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?




