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Fullactorcopy Crash help


zmajcek

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Hi,

 

I have a problem...I created custom race and played a while with it in IC temple district i created full actor copy and left, after a few days of game play i came back to ICTemple and noticed whenever i try to enter ICTemple game crashed I emidiatly started to hunt for problem by disabling mods etc and came to conclusion that my actor copy is acting weird crashing game... this can be confirmed by the fact if i create new Actor Copy exit area and try to enter this one crashes 2.

 

Now to questions:

Is there a way to deletefullactorcopy without entering the area and clicking on it to get ref ID?

Is there a way to edit save game to delete entry where this actor copy is located....i done save test 1 commnd but that doesnt help me much as main file is encoded and editing txt doesnt help?

Is there way to get a list of ref ID for actors in remote area

Any editors out there for .ess files

 

Basicly i wish to fix save game

 

Any other suggestions welcome

 

Thanks for comments and help

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  • 1 year later...

I am having the same problem with my mod now. I initially thought CreateFullActorCopy only caused problems for custom races flagged as non-playable in the editor. Your post showed me otherwise. Thanks a lot, you just saved me a lot of time.

 

However this opens up the way for another possible solution, here it is if anyone is ever in the same boat as we are:

 

Let's say our goal is to create an exact duplicate of a custom race character/player without using CreateFullActorCopy. We can use a spell that runs on the character in question with the following lines in its script. Requires OBSE v20.

 

ref self

let self := GetSelf

let self := self.GetBaseObject

let self := CloneForm self

 

;ensures NPC Reference is persistent when placed in the world

SetLowLevelProcessing 1 self

 

set self to player.PlaceAtMe self

 

self.SetQuestItem 1

 

From here we can remove any factions using a While Loop. The only problem is the actor would still have the AI packages of the original (this does not happen with CreateFullActorCopy). All we would need is an OnPackageDone block or a Quest Script to re-apply the AI package if it is not being followed.

 

 

EDIT: The alternative I outlined here causes the same crash as CreateFullActorCopy. If anyone is still interested I ended up using PlaceAtMe instead and used a Quest Script to keep any changes I made to the NPC persistent.

Edited by gundamb2
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