Talk:Common Bugs
The Ghostly NPC Bug
Are you certain this isn't a pathgrid issue? If you place obstacles over an existing pathgrid then actors will try to pass through the obstacle. If you alter the pathgrid to fit around the new obstacles, actors should not attempt to pass through the obstacles.
- --dev_akm 11:23, 19 December 2008 (EST)
- Looks like Realmeleven answered this question: sounds like it is probably caused by a pathgrid not matching the cell changes. Thanks!
- --dev_akm 23:38, 14 January 2009 (EST)
- Aye, that was a damn impressive post there, RealmEleven. Very nice, very thorough. Great contribution.
- Dragoon Wraith TALK 23:46, 14 January 2009 (EST)
- Where is RealmEleven's post? --HawkFest 03:56, 15 February 2009 (EST)
- He added it to the page; it's still in there. Edit, I guess, rather than post. You can use the history to see exactly what he added if you like.
- Dragoon Wraith TALK 05:12, 15 February 2009 (EST)
About the section "Adding Multiple Items with the Same Script"
I've never ever experienced what the author says. I'm adding 7 distinct items within the same frame to a container, while at the same time 4 other containers in the same cell are adding 2 to 4 distinct items to themselves, and it never crashed nor any odd thing, which was tested on a high-end and low-end machine. Hence, the author should explain the exact context instead of making this some "generic" behavior when adding multiple items: are those items have onAdd blocks (the 7 items I was talking about all have onAdd, menumode and gamemode blocks)? Are they adding other items from their own onAdd blocks? If the author saw the problem, then he/she should be able to give the context (those mentioned never gave me any problem, although I didn't try adding an item which itself adds another Item from within its onAdd block), however it's too vague... Weird.
Actually, the sole problem I've encountered was when two (or more) distinct items with the same script attached are added at the same time... --HawkFest 04:03, 15 February 2009 (EST)
- You might want to try PMing dev_akm about it on the Forums. He does check the Wiki occasionally, so you can try his talk page, but a PM is likely to be much faster. Unfortunately, I've never experimented with this kind of thing before, so all I can do is tell you who wrote that bit.
- You should definitely report back here with any new information, though. Thanks!
- Dragoon Wraith TALK 05:12, 15 February 2009 (EST)
About the section "2.1 Random Vanishing Landscape in Tamriel"
I think I have found the cause of this. There is a similar problem in cell 15,13 (Fort Magia). if the cell is changed by a mod, and you approach it so that cell 16,13 is loaded first, the odds are very good that cell 15,13 will be a square hole in the landscape.
The disappearing land problem happens when a havok-able item rolls across a cell boundary from a loaded cell into a cell that has not yet been loaded. This can happen when items are placed near cell borders, since havok-able items move during cell load. My theory is that the cell is marked as "already loaded" due to the presence of the item that rolled in, causing the cell not to load when it should. The bug seems to only happen when a cell is changed by a mod.
In the case of cell 15,13 there is a set of potions, skull, etc, in a small ruin right on the cell border. These always move when the cell is loaded, because they are on a slope and/or perched on rocks. Likewise, in cell 20,-17, there is an hourglass under the bridge next to the chest. The hourglass always rolls down into the middle of the river, and if you are unlucky it will roll into 20,-18 and cause its contents not to load.
My fix for this was just to delete the items in the ruin by Fort Magia, and replace them with a sack containing the same loot (since the sack is a static, there is no problem). The same fix seems to work for 20,-17 / 20,-18.
--Phaid 11:47, 11 December 2010 (EST)