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[WIPz] Skyrim Script Extender (SKSE64)


ianpatt

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Is there a good way to inform the SKSE guys of a bug I found? I read that they will skim the forums at Bethesda, Reddit and here to look for input. But I want to make sure that they REALLY get it. Send them email, like they say on their silverlock page?

 

Just in case they read this, here is the SKSE problem:

 

Mod events, registered in an OnInit Block, don't work any more when you save and then load again. No error in the Papyrus log, the callback block is simply not activated when you SendModEvent() after the load.

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I would contact Ian Patt with as much relevant detail on the problem as possible:

 

 

... Also, attach skse.log, skse_loader.log, and skse_steam_loader.log (found in My Documents/My Games/Skyrim/SKSE/) to any support requests.

Perhaps constructing a simple scenario where he can reproduce the issue easily is the best bet.

Like a little test .esp. Recommend posting it here with instructions. I have a vanilla setup and can test for you if you like. :)

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I would contact Ian Patt with as much relevant detail on the problem as possible:

 

 

... Also, attach skse.log, skse_loader.log, and skse_steam_loader.log (found in My Documents/My Games/Skyrim/SKSE/) to any support requests.

Perhaps constructing a simple scenario where he can reproduce the issue easily is the best bet.

Like a little test .esp. Recommend posting it here with instructions. I have a vanilla setup and can test for you if you like. :smile:

 

 

Thanks for the reply, Instearn.

 

I have read that requirement, and I have saved these files. And I will send or post this information as soon as I know it will be read wherever I post it.

 

Making a little test esp... I don't know. This is still quite some effort. I don't want to invest that unless explicitly requested, because I believe that this is such a general issue, an SKSE developer might find without any new test example.

 

The test itself IS rather simple:

- Install FNIS and FNIS PCEA2

- Run FNIS

- Start the game

- Goto MCM for PCEA2 and set some animation sets -> SendModEvent("PCEA2Task", "set") is sent and received

- Save the game

- Load the game

- Goto MCM for PCEA2 and set some other animation sets -> SendModEvent("PCEA2Task", "set") is sent BUT NOT received

 

The sources are public, and not very big. They work since years for Oldrim. And it's just about these statements:

 

RegisterForModEvent("PCEA2Task", "OnPCEA2Event")

SendModEvent("PCEA2Task", "set")

Event OnPCEA2Event(string eventName, string strArg, float numArg, Form sender)
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Is there a good way to inform the SKSE guys of a bug I found? I read that they will skim the forums at Bethesda, Reddit and here to look for input. But I want to make sure that they REALLY get it. Send them email, like they say on their silverlock page?

 

Just in case they read this, here is the SKSE problem:

 

Mod events, registered in an OnInit Block, don't work any more when you save and then load again. No error in the Papyrus log, the callback block is simply not activated when you SendModEvent() after the load.

I reported something similar a while back. What I found is that the new SKSE registrations (for keys, controls, etc.) don't get restored when reloading. There was some debate and confusion because other people reported they did work. It turns out that they do work if the script is attached to an actor and only when it is attached to an actor. Does your script fit that pattern or do you have the mod event registration on a script attached to an actor and it still doesn't work? If so you should email them with the simplest script you can write that still shows the behavior.

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Is there a good way to inform the SKSE guys of a bug I found? I read that they will skim the forums at Bethesda, Reddit and here to look for input. But I want to make sure that they REALLY get it. Send them email, like they say on their silverlock page?

 

Just in case they read this, here is the SKSE problem:

 

Mod events, registered in an OnInit Block, don't work any more when you save and then load again. No error in the Papyrus log, the callback block is simply not activated when you SendModEvent() after the load.

I reported something similar a while back. What I found is that the new SKSE registrations (for keys, controls, etc.) don't get restored when reloading. There was some debate and confusion because other people reported they did work. It turns out that they do work if the script is attached to an actor and only when it is attached to an actor. Does your script fit that pattern or do you have the mod event registration on a script attached to an actor and it still doesn't work? If so you should email them with the simplest script you can write that still shows the behavior.

 

Interesting.

 

No, my RegisterForModEvent() is in the quest script OnInit(), hence does fit your pattern. FNIS PCEA2 scripts are rather simple. Since it only deals with the player, there is a quest, a playeralias, and a configmenu script. I could try the playeralias script, but that probably doesn't count as actor script, does it?

 

But I think I'l try it tomorrow. Otherwise I was going to try with the old additem() and OnItemAdded().

 

The only reason I do this complicated sequence in simple scripts is the fact that setting animation variables takes rather long, and I didn't want my MCM script to take more than 4-6 seconds, on slow machines probably even longer.

 

btw. where are all these interesting discussions taking place? Somewhere at reddit?

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I do not know if I am posting this in the right place or not, yet I just wanted to let someone know that the SKSE64 no longer works with Skyrim SE as Skyrim SE has been updated to another version. It is no longer 1.5.3 it is now 1.5.16.08

 

 

 

Yup, SKSE64 isn't working because of the stupid CC update

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Why the hell can we not decide to play anyway? Who even knows how long it'll be until a fix?, Assuming there is one since the damn thing is still in alpha and looong past the original eta.

 

Well, as someone is bound to point out, you could perfectly well have decided not to install the *unsupported* *alpha* version of SKSE till it was ready for final release, and then you'd be just jim dandy. They did say it was mainly for modders to test their mods on, not for players to play with. We just jumped the gun.

 

I'm in the same boat as you, but I'm happy to wait. They'll get to it, and in the meantime I have other things I can be doing.

 

Lethiel

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