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EngineBugFixes


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#721
Tiawar

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In response to post #73406108. #73418683 is also a reply to the same post.


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Fixed in v2.22. Thanks for reporting.

#722
Tiawar

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In response to post #72846128. #72853178, #72853468, #73177598 are all replies on the same post.


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The problem was not limited to using FEA. It happened in vanilla game as well. The crash log has helped me find the cause. It is fixed in v2.22.

#723
Tiawar

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In response to post #72617163.


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No, sorry. It fixes a rare bug when two NPCs want to start a conversation. Usually one NPC walks up to the NPC he/she want to talks with while the other NPC waits. Under certain circumstances it can happen that both NPCs end up in the Wait procedure so the conversation can never start. This is what the patch fixes.
Can' t make the NPCs smarter, though.

#724
Tiawar

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In response to post #72534203.


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Thanks for reporting. The problem should be fixed in v2.22.

#725
Tiawar

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In response to post #71960983. #72410838, #72460998 are all replies on the same post.


Spoiler

Sorry for the late reply. No, I'm not familiar with that plugin. I was under the impression that it's mainly for New Vegas and the only feature usable in Oblivion is the graphics driver detection fix for Windows 10. This should in no way conflict with EBF. If it has other features for Oblivion I'd have to take a deeper look to be sure but I've not heard anything about conflicts so far.

#726
Tiawar

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In response to post #68476181. #68696906, #68697931, #68777601, #68783466, #68786891, #68803231, #68963391, #68975216, #68992201, #69188706, #71563733 are all replies on the same post.


Spoiler

Sorry for the late replay. And thanks for the detailed explanation. It's always helpful to have an idea about what's supposed to be going on when looking at the raw code. I haven't had much time so far to look into the pathing system code but I was able to locate the road generation code in the CS (which is surprisingly small). From the quick analysis I can confirm that roads are nothing more than a network of preferred (blue) inter-grid connections, where 'inter-grid connections' refers to all path points that have one or more connection to points in another path grid/cell. These connections are stored separately in the esm/esp file path grid records. It is a bit unfortunate that preferred points are used for roads like that, since what makes sense for high level pathing may not make sense for roads or vice versa. That explains why you had to create roads separately removing all unnecessary points from the grids before starting. The system also implies that by installing many mods that change landscape or path grids the path grids and the roads would get more and more out of sync. Ideally, one would create roads each time the mod list changes. But since it requires 'preparing' the path grids for road generation it's of course not practical. It also rules out generating roads 'on the fly' e.g. when the game loads. All in all I agree that the problems Tinien reported is most likely caused by a mod overriding the UOP road fixes.

#727
Rovlad84

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Yesss, my eons old save was crashing every time I tried to enchant anything, now it works. :) Mad props on finally squashing that one!

Edited by Rovlad84, 24 September 2019 - 12:34 AM.


#728
wroma74

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Thank you again Tiawar!!

#729
fr1tzzZ

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Enemy bodies disappear when they died cause by traps such as chain maces or blades from the wall

#730
CarlosS4444

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There is a bug in Oblivion, where your partner's inventory may reset when taking Sigil Stone and teleporting back to Tamriel, although I had an idea that it was already discussed. I recently found a mod that has some way to circumvent this https://www.nexusmod...on/mods/21926/?
I wonder it if there's a way for EBF to fix this in some other way than that mod does it if that makes sense.

IIRC the problem is that the Oblivion realm is destroyed when player is back to Tamriel, but before a partner is teleported alongside player, and so the player's partner inventory is lost as a partner is reset somehow.




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