have done some cleaning
http://nsa38.casimages.com/img/2016/09/ ... 628835.jpg
strings were remade because had to put back some stuff from original skyrim esm
there was some duplicate records that were renumbered (a land, 3 dialogs, some load screens and references)
some empty scripts were compiled to make the things that look for them shut up in the log
etc etc
the enderalfix esp should be useless as it was put in the esm
http://nitroflare.com/view/9959BBA3714736F/skyrim.7z
http://nsa38.casimages.com/img/2016/09/ ... 628835.jpg
strings were remade because had to put back some stuff from original skyrim esm
there was some duplicate records that were renumbered (a land, 3 dialogs, some load screens and references)
some empty scripts were compiled to make the things that look for them shut up in the log
etc etc
the enderalfix esp should be useless as it was put in the esm
http://nitroflare.com/view/9959BBA3714736F/skyrim.7z
Attachments
enderalfix.7z
(1.48 MiB) Downloaded 239 times
said above tesedit remade the strings while i was copy pasting stuff
http://nsa38.casimages.com/img/2016/09/ ... 924590.jpg
http://nsa37.casimages.com/img/2016/09/ ... 604026.jpg
that's the papyrus log you are suppose to have with those scripts, if i didn't forgot any it's maybe unsafe to replace with a more recent skse version, there's nothing to check that
http://nsa38.casimages.com/img/2016/09/ ... 924590.jpg
http://nsa37.casimages.com/img/2016/09/ ... 604026.jpg
that's the papyrus log you are suppose to have with those scripts, if i didn't forgot any it's maybe unsafe to replace with a more recent skse version, there's nothing to check that
said above tesedit remade the strings...

everything is decaled if you don't load that esm with its strings

everything is decaled if you don't load that esm with its strings
OK, now I see. Sorry for the inconvenience.
EDIT: Yep, both strings and debug log fixed. The only question is: What are we gonna do when SureAI updates the main esm again? esp-ify the updated main and counter check against your main file?
Wouldn't it be reasonable to point SureAI to your fixes? Or did you already do that?
EDIT: Yep, both strings and debug log fixed. The only question is: What are we gonna do when SureAI updates the main esm again? esp-ify the updated main and counter check against your main file?
Wouldn't it be reasonable to point SureAI to your fixes? Or did you already do that?
Last edited by ratrace on 18.09.2016 19:40, edited 1 time in total.
it's on their forum, now it's their problem what they do with that
and if they put some fixes in the esm, that is in the same state, instead of replacing update esm
you just compare their old esm to their new esm
copy paste the conflicts in a patchx esp
and after checking it look right in the log, and in tesedit, use it like that, or put it in update or skyrim esm
if that esm is clean, you just use it like that (after checking some of its conflicts with old esm of course)
and if they put some fixes in the esm, that is in the same state, instead of replacing update esm
you just compare their old esm to their new esm
copy paste the conflicts in a patchx esp
and after checking it look right in the log, and in tesedit, use it like that, or put it in update or skyrim esm
if that esm is clean, you just use it like that (after checking some of its conflicts with old esm of course)
Thanks for your answer, Yatol. I pointed a member of SureAI to this thread. I guess
means that you give SureAI permission to use your stuff?
Perhaps it would help if you - in case you still have them - put up the script resources for download?
it's on their forum, now it's their problem what they do with that
Perhaps it would help if you - in case you still have them - put up the script resources for download?
they don't need my permission, like i didn't need their permission to edit that mod
and those scripts can be decompiled with champollion (that's the only way to be sure you have the good files)
and those scripts can be decompiled with champollion (that's the only way to be sure you have the good files)
After testing I ran into serious problems that are related to this fix:
http://forum.sureai.net/viewtopic.php?f=201&t=11180
It's in german, hence a short summary:
Furthermore some cut scenes do not play correctly. All this is probably connected to the string files Yatol put in the mod to keep Papyrus from spamming the log with missing files reports.
Tested with both Yatols mod installed and not installed. I didn't test it any further because it's obvious that Yatols focus was only on a clean debug log and not on gameplay, which is a pity. Because the mod not working doesn't make the problem of a messed up debug log disappear.
http://forum.sureai.net/viewtopic.php?f=201&t=11180
It's in german, hence a short summary:
Furthermore some cut scenes do not play correctly. All this is probably connected to the string files Yatol put in the mod to keep Papyrus from spamming the log with missing files reports.
Tested with both Yatols mod installed and not installed. I didn't test it any further because it's obvious that Yatols focus was only on a clean debug log and not on gameplay, which is a pity. Because the mod not working doesn't make the problem of a messed up debug log disappear.
didn't had any problem with that chest


i am currently there

there was an update, here's the log with that esm

7000 now? and with enderalfix esp? there's new ones from the stuff they have edited, and some conflicts between the edited scripts and the save (the save is the last esp)
have load a save in the nightmare with my esm [09/22/2016 - 01:31:48AM] Error: Cannot call HasKeyword() on a None object, aborting function call
if getplayer().GetCurrentLocation().HasKeyword(AllowHousing) == true
its missing a getcurrentlocation != none, some place don't have location
[09/22/2016 - 01:31:51AM] Error: Array index 1 is out of range (0-0)
iArraySize = akCustomAnimPackageArray.Length - 1
length 2 that's x[0] and x(1] (it's not because you fix the problem the spamming will stop, it's too late for everything that is in the save)
don't know why they have mess with that
[09/22/2016 - 01:31:48AM] Error: Static function receiveEP not found on object _00e_levelsystem. Aborting call and returning None
stack:

i'll keep the old script


i am currently there

there was an update, here's the log with that esm

7000 now? and with enderalfix esp? there's new ones from the stuff they have edited, and some conflicts between the edited scripts and the save (the save is the last esp)
have load a save in the nightmare with my esm [09/22/2016 - 01:31:48AM] Error: Cannot call HasKeyword() on a None object, aborting function call
if getplayer().GetCurrentLocation().HasKeyword(AllowHousing) == true
its missing a getcurrentlocation != none, some place don't have location
[09/22/2016 - 01:31:51AM] Error: Array index 1 is out of range (0-0)
iArraySize = akCustomAnimPackageArray.Length - 1
length 2 that's x[0] and x(1] (it's not because you fix the problem the spamming will stop, it's too late for everything that is in the save)
don't know why they have mess with that
[09/22/2016 - 01:31:48AM] Error: Static function receiveEP not found on object _00e_levelsystem. Aborting call and returning None
stack:

i'll keep the old script
I guess it would be useful if someone from SureAi who exactly knows what they have have done and why they have done it would make a statement here. I am not knowledgeable enough and I have not created Enderal and can only report issues that I actually had in the game with Yatols fix installed.
As I stated earlier, I see the necessity of reducing the error spam in the debug log as well, but imho an update has to be applicable in midst a playthrough. If it's not, users would be rightfully complaining.
But anyway, I for one would really like to have serious and substantiated info on what an excessive script error spam means for the script engine. Does it make the game crashier? How much more stress is it for the engine? Does it negatively affect reliability / stability in any way? And: is it possible to integrate a fix like Yatols one in a "savegame-friendly" way so that users who install it in midst their current playthrough won't run into the same problems that I did?
So if anyone from SureAI reads this and is willing to give a bit more in depth info, I'd appreciate it.
Yatol, it's probably best if you address someone from SureAI.
As I stated earlier, I see the necessity of reducing the error spam in the debug log as well, but imho an update has to be applicable in midst a playthrough. If it's not, users would be rightfully complaining.
But anyway, I for one would really like to have serious and substantiated info on what an excessive script error spam means for the script engine. Does it make the game crashier? How much more stress is it for the engine? Does it negatively affect reliability / stability in any way? And: is it possible to integrate a fix like Yatols one in a "savegame-friendly" way so that users who install it in midst their current playthrough won't run into the same problems that I did?
So if anyone from SureAI reads this and is willing to give a bit more in depth info, I'd appreciate it.
Yatol, it's probably best if you address someone from SureAI.
ratrace wrote:But anyway, I for one would really like to have serious and substantiated info on what an excessive script error spam means for the script engine. Does it make the game crashier? How much more stress is it for the engine? Does it negatively affect reliability / stability in any way?
the scripts that can't be load because base type not match or whatever, that mean the object that is supposed to do something, won't do it
a firefly that is supposed to land on a barrel, it doesn't matter, but a quest npc you are supposed to kill that isn't bring there by the game, it's a problem
the because script no longer contain that property, it's nothing 99% of the time, but it can be conflicts too
you install an update, some scripts were edited, esp was edited, but the save want the old script, this can be troubles
errors in the scripts, it can be nothing like the length one above, script try to do stuff on stuff that doesn't exist
or it can be those problems so many have with miraak, because of mods like perkus (miraak have stuff to do at health 75% 50% 25% if i remember right, you can't drop him from 80% to 45% in one hit, there are other things you can't do with that script)
if you get stuck while doing one of the quests that can't find its alias, you will the id of the problem in the log
the ones that get stuck during the civil war, that's because they had a stack dump while doing it, with requiem you can end with negative resistance or weapon damage
didn't put auto storage scripts in enderal yet because of scripts like the one of that housing quest that have onitemremoved (a few of them when the auto storage script take care of hundred of items, it's a dump)
if i clean the log, that's to not have to open it everytime i quit the game and search "dump"
they are too much troubles to be allowed
another thing that can be troubles
when i was looking for a machine with calia, i saw the boss, rush to him, fell for his trap, and got stuck between rocks
that was a ctd some seconds later i walk to that trap after loading the save
save before waking up a draugr, wake him up, reload the save, and try to wake up him (game don't reload what's in the ram)
you can break a lot of stuff by dying after the wrong thing because of that (i could have get stuck later if i didn't ctd and would have to restart from earlier save, i got lucky)
and you can put whatever you want from that in their esm if you feel like it
http://nitroflare.com/view/CB9816DE221F ... eralesm.7z
that still use their string, but :
the quests the miningorescript want are in the esp
the dialog that have the same id as a land are not taken care of
it's missing the english translations i took from a nexus mod
and some other stuff
that tree have some problems


the ones that can no longer move after leaving the house

saw that while checking that housing system

may or may not take care of the problem, that thing is a huge mess, have got rid of it
why not make the constructible check a plan coffer at home instead of having to have them in your inventory?




the ones that can no longer move after leaving the house

saw that while checking that housing system

may or may not take care of the problem, that thing is a huge mess, have got rid of it
why not make the constructible check a plan coffer at home instead of having to have them in your inventory?




