Hoamaii Posted October 16, 2019 Share Posted October 16, 2019 Hey guys, A small handful of users (4 that I'm aware of - SE only) have reported this: 1. When using a lesser power, their games equips it like a spell, forcing weapons draw. 2. When they install and load my animation mod which uses a lesser power to trigger the animation, their .esp gets somehow modified: Exact same .esp version I uploaded, same date, same hour, but when they load the .esp in Xedit, the spell which was originally tagged as a "lesser power" is now tagged as a "spell" :wallbash: 3. I'm pretty sure none of them has modified the original .esp, they're not comfortable enough with Xedit to do that. 4. At least 2 of them have for sure a completely legit version of the game. 5. None of that happens in the LE versions of my mod. Any of you guys has any idea what the heck can turn a lesser power into a spell by just loading it in game?.. Or which SE mod may be doing that? I mean, I know mods can change objects tags at runtime with skse... But how the hell could it affect the .esp itself? Is it even possible to change the content of any Bethesda's games plugins without modifying it in the CK or Xedit? That completely blows my mind... Any idea? Thanks! Link to comment Share on other sites More sharing options...
steve40 Posted October 17, 2019 Share Posted October 17, 2019 Quite likely, it is Xedit or the CK which is forcing the record to show as a spell when you load the esp in the editor itself. It is not actually modifying the esp (unless you hit the save button). This might either be a bug in the software, or an intentional sanity check. Link to comment Share on other sites More sharing options...
cdcooley Posted October 17, 2019 Share Posted October 17, 2019 Did you create that mod and publish it for SEwithout loading and saving it in the Special Edition CK? If so it's a failed conversion problem. There are still little internal (and generally invisible in xEdit) features of the file formats that are different between the LE and SE versions. And those differences can only be processed correctly by the official SE CK. If it isn't that I don't have a clue what could be going wrong. Link to comment Share on other sites More sharing options...
Hoamaii Posted October 17, 2019 Author Share Posted October 17, 2019 Hey Steve, hey Cdcooley, Thanks for replying. Yep, all animations converted, .esp saved in SSE CK, and I even recompiled the original scripts inside SE's CK. A bug in the software? Didn't think of that, never happened to me with Skyrim in 8 years, but I ever hardly play SE, is it more prone to bugs? I been searching around and the only "hint" (sort of) I could find was there's a a lot more new mods modifying SE directly from .dll's rather that doing it in the CK or Xedit. Some of these .dll's don't even require skse. Unfortunately, I can't read .dll's - Papyrus is the only code I know. Do you think a .dll only plugin could do that? Modify the game in a way that could change significantly some CK-made plugins? Link to comment Share on other sites More sharing options...
steve40 Posted October 18, 2019 Share Posted October 18, 2019 Such changes made by dll's would be effected at run-time within the game's code in memory, and not physically within the esp files themselves. Link to comment Share on other sites More sharing options...
cdcooley Posted October 18, 2019 Share Posted October 18, 2019 OK, just brainstorming a little more. Could they be running something that's making a patch automatically for them? Or if your power is using an existing magic effect maybe some other mod is changing that effect which is causing the change in behavior? Link to comment Share on other sites More sharing options...
Hoamaii Posted October 18, 2019 Author Share Posted October 18, 2019 Thanks again, guy! Changes affected at runtime by another mod, .dll or not, is what I tought first. I cant' think of any mod that would forcibly change lesser powers to equippable spells - do you know any? They could be running patches that I don't know about, would there be any chance that such patches could embed changes in their saves the way some custom meshes or variables can become embebded? My lesser power doesn't use any existing magic effect, it's a scripted magic effect which in turn triggers an ability - that ability works as intended. Brainstorming too, completely out of the box: - spells are affected by behaviors, if only to trigger the animation and draw weapons, maybe a change in behavior files has become embedded in their saves? Is that even possible? - or is there maybe some .ini settings which affects spells, powers or shouts, which could have been modified? - or yet again, could that be caused by one of these mods who automatically reassigns keys? This affects only a handful of users out of thousands - I suppose I could ask them all to send me their load order and look for a common denominator, but if it's a .dll, change in behavior, custom .ini or reassigned key, load order won't give me any clue about that. Then again, it could also be just a bug... Link to comment Share on other sites More sharing options...
steve40 Posted October 18, 2019 Share Posted October 18, 2019 They could be running patches that I don't know about, would there be any chance that such patches could embed changes in their saves the way some custom meshes or variables can become embebded? Absolutely. Link to comment Share on other sites More sharing options...
Hoamaii Posted October 19, 2019 Author Share Posted October 19, 2019 Ooooh darn!.. If that's it, that's going to be impossible to track!.. Thanks Steve! Link to comment Share on other sites More sharing options...
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