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Need Help With Strange Bug In Mod


mattijsdriel

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Some time ago I made a new Soul Reaver Blade mod (downloadable on this site)

 

I (and a few other people) have had a very strange problem with this mod, and I haven't got a clue as to how it is fixed...

 

Every strike of any weapon after picking up the soul reaver results in throwing the target towards you, usually the enemy is thrown a long distance behind you.

 

I have tried a few things to solve the problem:

- disabling all code relating to the enchantment of the weapon

- removing the enchantment of the weapon altogether

but alas, no effect.

 

does anyone want to take a look? or at least point me to someplace where i can get more help?

 

 

(i did fix something else: i accidentaly set the weapons range to 13.0000 in previous versions instead of the standard claymore range of 1.3000 due to typo error. this will be corrected in the next version.)

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i have found some thing. this teleporting bug occurres only when you pick up the one SoulReaver without eny 01, 02 ... 30 in the Editor ID, the one with the SoulReaverCheck script, because when i added my self SoulReaver SoulReaver01 and SoulReaver02 then the bug was occurring only when i picked up the first one the others were normal
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it just doesn't make alot of sense, because SoulReaverCheck is only run once when the player enters the cell with the soul reaver, and also the one time the blade is picked up

 

i thought about collision problems, but that can't be it because when the weapon is equipped, all its calculating with is its range

 

i think you're right, it must be the SoulReaverCheck, it really can't be anything else. I'll try a few things and see what i come up with

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i've isolated the problem to the global variable SoulReaverIsPickedUp, and some pieces of code using it. toggling this variable within the SoulReaverCheck triggers the problem.

 

maybe there is something of an infinite loop here:

 

SoulReaver is activated

SoulReaver01 is added

SoulReaver is disabled

every time SoulReaver's geometry is loaded again, it is disabled

 

still not sure how to solve it

 

 

edit: i was wrong. disabling SoulReaverIsPickedUp everywhere still triggered the problem. it would seem that the whole code is responsible. :wacko:

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i think i solved it, the problem was just a typo. check it out:

 

if SoulReaverAttackBonus > 0

if initTwo == 0

set initTwo to 1

elseif SoulReaverAttackBonus > 0 && SoulReaverAttackBonus <= 5

set timerTwo to 0.8

elseif SoulReaverAttackBonus > 5 && SoulReaverAttackBonus <= 10

set timerTwo to 0.6

elseif SoulReaverAttackBonus > 10 && SoulReaverAttackBonus <= 15

set timerTwo to 0.4

elseif SoulReaverAttackBonus > 15 && SoulReaverAttackBonus <= 20

set timerTwo to 0.2

else

player.modAV AttackBonus -1

set SoulReaverAttackBonus to SoulReaverAttackBonus - 1

set initTwo to 0

endif

else

if timerTwo > 0

set timerTwo to timerTwo - getSecondsPassed

else

player.modAV AttackBonus -1

set SoulReaverAttackBonus to SoulReaverAttackBonus - 1

set initTwo to 0

endif

endif

endif

 

 

see it? look closely and you'll see ELSEIF where there should be IF

 

the strange effect this typo triggeres would seem to be the normal throwback of the target on every strike of every weapon, increased or decreased to insane values. player.modAV AttackBonus seemed to be able to edit this effect.

 

 

i will upload a new version where it will be fixed, hopefully

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check it out!

 

http://www.tessource.net/files/file.php?id=3720

 

i sure hope everything works now

if it doesn't, please tell me

 

i'm happy you you have solved it and i hope it will work right now because i love legacy of kain series and this beautiful sword brings a little of legacy of kain magnificent climate to oblivion

 

thanks, i made the weapon myself :happy: , does it look like the real thing?

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