Debug Scripts
The debug process with CS is quite time consuming and the provided tools are not really satisfying.
So here are some hints for debugging scripts in case you have unexpected results.
Script Processing
First of all, you should take a look at the Script Processing article to get a basic understanding of how the different script types work.
Remember that only quest scripts are considered to run constantly in a defined schedule.
Object scripts may run every frame, but they also may not execute for quite a while if player is not near. There are even cases where AI packages prevent script running. This is true for Follow-Packages if they check on conditions related to script variables in the same object and these conditions are satisfied.
To find out if your script is executed, simply put a code like the following into your script and control it afterwards ingame:
; use long, if you want to watch the frames ; for a longer time period short FramesRun Begin GameMode Set FramesRun To FramesRun + 1 ... your code End
Control variable content
There are different ways to control the current content of your variables.
The most convenient and reliable way is using the Console Functions, especially prid and tst or sv. You always will get the real current content.
So, first activate or focus the object you want to examine (talk to your NPC, open the book ...) then open the console. You now will see in the upper part of the screen the formID of your object. If not, left-click the object with your mouse.
If the object you want to examine cannot be left-clicked (because it's in a different cell, or disabled), you can select with the prid command if you know its form ID. The prid command will change to any object given, so if you want to examine your NPC script and your NPC has shown a formID of 0b002089 you simply enter:
prid 0b002089
If you have not too much variables in the script, than you can use the ShowVars/sv command to show the content of all variables. Simply type
sv
If you use many variables, you may only see the last ones. In this case, press Page-Up to view the rest of the list.
To get a special variable content, use the Show/tst command. So if you want to control how much times the script has executed until now, if you have set a FrameRuns variable, you just type:
show FrameRuns
If that variable is not getting bigger and bigger everytime you leave the console and enter it again, you may just have the case that some AI package is preventing your script from running.
To see all of the variables within a particular quest, use ShowQuestVariables (or sqv for short):
sqv QuestID
Take care if you use Message or MessageBox functions inside of your script!
Message can be useful for showing which segment of code is executing, or the value of a variable at a particular moment, but because messages always stay on the screen for one second, consecutive messages will be delayed. This means the value of a variable displayed in a message may have changed before the message gets displayed. OBSE's PrintToConsole function can make debug messages easier to use.
MessageBox behaves in another way. If you want to have different message boxes that pop up to show some variable content, you may end up with having only the last defined message box shown and all other ignored. Don't ask me why, but it seems to work this way
At least MessageBox gives you the current values in the script.
Find bugs not reported by CS or Oblivion
CS usually gives you some hints when you save a script. But this is not reliable at all. It only reports syntax errors - for instance, referring to objects which don't exist or are not persistent, or mismatched if-endif blocks.
You still can make syntax errors that are not discovered or use functions that work as a return statement.
Unfortunately, Oblivion does not provide any error messages within the game itself. If it encounters an error within a script, it will immediately terminate that script without notifying you. That's why it's useful to have a variable in your script that increments every frame - by checking that variable in the console, you can determine if your script has stalled.
Here's an example: It took me a whole day to find out why my script was not executed. And the reason was that I mixed the commands GetCurrentAIPackage and GetIsCurrentPackage.
So the statement
If ( GetCurrentAIPackage "00MyPackage1" ) Set PackageLoaded To 1 ElseIf ( GetCurrentAIPackage "00MyPackage2" ) Set PackageLoaded To 2 ...
caused the interpreter to leave the script, whenever it reached this code block. If you wonder about the "00MyPackage", the apostrophes are recommended, whenever your EditorIDs start with a number. I used two zeros to have my objects always listed at the top
And it was right, because what I meant to do was the following
If ( GetIsCurrentPackage "00MyPackage1" ) Set PackageLoaded To 1 ElseIf ( GetIsCurrentPackage "00MyPackage2" ) Set PackageLoaded To 2 ...
But the script saved without any problems and ingame I didn't get a message that something went wrong. This is because the compiler frequently ignores extra parameters. For instance, these lines, while incorrect, compile fine:
disable objectID 1 PickIdle My name is Bob
Yep, in fact, thats what I say. The GetCurrentAIPackage worked this time like a return function ... so it didn't execute any code above the first occurrence of GetCurrentAIPackage due to the use of no (valid) parameters ... just try
GetCurrentAIPackage "AnyParameterNotValid-ButMaybeValidPackageName?" PickIdle My name is Bob
Or
If ( GetCurrentAIPackage "AnyParameterNotValid-ButMaybeValidPackageName?" ) PickIdle My name is Bob EndIf ; at least I used valid package names and didn't test it ; against invalid parameters
So you see, some functions have unwanted behavior, not foreseen and others don't! But probably the circumstance, that object name was within apostrophes caused other unexpected event handling? Details: Using localized german version, with Update German V1.1, Plugin Oblivion Deutsch 3.0, BTMod 2.20 - also maybe plugin malfunctions? AdiBeiElderScrolls 14:14, 13 November 2006 (EST)
P.S.: Would have been nice, if you would have left a notice of yourself. Just add four times the ~ sign at the end of your message ... so I maybe able to contact and discuss with you ... thanks anyway for the comment ... made the nature of the problem more clear ;)
Ingame starting debug messages at defined points
If you want to evoke messages or messageboxes at defined point, it helps, if you define a debugOn variable in the script and set it via general topic or quest topic.
All code inside would look like:
short debugOn ... your code If debugOn Message "whatever you want to say %.0f" MyVar EndIf ... your code If debugOn Message "whatever you want to say %.0f" MyVar2 EndIf ... and so on ; and if you want to have the messages for each frame ; slowly passing by you and an ShowEnchantment at the ; beginning or the end of the GameMode block, like If debugOn ShowEnchantment EndIf