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korkman

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Everything posted by korkman

  1. @speed_toucher: sorry I'm a bit pessimistic and grim about the matter since I "lost" my 350+ hours game just yesterday. In fact, some (many?) errors in the Papyrus log are harmless. But the whole concept of mod scripts stored in the player's savegame is asking for trouble. Modders have to be very careful and plan ahead removal / upgrade functions for their scripts. Errors happen and you end up with a timebomb in your savegame. To test for the thieves thing, try the mod "You get robbed". If that thief won't approach you, but you can talk to him, your game is bugged the same way mine was. Btw. my broken savegame was also 10 mb (it was for 100 hours or so), and then exploded to > 20 mb. But it was already buggy for 50 hours before that.
  2. Uh, if you can, revert to a savegame before entering Solitude. Find one that doesn't show the bug. Or try disabling all mods before entering the city. This sounds so heavily corrupted it ought to have fatal consequences for the game later on.
  3. When Papyrus logs are enabled for the first time, Skyrim must be launched twice (maybe to create the directory) and it will start logging immediately. Things to watch out for are event triggers left from uninstalled mods. OnUpdate etc. and amount of log entries in general. I am playing a new game now and for 1h 30m of gameplay only 85 KB papyrus log accumulated (I'm grinding, though). When my previous savegame broke, it was infested by all kinds of mod remnants plus the Sheogorath quest bug and at the end the filesize spiked like reported here. At that time, it became obviously bugged: heavy script delays. But the corruption started long before. Spawned thieves stopped approaching me, I had to talk to them instead for the dialog to open. That was some 50 game hours ago. Then I found the blue palace arena lines in my Papyrus log and traced them down to a savegame about 250 game hours ago. That's when I abandoned the character and put it on a shelf for when (if) someone writes a savegame cleaning utility. That being said, starting with empty .ini files and disabling hi res texture packs reduced CTDs for me, as well as disabling quest mods whenever I finished the quest (if the game crashes in a specific area, it's probably too many scripts active in that area). But be warned: Looking at your Papyrus logs may be disturbingly frustrating. I will not uninstall a single mod in my new game. So when I play a quest mod, I will revert to the savegame from before installing. Skyrim really isn't designed for much movement in the mod list. And avoid that Sheogorath quest.
  4. Not an expert on this topic, but NPCs do have to travel to get to your character once spawned. So if the couriers are spawned and your characters travel far distances, they can lag behind. I'd say get into a walled town (with doors) and wait up to 31 days to reset all outside cells. Then enter, leave a building. If they still won't show up, heavy bug.
  5. The animal shooting problem sounds like a buggy kill cam. If you have any mods working with the kill cam, they may have become instable with the 1.6 update. Edit: NPCs raining from the sky is a common problem. I once saw a giant ride a dragon, it was a hilarious sight. Then he fell and died from the fall. Maybe you need to increase .ini value [Papyrus] fPostLoadUpdateTimeMS=1000.0 to higher values, like 2000.0 or 3000.0 so cells with many lingering items with scripts on them get set up properly. This kind of problem gets worse with more mods active, needless to say.
  6. I'd say the autosave function already does exacly what you need. It will rotate on a few saves. You can tweak the autosave frequency a bit with .ini settings. Use quicksave (F5) after every kill for that instant save urge. But I'd advise you to take a full save every few game hours and archive (7z) that somewhere in case you run into silent savegame corruption and need to go back in time.
  7. Yes I also noticed this bug. Weapon racks are buggy in general. Two-handed greatswords create trigger areas so big one can't place items in the adjacent racks, some items drop to floor like you said. Lost a daedric artifact that way (dropped through the floor). I gave up and stopped using racks. Edit: Other items have placement problems, too. Just try placing the eye of the falmer or other items on a shelf and reload the cell. Very annoying.
  8. My savegame is dying due to leftovers from mods. Thieves won't approach me, I have to ask them to rob me. Catched torchbugs or souls get added to inventory (log message) about 30 seconds later. Mining ore stopped working completely (nothing gets added to inventory, mining animation loops forever). I restored to a savegame remarkably smaller (read: threw away 3 hours of gaming) to resolve the latter two issues, but the first issue is about 40 game hours in the past, which would be frustrating to restore and no guarantee it won't happen again. Needless to say, I installed and uninstalled many mods using Nexus Mod Manager, Steam Workshop and some manually. From what I read, mods leave active scripts in savegames and those stack up to a point where the script engine breaks. Unfortunately in very silent ways. I didn't notice the thieves not approaching me until I found a broken script sequence in a mod. Any solution to this yet?
  9. Hi all, I have a strage bug that I didn't take too serious at the beginning, but starts bugging quests now. When an NPC approaches me, for example when scripted to start conversation, my character starts casting invisibility spells automatically. Sometimes a lot faster than normal (cast animation repeats last few frames), until all magicka is eaten. That's the fun part. Unfortunately, this appears interrupt some NPC scripts. For example, an NPC in Ayleid steps wants me to follow him. But after the conversation, the NPC is following ME, triggering the invisibility casts whenever near me. Seems to be tied to the savegame. Deactivated all mods, reinstalled Oblivion, no fix. Deleting all invisibility spells (!) stops the autocasting, but doesn't fix the scripted NPCs. Equipping an unenchanted weapon decreases chances of casting invisibly spells and fixes some NPCs, but not the really broken ones. Does this sound familiar to anyone? Is there a global variable namespace which might have been cluttered by scripts with references? Thanks, Korkman
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