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Need a ESP Script Editor


Darkfirebird

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It's usually "Out of memory" rather than "not enough" which actually means that it tried to use an address that was not valid, i.e outside the allocated memory rather than it needed more memory than available.

 

I'd recheck the installation in case a path wasn't set up right, or a pre-requisite piece of software wasn't the right version, or something like that.

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It's usually "Out of memory" rather than "not enough" which actually means that it tried to use an address that was not valid, i.e outside the allocated memory rather than it needed more memory than available.

 

I'd recheck the installation in case a path wasn't set up right, or a pre-requisite piece of software wasn't the right version, or something like that.

 

I checked it all but still the same. well back to reediting -.- gonna be a pain to no ends here. thx for the reply tho

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There is no easy way to do this since I would imagine that all those 600 scripts are different enough from eachother.

 

This is also why you should test almost all scripted elenents within a mod small scale whenever possible. If you had tested with only 10 NPCs affected, it would be a fairly easy fix even if all the scripts had other components. When it comes to making many things based off a small group, you should ALWAYS make sure that group is working as intended before moving on.

 

This is also why you should try to re-use as many scripts as you can on multiple NPCs. Most of the time effects which are different for some NPCs can be controlled by using scripted abilites, scripted tokens, or other addon items which can easily be adjusted. I don't know what sort of mod you are making, but find it hard to believe that there is not atleast enough overlap between those scripts to take that number down to about 4 or 5 generic versions attached to NPCs and 10 or so which are added with abilities, or controlled elsewhere.

 

Your best bet would be to either take what scripts you have and try to re-structure your mod to make use of fewer unique scripts. This option really probably is the best answer in this case since 600 seperate scripts may cause some performance issues down the road, or only end up creating more problems later should something else be broken.

 

Without knowing more of the mistake, or what you need so many scripts to control, there really isn't anything else I could suggest.

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There is no easy way to do this since I would imagine that all those 600 scripts are different enough from eachother.

 

This is also why you should test almost all scripted elenents within a mod small scale whenever possible. If you had tested with only 10 NPCs affected, it would be a fairly easy fix even if all the scripts had other components. When it comes to making many things based off a small group, you should ALWAYS make sure that group is working as intended before moving on.

 

This is also why you should try to re-use as many scripts as you can on multiple NPCs. Most of the time effects which are different for some NPCs can be controlled by using scripted abilites, scripted tokens, or other addon items which can easily be adjusted. I don't know what sort of mod you are making, but find it hard to believe that there is not atleast enough overlap between those scripts to take that number down to about 4 or 5 generic versions attached to NPCs and 10 or so which are added with abilities, or controlled elsewhere.

 

Your best bet would be to either take what scripts you have and try to re-structure your mod to make use of fewer unique scripts. This option really probably is the best answer in this case since 600 seperate scripts may cause some performance issues down the road, or only end up creating more problems later should something else be broken.

 

Without knowing more of the mistake, or what you need so many scripts to control, there really isn't anything else I could suggest.

 

Well the 600+ odd scripts are Bethesda scripts. I just add a script to it to make mine work along with it. Its and experience mod. ( dont like the ones that are out there )

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