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fxDustDropRandomSCRIPT errors *FIXED*


steve40

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Now, a couple of years later, you can use SaveTool to delete fxDustDropRandomSCRIPT from your save file. I understand that the new fixed version, present in the Skyrim service pack, will replace it the next time you play. So, there is no need to start a new game. (Old Scripts are stored in your save file)

Logged in just to say thanks for this. Worked for me. No more errors citing fxDustDropRandomSCRIPT so far

 

 

i have my savegame file open with Save game script cleaner. Upon searching I found crap load of fxDustDropRandomSCRIPT , located in 4 different locations. Do i delete them all ?

 

http://i62.tinypic.com/2zf7vyg.jpg

Edited by yukioson40
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  • 10 months later...

This is a great find! Thank you for sharing your work. Can't believe it took me this long to stumble upon this fix.

 

One question. Unless I'm mistaken, I don't see it uploaded at Nexus. Maybe elsewhere? So many more people would see it and use it. Better than waiting for the USLEEP team to get around to incorporating the fix. No disrespect intended.

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  • 3 months later...
  • 2 months later...

 

 

 

i have my savegame file open with Save game script cleaner. Upon searching I found crap load of fxDustDropRandomSCRIPT , located in 4 different locations. Do i delete them all ?

 

http://i62.tinypic.com/2zf7vyg.jpg

 

 

No, you delete NADA. ALL running scripts in the whole game save their VARIABLES into your save game so they can continue to run next time you load it. They are working scripts. If you delete them, you break them, and it will end in tears.

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  • 3 weeks later...

I appreciate it. I just fixed my problem in BluePalace :D
Sadly, this fxDustDropRandomSCRIPT didn't work :(

 

I've followed every step.
which also occurred in BrokenTowerRedoubt01, I've tried it for about 5 times, the last time i explore the cell for about 15 mins, but it is still buggy.
Maybe i should install Unofficial Patch before I create any new character later.

 

Glad to see that u continue answering this topic even it is 2016.

It would be alright if you don't have time to reply. Just report my situation ;-)
Thank you :laugh:

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ReDragon2013, shadowing PlayAnimation to check for 3D loaded and switch off the flag is a good idea to make the script upgrade itself faster. Unfortunately it is still possible for objects to unload in between calling is3DLoaded() and PlayAnimation(), so I anticipate that errors will still sneak into the logs occasionally. Your myF_Dust() function is a bit unnecessarily complicated though! Note that it is unnecessary to delete the explosion effect, as explosions self-delete automatically.

 

Also I'll just note that in the "FXDustDropRandomDbg" script you went to great lengths to determine the load order of the DLC01, unnecessarily, as the top byte of the FormID (the two load order digits after 0x) could have been ignored if you had used GetFormFromFile rather than GetForm, so that script could also have been made simpler. It's not clear how one would call those functions in that script, as the name of the calling script "zBloodEffectsPlayerAlias.psc" does not seem familiar. Is it a vanilla script? The script name reminds me of Enhanced Blood Textures, whose scripts all begin with "zblood..."

 

Lastly, I've updated the list of FormIDs in my original post. I had a couple of typos, I missed a couple of forms, plus I've added FormIDs for the two effects added by Dragonborn DLC03.

 

I should also mention that USKP/USLEEP already includes a fix for fxDustDropRandomSCRIPT afaik. I would hope that by now people would be using those patches before beginning a new game and therefore not requiring our script fixes :)

Edited by steve40
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