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Posted

This isn't actually destroying my game, but it occurs often enough that I'd like some input.

 

Occasionally, my character will get stuck while exiting a crafting station. The "stepping away" animation won't play, and instead I'll be locked there for about a 10-12 count. It took me a bit to realize that I'll eventually get unstuck and be able to step away from the station, but it takes a good bit. This reliably happens with alchemy tables, and once or twice with enchanting tables. Loading into new areas fixes the problem but it always comes back. Like I said, annoying but not game-breaking, given that I can eventually step away.

 

I had a worse experience where I tried to enter \*any\* kind of crafting station and would immediately just freeze over it in first-person. The only thing I found that helped was inputting "player.resurrect" into the console, but upon doing so the station I bugged out on became unusable. I also noticed this disabled the Ordinator option of creating "advanced workshops" afterwards. I ultimately reloaded from a save before the bug occurred and went on my way, not encountering the problem again for a very long time, but I've recently run into it again at the Nordic Dig Sites added by Legacy of the Dragonborn. I've never had a problem with those sites before -- I don't currently know whether the mining animation is bugged out in general, or just for the LOTD add-ons.

 

Is this a FNIS issue? I'm also using 3PCO, but I don't think that would cause this kind of interference. I've recently noticed that Bowlegged Jump Fix and/or Better Jumping require a double-check of FNIS otherwise Sexy Walk will break, but I was having this particular issue before installing the Jump mods.

 

If any of this sounds familiar to anyone, I'd love to hear your approach.

  • 6 months later...
Posted

Might be worthless, might be valuable... It *sounds* a bit like the script lag I sometimes experience.

 

I'm not sure if any of the associated animation for "using" a crafting station shows up in console (sometimes I'ts hidden from view, sometimes it's not) , but you *might try opening console after executing an enter or leave command for a station and see if you get any output that includes "lagtimer".

 

As I noted, it doesn't always show up.... I think some scripts are set to not echo to the console, so don't take "no output" as evidence that it isn't script lag. There are many commands I can issue via the game UI, that even when I already know for certain I'm suffering script lag, no console text is produced by the underlying script I just triggered.

 

---

 

Anyway... as my game has become "thicker" over time, I've found that I need to periodically "chill out" in a player home or a cleared dungeon in order for the scripting engine to get caught up to speed, so to speak. It usually takes a couple to a few in-game days to get things in order.

 

After hanging out for a few days, save the game, then close the game completely (to desktop), reopen, and load the last save.

 

Might work might not, but if you haven't, give it a try. Works for me, although admittedly sometimes I don't get situated quickly enough, and wham bam, game starts to slow considerably and then crashes. (and admittedly, it doesn't work for everything...mainly script lag issues.)

 

fwiw

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