Difference between revisions of "Category:Troubleshooting"

584 bytes added ,  09:51, 15 June 2007
Oblivion Resets
imported>Haama
(Activating a Container)
imported>Haama
(Oblivion Resets)
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This bug is fairly well-known but still crops up on occasion. The game will CTD if a bow with Reach = 0 is equipped by anyone (player or NPC). Some of the vanilla Oblivion bows have this problem, so be sure not to replicate the error in your mod.
This bug is fairly well-known but still crops up on occasion. The game will CTD if a bow with Reach = 0 is equipped by anyone (player or NPC). Some of the vanilla Oblivion bows have this problem, so be sure not to replicate the error in your mod.


==Activate Self==
== Activate Self ==


When you script an object
When you script an object
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end</pre>
end</pre>


==Activating a Container==
== Activating a Container ==


If you meet all of these conditions:
If you meet all of these conditions:
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The easy solution?. Never use a master to modify another master.
The easy solution?. Never use a master to modify another master.


==Game Settings==
== Game Settings ==


Game settings are not like global variables. If you use
Game settings are not like global variables. If you use
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your script will save, but won't run in game. You have to use the [[GetGameSetting]] function, as such:
your script will save, but won't run in game. You have to use the [[GetGameSetting]] function, as such:
<pre>set SomeVar to (GetGameSetting fiSomeGameSetting)</pre>
<pre>set SomeVar to (GetGameSetting fiSomeGameSetting)</pre>
= Common Bugs =
= Common Bugs =


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The 'remove item' function doesn't work properly with more than one item sometimes. The in-game message (produced by the game) is correct, but the number of items the player loses is not. For example, you may get the message '5 ogre teeth removed', but only 3 were actually removed from your inventory. This happens randomly, no matter which item you remove or how many 'remove item' functions (or other functions) you use in a single frame.
The 'remove item' function doesn't work properly with more than one item sometimes. The in-game message (produced by the game) is correct, but the number of items the player loses is not. For example, you may get the message '5 ogre teeth removed', but only 3 were actually removed from your inventory. This happens randomly, no matter which item you remove or how many 'remove item' functions (or other functions) you use in a single frame.
== Oblivion Realm Resets ==
Whenever the player closes an Oblivion gate, the entire Oblivion cell and everything inside of it is reset. This includes inventories of containers and NPCs, and for NPCs their spell list and location. It may also be possible that variables on world objects (containers, NPCs, activators, etc.) are also reset. See post 96 in the Gotchas! thread in the CS section of The Elder Scrolls Forum for links to threads containing more information and tips to avoid this problem. (sorry I can't just put in the links, something's not working quite right)


= Debugging =
= Debugging =
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