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Arodicus

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  1. For anyone still having this problem, I found a solution. In my inventory I had an item that radiates stamina damage to undead... for some reason it also affected certain guards, or perhaps would "attack" a citizen who was a vampire, triggering a defense response from the guards (I'd see a 40g bounty first then theyd attack. In other words, its a broken mod. Look around at what you are carrying... a surefire test is to walk into the area butt naked... if then don't attack, its something you are carrying.
  2. The new changes are nice, and appreciated, but guys, seriously: It's 2013, not 1993. Please stop designing Nexus as a fixed-width website: more than any other improvement you could do here, the site needs to strrettttccchhhhh to fit the user's screen. Make it more liquid - I see more backdrop than mods! Why am I looking at a 800px wide ribbon on a 1900 pixel wide computer? you could even fit more ads! More revenue! Happier customers! Three tiny columns of search results? Honestly?
  3. In response to post #7985610. Look on the bright side: it's free.
  4. I'm still not impressed. The interface changes are nice, but there's still a fatal flaw in this (and many other) websites. Guys, it's 2013: The web has been out for over 20 years. It's time to put on your big-boy-designer pants and make web pages that actually FILL THE SCREEN. Why am I scrolling through pages and pages of 800-pixel wide info on my 1900 pixel wide screen? It's entry-level web designer work. You can even fit more ads in! PLEASE make Nexus "liquid" so we can see more images, text, result columns, etc.
  5. UPDATE: In addition to breaking the Fortify Restoration Loop (which really is a bug) USKP also "fixes" the ability of Fortify Restoration to boost the power of worn magic items, which is actually a normal game mechanic. It also appears to be tweaking the way wearing multiple items with the same enchantment works, which is why you are getting 19% and not 32%. I asked Arthmoor about it, and possibly providing a way for developers to bypass this feature, and his response was a flat "No" and "I heard the developers are thinking about doing this anyway, so direct your displeasure towards them". Kind of an unexpected remark, given that I wasn't voicing any displeasure, merely notifying him of what I thought was an unintentional problem. In other words, he doesn't consider this a bug, he thinks it's a fix, and has no intention to correct it. I'll try to figure out what USKP does to fix the exploits, and make a mod that un-fixes them. I might restore the Oghnum Infinium and speechcraft glitches too, while I'm at it. Or simply uninstall USKP... I can deal with floating baskets. Changing game mechanics is a whole 'notha animal. =)
  6. RESTO-LOOP EXPLOIT IS ***NOT*** PATCHED BY 1.9!!!!! (thank god) I just uninstalled all my mods except the bare minimum needed to run (DLCs, SKyUI, Alternate Start) and can verify 100% that it's a third-party mod "fixing" the restoration-loop exploit in 1.9... when all the mods are off, the exploit still exists. It's being caused by Unofficial Skyrim Patch 1.3.1a... Arthmoor needs to adress this since he's basically breaking a critical game mechanic as opposed to fixing a bug.
  7. I starting to think this is also the root cause of several bugs involving formlists, for example the remove() script which only works intermittently, and various CTDs when using Add.... I never seem to have problems when using items I've added via script, only when "real world" items come into play do the bugs start to appear. It's starting to look as if a Form passed in with an ObjectRef is actually slightly different than an identical Form that doesnt have such an association, and I'm guessing the internal binary code notices this difference and chokes if there's a discrepency. Case in point, if I add the onitemadded akBaseItem of several different objects added via addItem() into a Formlist, I appear to have no problems removing them, in any order - the wiki says its bugged and thus I should only be able to remove one. However if I add the akBaseItem from any object that I pick up in the world, I cannot remove any more items from the list. I haven't verified this, but after dealing with my container spells now for several weeks, this "feels" like the real problem. I'm guessing that the Form might actually contain a secret reference it its own Object Ref child (an OOP no-no) , and that this is the cause of many of the weird bugs we get as modders.
  8. MYSTERY SOLVED: It has to do with stacks of items the player found in containers versus items found in the world. "Real World" items have an ObjectRef in addition to a Form. Items which have only ever been in containers lack an ObjectRef. OnItemAdded expects an ObjectRef, or null. So lets say you have 50 arrows... 20 of them you bought, 20 you found in a chest, and ten you plucked out of corpses. The chest/vendor ones have never seen the light of day and lack ObjectRefs. The plucked ones were in the real world, and have ObjectRefs. From what I can tell, if you dump them in a Chest, OnItemAdded would be called at least 10 times, maybe more. Once for each arrow that still has an Object Ref, because OnItemAdded requires it, which may or may not include X number of non-Ref'ed Form-only arrows. It looks like the Form-only arrows somehow get grouped along with those that have object refs... no clue here as to what the logic is here, but my guess would be semi-chronologically... you find an arrow, buy 8 more, find another arrow, buy 11 more, it comes across as a group of 9 (first Ref, and 8 friends) and a group of 12 (second Ref and remainder). I think its still more complicated than this because I'm not factoring in garbage collection (Objetc Refs sometimes goes away when the object is put in a container, and sometimes they dont), but after working on my Container Spell Scripts for 2 weeks now I'm fairly positive it works something along these lines. I know for a fact that when I added a stack of 1000 spriggan saps via console commands, all 1000 went enmasse into a single OnItemAdded. But the 1005 Saltpiles, 5 of which were collected (stolen) from an alchemists shelf at various times, went into the eventhandler in 5 calls, supporting my theory. It's an interesting peek into how Skyrim works under the hood. It's likely also a reason for Save Bloat because it means those 1005 Saltpiles are being stored in 5 lists rather than one. IT would be an interesting exercise to make a utility chest that the user can dump all his items into, and have it strip out the ObjectRefs, then return the items to the player. My guess is that the resulting savefile would be smaller, particularly for packrat players such as myself who never vendor / trash anything.
  9. This is an old post but I'm on this very same "quest": figuring out the Interface API. This much I know, since I'm a professional Flash programmer: SWFs cannot be edited. Period. Older versions can be semi-decompiled but the graphics in generall cannot, and in this case they are the most important part. You need access to the FLA (or AS3 or MXML) sourcecode file(s) that they are compiled from. Furthermore, my understanding is that the Skyrim UI is based on a third-party Library called scaleform, and that it's coded in AS2 (VERY old and limited) and compiled in Flash 10. This article at http://www.gameskyrim.com tells more about it, for anyone following this thread.
  10. It's a long time just to launch the thing. Honestly I think my whole system is dying... I'm getting BSODs all the time. I ruled out the HD and I think the RAM is stable: the issue is either the Mommaboard or the video card which I just realized is an ASUS POS. So $300 later I have a fast second HD for backup, and a new 650ti vid. Hopefully that and a format will fix the issue. ... and caught myself just moments before opening the 650ti -- its a piece of crap! Buying a 660 tomorrow!
  11. For some reason its taking upward of 10 minutes to launch both Skyrim and the Creation Kit. No other Steam games are affected, just these two. In Skyrim, I'm simply stuck on the desktop the whole time, then suddenly get a high CPU warning from Norton and then it appears ( cpu running under 10% prior to launch) and in the CK the window opens immeidately but then its stuck on Initializing Archive for 15 minutes before it actually runs. The problem appears to have started when I updated the nVidia drivers, but I have since rolled back. I also reinstalled the CK... no difference. The game and CK run just fine when they finally DO launch, but its making mod development difficult. Any suggestions for things to try? Already "Verified" both apps, reinstalled CK (not Skyrim yet) and erased my ClientRegistry. I really dont want to reinstall Skyrim, let alone format the whole drive, but its starting to look that way.
  12. Whiule I cannot speak for the OP, in my case its simply OnItemAdded applied to a chest. If the player tries to add potions or ingredients it splits the add into multiple calls, even if they stored all the items in the stack at the same time. Curiously it always uses the same combination, too... eg adding a stack of 60 butterfly wings always results in 4 calls - 54 items, then 4 items, then 1 and 1. Always. I've also heard the bug happens with large numbers of vanilla silver swords... JUST silver swords, mind you. Whats odd is that it sems to only happen with specific Forms. I have other ingredients that seem to add properly as one big drop. Cant figure out WHY mind you... I'm trying to work on a more reliable method to use as a fix, basically by making an array out of a formlist.
  13. I'm having the exact same problem... the event fires multiple times, giving differing amounts of items (for me its ingredients). Any resolution yet?
  14. For what it's worth, theres a screenshot of a witch riding a broom sidesaddle on the flying Broomsticks mod. I have no idea how he did it since all the other pix shes sittingnormally... but apparently its possible.
  15. What's curious about this bug is that it's so arbitrary - always works for some users, never works for others, and is sporadic for the rest. In the game, the most obvious instance of the bug is that Salmon are no longer lootable. I'm not sure if it's used elsewhere. http://forums.bethsoft.com/topic/1403481-additem-formlist-not-working-in-17-please-verify/
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