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Everything posted by Pickysaurus
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Pickysaurus replied to Deleted67195711User's topic in Site Support
Interesting, I'll see if I can reproduce it. Perhaps when we changed the way your session it inadvertently changed something there. How do you "reset" it? By closing the browser? Opening a new tab? Reloading the page? -
Downloads are still slow and nothing has been done...
Pickysaurus replied to hawkrf's topic in Site Support
Hi guys. Really sorry to hear about your download issues. We're doing all we can to get things back to normal, but the surge of traffic from the holidays hasn't evened out yet. The site, forums, API and downloads have all been pretty saturated during our peak times simply due to the number of users interacting with the service. Please ignore any other "conspiracy theories" which certain users seem to enjoy spinning about what's happening. Over Christmas a lot of people worldwide (including our own team) are off work spending time with family. I'd like to hope things will stabilise a bit once Schools start back up in the next week or two. We will, of course, be reviewing which parts of the site were hardest hit and investigating what we can do to increase the availability of them. Just remember, we're a small team of gamers working on the site - I've seen Nexus Mods being spoken about is if we're a company akin to Value in terms of scale! We are super happy that Nexus Mods has been so popular lately and will do our absolute best to keep improving. Thanks for being patient. -
Minimized Forums no longer stay minimized
Pickysaurus replied to Deleted67195711User's topic in Site Support
Pretty sure this is stored in a cookie on your local machine (and has been for as long as I can recall) - so it won't persist across devices or in cases when you clear your cookies. -
SSE Possible Engine Issue in SSE
Pickysaurus replied to Pickysaurus's topic in Skyrim's Creation Kit and Modders
Ok, so after further testing the crash seems to be on this line AFTER the checks pass: (akActionRef as ObjectReference).RemoveItem(Item, 1, true, oCont) I preceded it with a log statement and nothing looks out of place to me: [01/05/2020 - 12:35:57PM] [DBMDisplayAutoSorter < (062ACE1F)>] - Trying to remove Staff of Jyrik Gauldurson[Form < (000E5F43)>] from container [DBM_AutoSortDropOffScript < (09005905)>] and place in [ObjectReference < (06126087)>] I'm running out of ideas :/ Edit: Here's the same output message for a different item "Froki's bow" - this didn't crash. It has to have something to do with the script attached to the weapon.... [01/05/2020 - 12:52:52PM] [DBMDisplayAutoSorter < (062ACE1F)>] - Trying to remove Froki's Bow[Form < (000C0186)>] from [DBM_AutoSortDropOffScript < (09005905)>] and place in [ObjectReference < (06126087)>] -
SSE Possible Engine Issue in SSE
Pickysaurus replied to Pickysaurus's topic in Skyrim's Creation Kit and Modders
So I added the following debug code to the checks to run through each possible issue: ; TEST if (Disp.IsDisabled()) DBMDebug.Log(Self, "Display disabled "+Disp) endif if (akActionRef.GetItemCount(Item)) DBMDebug.Log(Self, "Container "+akActionRef + " has "+ akActionRef.GetItemCount(Item) +" of item "+ Item.GetName()+Item) endif if (!oCont.GetItemCount(Item)) DBMDebug.Log(Self, "Display container "+akActionRef + " has 0 of item "+ Item.GetName()+Item) endif if (!akActionRef as Actor || !(akActionRef as Actor).IsEquipped(Item)) DBMDebug.Log(Self, akActionRef+"is not an actor OR does not have equipped item "+ Item.GetName()+Item) endif if (!DBM_ExcludeList.HasForm(Item)) DBMDebug.Log(Self, "Exclude list does not contain "+ Item.GetName()+Item) endif if ((!useSKSE || !Game.IsObjectFavorited(Item))) DBMDebug.Log(Self, "SKSE is not loaded OR item not favourited "+ Item.GetName()+Item) endif ; TEST Annoyingly with a container instead of an actor, all the checks pass as shown below: [01/05/2020 - 11:51:48AM] [DBMDisplayAutoSorter < (062ACE1F)>] - Display disabled [dbm_dynamicdisplayscript < (062ACD3C)>] [01/05/2020 - 11:51:48AM] [DBMDisplayAutoSorter < (062ACE1F)>] - Container [DBM_AutoSortDropOffScript < (09005905)>] has 1 of item Staff of Jyrik Gauldurson[Form < (000E5F43)>] [01/05/2020 - 11:51:48AM] [DBMDisplayAutoSorter < (062ACE1F)>] - Display container [DBM_AutoSortDropOffScript < (09005905)>] has 0 of item Staff of Jyrik Gauldurson[Form < (000E5F43)>] [01/05/2020 - 11:51:48AM] [DBMDisplayAutoSorter < (062ACE1F)>] - [DBM_AutoSortDropOffScript < (09005905)>]is not an actor OR does not have equipped item Staff of Jyrik Gauldurson[Form < (000E5F43)>] [01/05/2020 - 11:51:48AM] [DBMDisplayAutoSorter < (062ACE1F)>] - Exclude list does not contain Staff of Jyrik Gauldurson[Form < (000E5F43)>] [01/05/2020 - 11:51:48AM] [DBMDisplayAutoSorter < (062ACE1F)>] - SKSE is not loaded OR item not favourited Staff of Jyrik Gauldurson[Form < (000E5F43)>] But it still crashes on the combined check: if Disp.IsDisabled() && (akActionRef.GetItemCount(Item)) && !oCont.GetItemCount(Item) && (!akActionRef as Actor || !(akActionRef as Actor).IsEquipped(Item)) && !DBM_ExcludeList.HasForm(Item) && (!useSKSE || !Game.IsObjectFavorited(Item)) akActionRef.RemoveItem(Item, 1, true, oCont) DBM_DisplayCount.Mod(1) Disp.Enable() DBMDebug.Log(Self, "Displayed item "+Item.GetName() + Item + " for " + Disp) Return 1 endif -
SSE Possible Engine Issue in SSE
Pickysaurus replied to Pickysaurus's topic in Skyrim's Creation Kit and Modders
Bah! It's still crashing. I've created a container to skip the IsEquipped() check but it still doesn't work when the container is unloaded. -
In response to post #76144308. #76144893, #76151838, #76223728 are all replies on the same post. I don't see how your comment is relevant Jeris? We're just talking about changing usernames.
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We are requiring users to do a password change on first login to our new user service for reasons explained in the recent site news: https://www.nexusmods.com/news/14163
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deleted34687260 account deleted Reason:Account closed by request
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In response to post #76157638. #76165048 is also a reply to the same post. Please contact [email protected] from the email linked to your original account for help with this.
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SnowNegro banned. Reason: Inappropriate username
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saavyadaniel banned. Reason: Spammer Reference post
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In response to post #76144308. I'm not sure if you read it, but the change username notice links here to explain why this was required. https://help.nexusmods.com/article/110-why-do-i-have-to-change-my-username It's not ideal for those who are attached to their old usernames, but an "anything goes" approach to usernames can cause problems internally with the site. If you like, PM me with your old username, I'll take a look and see if I can find you something similar?
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SSE Possible Engine Issue in SSE
Pickysaurus replied to Pickysaurus's topic in Skyrim's Creation Kit and Modders
Honestly I was just using the actor because he was already defined in the script and doesn't use his inventory for anything. Still not sure what caused the CTD, but a non-scripted weapon did not cause this problem. -
SSE Possible Engine Issue in SSE
Pickysaurus replied to Pickysaurus's topic in Skyrim's Creation Kit and Modders
Thanks Ishara, That would be a hacky solution. I think my "fix" is going to be to move the item into a CONT instead of an ACTOR so the IsEquipped check is invalid. -
While I'm sure you're not surprised by the topic title, I believe I've uncovered a strange bug in Skyrim SE (haven't checked old Skyrim because I don't care about it anymore) regarding scripted weapons. I need some help in testing/confirming the theory before I add to the CK WIki about it. The issue When adding a weapon with at least 1 script on it's base form to an unloaded NPC then checking if that NPC has equipped that weapon the game will crash. How I reproduced this error (and you can try too) I have a script on a PlayerAlias which detects when you sell certain items to a vendor, it then passed them to another NPC's inventory and runs a script against that NPC to remove items that are relevant to displays in the Dragonborn Gallery. Grab a weapon with a script (examples include Jyrik's Staff from Saarthaal on Bloodscythe. Sell it to the vendor and allow the script to move it to the unloaded NPC. When the follow-up script checks if the NPC has it equipped, the game will CTD with no errors in the log. My theories I can see this being caused by one of a few possible things. The "IsEquipped()" check is bugged when using it on (unloaded?) NPCs. It's possible it's cast the weapon as a type of the script rather than casting it as a weapon during this check (the theory is here, that when you write a weapon to the logs it will print it as [scriptname <formid>] rather than [WEAPON <formid>] so I assume the default cast is the type of script. Without converting it to the correct type the game doesn't know what to do with it and crashes. Actors only decide which weapon they have equipped when loaded - regardless of the default state. If they get a new item while unloaded it doesn't know which item is equipped at all until the actor is loaded, so when querying the data it crashes. The actor's AI package may be set to "Weapons Unequipped" which will cause a strange issue when checking equipped state (doesn't happen for non-scripted weapons). More weirdness When trying to test if this was related to an actor being unloaded, I quickly COC'd into the cell with the actor after starting the operation. This prevented the crash of the game. However, the item never leaves the actor's inventory and doing "inv" on them in the console crashes the game. This leads me to believe the "weapons unequipped" flag is the one at fault here. Perhaps that flag equips the actor with an invalid weapon to block any actual weapons from being added? If anyone has any insight about this please do let me know. If I get something concrete I'll update the CK wiki.
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In response to post #75814883. Sorry to hear about this Cabola. It isn't something that is possible with the system though. It sounds like you may have signed into a different account. Please contact [email protected] with all the relevant details (usernames, etc) and we'll look into it. If possible please also include a copy of the PayPal/bank reference for your Premium purchase. Thanks!