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Appeal to close down a savegame-dangerous mod


ilDuderoni

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Now that that's been narrowed down, it strikes me as something that should be actionable as a bugfix from Bethesda since the lingering data in that field is out of the hands of modders to control.
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Using Deadly Dragons, added the DD Barrage spell and cast it enough to make it my favorite. Uninstalled DD. Crashed in General Stats, did not crash in (Q) Favorites (spell was removed), and did not crash in Magic Menu (spell was removed). Still without DD installed, cast vanilla Flames enough to make it my favorite and did not crash in General Stats.

 

If you have a mod added spell that becomes your Favorite Spell and you uninstall that mod you will crash in General Stats. This is probably true for a mod added school that becomes your Favorite School and a mod added dragon shout that become your Favorite Shout (are there any of either?). But, if you have a mod added weapon that becomes your Favorite Weapon and you uninstall that mod your Favorite Weapon will revert to None. So it looks like it should be a quick fix since Favorite Weapon is capable of "doing the right thing".

 

As to mod added spells crashing the Magic Menu...if I had to guess it probably happens with pre-CK plugins where the formid for the spell is acting as an injection to skyrim.esm rather than a new record in the plugin. Just a guess. It seems that people are already getting around that problem by doing a player.removespell xxXXXXXX while having the old mod installed.

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If you have a mod added spell that becomes your Favorite Spell and you uninstall that mod you will crash in General Stats. This is probably true for a mod added school that becomes your Favorite School and a mod added dragon shout that become your Favorite Shout (are there any of either?). But, if you have a mod added weapon that becomes your Favorite Weapon and you uninstall that mod your Favorite Weapon will revert to None. So it looks like it should be a quick fix since Favorite Weapon is capable of "doing the right thing".

 

Thing is, weapons are items, and the General Stats had to be prepared for your weapon to be put away to, say, a dagger box or weapon stand.

I've come to notice that Skyrim keeps its quick references on a case per case for items, instead of referring to a specific id.

 

Example:

I have two Ebony bows with two seperate enchantments, made when I each time had different requirements, I like decorating my dovahkiin hideout, so they were both in my inventory.

When I wore one bow to put on the weapons rack and pressed A (Im using the controller), it would instead put the other bow on the rack, if it was present in my inventory. This also happened with two Muramasa weapons (same reason, enchantment requirements), so this oversight/bug isn't limiting itself to the weapons source. (vanilla or mod-added)

 

Also, racks don't remember whether you favorited the weapon. Or at the very least, doesn't of mod added weapons. This became a huge pain when the rack took the wrong bow or muramasa, as they immediately were unfavorited and unhotkeyed.

 

I've also noticed that it doesn't seem to pick up on improved (grindstone) weapons. For example, the ID doesn't seem to change whatsoever. So if you do a "showinventory" and find the weapon, and use console to duplicate it using player.additem, it will be a stock, unsharpened weapon.

 

 

To continue on, weapons are items, while spells are, I think, records. So while we all know Beth's engines can handle a missing weapon, it's always been more of a "nagging hag" to missing records. But this is me purely thinking of a theory.

In the end, I think this is an oversight because Bethesda (naively?) assumed that there would be no spell mods added yet, or at least not end up also being a favorite spell. That, or I think they might've planned on adressing but, forgot to do so? I have to admit, a bug like this can easily be an oversight.

 

In my opinion, General Stats created a CTD simply because Skyrim didn't know how to handle the error. There used to be an Oblivion plugin that actually pointed out that a lot of Ob's crashes were errors it didn't know how to resolve, and the plugin simply helped it resolve or told it to 'ignore it', if I got the jist of it right.

 

And to be honest, it's not unheard of that, although Bethesda likes to sometimes outright copy features from a good mod into a successor, they can be bafflingly be ignorant to their bugs that are often the first thing the first mod available to the game addresses. This, however, is coming from a person that is struggling on escaping the thought that obvious bugs are easy to fix by the developers.

Edited by RJ the Shadow
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