that for some VERY strange reason, the engine doesn't want to recognize its own array system.. maybe that's what they changed (syntax maybe?) - and since 'preexisting' mannequins have those variables and arrays already set up, that data is in the saveGames and should supercede any new changes.
I'll look into that on the forums to see if anyone has come across this in some other aspect of other mods.
About those mgRitual errors.. you should be able to fix both those errors by inserting the following line right above Line59:
if Alias_Augur.GetReference() != None
Then, after the endWhile (currently line 61), insert the following:
To recompile the script, simply open the CK (without loading any mods or Skyrim.esm, or anything at all). From the 'Gameplay' pulldown, select 'Papyrus Script Manager'. Right-click on that script's name and choose 'Compile'. That's it! The above code will only run the line with the error if the alias has been filled; currently it runs under the assumption that the alias is ALWAYS filled... which isn't the case since you got that 'None' error. (ie: that check should have been in the code from the start)
If you'd rather, I could do this for ya and send it to Dropbox with a link... heheheh probably would've taken less time than explaining how and why to fix it. (maybe tell the UnOfficial SkyFix/whatever thing about it so they can incorporate it) Oh well - you seem like the kind of User that's interested in these kinds of things so...
Thanks again for the specifics.. .they REALLY help! Keep up the great feedback and participation (with ALL mods you use) - you're the kind of person that makes modding SO much easier and more enjoyable.
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