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All Natural: error in scripts on some savegames


domdiogo

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I need some help here. All Natural was functioning perfectly until some days ago. Now, there are no rain, snow, whatever, just sunny days. Activating debug mode through console, I can note various error lines just like that on images. There are other scripts presenting error too, like 020172c7.

Things that I have tried:

- uninstall and install again All Natural.

- replace the ini file for the original that came in zip file.

- rebuild bashed patch

 

 

* update: I have loaded an old save, all natural initialized normally. What is happening so?

 

 

please, can anyone give a little hand?

thank you!

 

 

http://i60.tinypic.com/5xk67o.jpg

 

 

http://i57.tinypic.com/4si8mx.jpg

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I'm not a programmer, but it seems to me that there is a mod conflict. In the time between the old save and the the one with the errors popping up, did you go into any modded world spaces, especially ones you haven't entered before? This can even be interiors if you're using the indoor weather filter.

 

If it is a mod conflict, it would be one that probably adds either a new weather type, or changes the ones that were already there - so you could see if a part of All Natural is being overwritten in Tes4edit - and that will help narrow things down a bit

 

In any case, it wouldn't hurt to "Remove Bloat" from the savefile in wrye bash as a possible quick fix.

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Just to add to this, it's most likely because certain scripts have a habit of 'sticking' and cannot be changed by an update until the mod updated was removed first and all its scripts with it, while others can.

 

For example, if there's a Quest script in the mod and the quest is already running (which is to be expected from most 'start game enabled'-type quests and their scripts) and you then overwrite the mod's ESP/ESM with a newer version incorporating changes to this script, there's no guarantee 'all' changes will take while the quest and its script are still running. The same 'could' be true for Object scripts, to a certain degree, but I haven't yet found a case where I experienced this myself.

 

The trouble here now was some scripts have changed, while others have not, and the communication between these was broken, the newer versions expecting different underlying data structures than the older versions still running were supplying, etc. I experienced this 'phenomenon' with my own complex scripting mods several times in the past whenever I changed underlying data structures, until I found out I cannot reliably do so while the scripts are still 'in use'.

 

A clean save definitely 'does' wonders in this regard, as unlike in Skyrim in Oblivion scripts will vanish with the plugins/masterfiles they came from deactivated and thus can be completely reset this way. :thumbsup:

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