Difference between revisions of "Category:Troubleshooting"

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= Common Bugs =


These are annoying problems with the CS and game engine.
== Vanishing Landscape in a New Worldspace ==
This general problem is also listed under Common Mistakes because it can also be caused by using an ESM to alter the landscape for another master. In this case, however, it occurs whenever the current modindex for the plugin differs from the modindex of the plugin during creation in the CS (because the end-user's load-order will rarely be the same as the load-order during creation). This usually means that the only way to get the plugin to work in-game is to make it the very first thing that loads after Oblivion.esm, which is a terrible limitation.
[[TES4Gecko]] now includes a '''Move Worldspaces''' function to help deal with this issue by "injecting" new worlspaces into the 00 modindex.
See [http://www.elderscrolls.com/forums/index.php?showtopic=616587 this ESF thread] for the discussions that led to this solution.
== Remove Item ==
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.
This problem is fairly common with mods that do a lot of inventory manipulation, such as ingredient sorters.
== 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. These two threads have more information and tips to avoid the problem:
[http://www.bethsoft.com/bgsforums/index.php?showtopic=689034]
[http://www.bethsoft.com/bgsforums/index.php?showtopic=675492]
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)
== Adding Multiple Items with the Same Script ==
There are some oddities (well, the right words for it I won't use here) when you
#add two or more items
#with the same script
#to the same container
#at or about the same time.
<br>This seems to happen for several situations:
*You add an item, which in turn adds another item
**So I would guess it also includes using [[AddItem]] for two separate items
*An item that runs when the player adds them to a container, or the player takes them from a container
**For example, if you have 2 of an item in a container (same base object), and the player double-clicks them, thus adding one after the other, you'll hit this bug
**But using 'AddItem SomeItem 2' seems to work without hitting the bug
[http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=628331&view=findpost&p=10126100|Here are some more examples]
<br>What exactly is going is anyone's guess, and the problems that can occur are very, very bizarre making them hard to trace. Also, the bug seems to be intermittent, sometimes working and sometimes not, and some scripts don't seem to run into the problem. The a few points to take away from this:
*Adding two or more items with the same script can produce weird results
*If you're adding multiple items and getting weird results, put a frame or two between when you add one and when you add the other
**In the right situation, you can avoid the problem by changing the [[Scriptname]] of the items
*If there is a possibility of the player running into this situation, be sure to test for it
== Activating an object every frame ==
This didn't cause a CTD with me, but as it causes unpredictable results there is a chance CTD's might occur.
When you have a script that constantly activates a certain object (in my case, to wait for a result that was published inside that object and could be retrieved in this way), other scripts might become unresponsive.
I had several onadd blocks in other scripts that weren't executing anymore.
If you have to do this, build in a timer.


= Debugging =
= Debugging =
Anonymous user