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Ok, suppose you had this happening in one of your mods...


HerrBaron

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If you see other variables on the container, then there are other scripts that are doing something with it - through a ref-walk probably - not sure what that sorter mod does.

Something might also be operating on the player's inventory - just like any other container.

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If you see other variables on the container, then there are other scripts that are doing something with it - through a ref-walk probably - not sure what that sorter mod does.

Something might also be operating on the player's inventory - just like any other container.

 

Yup; that would be the Inventory sorter mod; I've disabled it, but it left artifacts even in a fresh save, so I'll need to start a new char/game to test further; won't be able to do this til tonight. Interesting; I think we're on the right track here!

 

Can't thank you enough for the SV and SCOF tips; these have finally given me some visibility into what's actually going on with the inards of the script I write; greatly appreciated!

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I did a GREP for the variables I was seeing in SV through *.ESM and *.ESP; turns out they are coming from BOE Vegas Edition, specifically from Mo'.esm; however, since I was having this issue before installing this mod, it's unlikely to be the cuprit. That said, this is another I'll disable with a fresh char/game.
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Ok, here's what I did:

 

 

  • Modified the code to loop the hotkeys in reverse from 8 to 1, skipping 2
  • reverted to calling GetHotkeyItem without the Player ref.
  • Started a fresh game with nearly all mods disabled.
  • Entered the tent with 2 vanilla weapons taken from Doc Mitchell's house, an AEP7 laser pistol and a 9mm pistol, nothing hotkeyed.
  • did a scof "wstn.txt"
  • did an SV on the container; vars looked normal, all zero'd.
  • activated the container and selected to move weapons to storage.
  • loop went through, moving all weapons.
  • took the 2 weapons back out of the container.
  • set the 9mm pistol on hotkey 1
  • reactivated the container to move the non-hotkeyed weapons to storage.
  • Hotkey loop hit item 8 (the first one).
  • Game crashed to desktop.

I've attached the dump; right now, I'd have to say GetHotkeyItem is porked, bigtime.

 

 

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Ok, here's what I did:

 

 

  • Modified the code to loop the hotkeys in reverse from 8 to 1, skipping 2
  • reverted to calling GetHotkeyItem without the Player ref.
  • Started a fresh game with nearly all mods disabled.
  • Entered the tent with 2 vanilla weapons taken from Doc Mitchell's house, an AEP7 laser pistol and a 9mm pistol, nothing hotkeyed.
  • did a scof "wstn.txt"
  • did an SV on the container; vars looked normal, all zero'd.
  • activated the container and selected to move weapons to storage.
  • loop went through, moving all weapons.
  • took the 2 weapons back out of the container.
  • set the 9mm pistol on hotkey 1
  • reactivated the container to move the non-hotkeyed weapons to storage.
  • Hotkey loop hit item 8 (the first one).
  • Game crashed to desktop.

This is all repeatable. I've attached the dump; right now, I'd have to say GetHotkeyItem is porked, bigtime.

 

 

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Here's another one, same procedure as above, but crashed with nothing hotkeyed and died on the first hotkey checked. The crash dump from Windows is also shown, clearly indicating a crash in nvse_1_1.dll.

 

 

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When I test it on my computer, we aren't really testing apples-to-apples (no pun intended). I have Vista x64 and according to your appcrash you have Win 7 something ?
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When I test it on my computer, we aren't really testing apples-to-apples (no pun intended). I have Vista x64 and according to your appcrash you have Win 7 something ?

 

Yeah; running Win7 Ultimate.

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