Merging status report
Dedar Readers!
Currently i working to merge all free main files to one, and make it functioning esm file.
At first i belived merging is the harder part as its tend to breake the scripts. Let me explain this part a bit:
i use a script called SLOSCoreScript. This is the big daddy or mommy of all scripts the mod uses.
A gigantic monster ( more than 3k lines and growing! )that has insane ammount of knowlage and acces all resources that parts of the mod need. This way more efficent to acces any resource, not need repetebly setup a varible ( property ) to acces it.
Only need get acces this one and you good to go you get acces to all.
Well turned out merging has some let say side effects... all script that referenced this script forget how to acces it so i needed go trought ALL scripts and fix this issue.
We talking a lot of point of reference.
Plus other places too forget how to acces this one.
Take lot of time to fix this part of the mod.
So i managed merge 3 file to one... so i belived hard part done, victory at hand realise today...
Well not.
Turned out ESM files behave different than gold old esp files.
Its something like:
ESP = easy mode do whatever you want the system take care things.
ESM = well body you need make sure all IMPORTANT stuff of yours got properly marked and forced to loaded the memory or directly referenced, or maybe magic not happen....
becuse the mod built on ESP everiment, where life is easy and i not need care for things like: referencing objects or forcing them to be loaded memory....
well my mod not function as intended.
i have no idea how long take ower come this. Let me explain simple the problem:
many of my scripts depend on locating specific actors/npcs. As long my mod esp format the quest find the revelant npc no problem. this is very efficent as npc only loded to memory as long the quest run.
right now the system fail to locate npcs that normaly locate witout problem in my test i see if i make sad npc to be peristent the system locate it no problem.
some cases if npc not made persistent the system still manage locate it, some cases dont.
Good news:
During mergigng and testing found few new bugs....
one of them making me think hard.
Player given option to disable slavers capture player, slavers capture follower, or slavers capture anything at all.
Well the bug is: this future not work... does nothing....
fixing it possible in a easy way... but....
if its gett fixed the most easy way has some... let say side effect:
not only the normal weapon usage got effected but ALL cases of capture. let say when shady figure collectors come to you final time and you fail to pay out the depth you not going ensalved and quest stop working+depth considered payed out.
so fixing one bug with easy way cause others show up...
This means i need rework the capture script agin a bit.... i prefer avoid to tuch it as its one of the best tested part of the mod and work rock solid!
So this is the current situation. i still learning how to merge and make esp to esm.... on the fly
as suual... this is why take me soo long to take any advance.
More news comming as i proggres. i still hope this week i realse the Stage 2. merged version for testing.
( if no new problems show up... ) the bugi mentioned above going to stay as i need to keep intact the mod mutch as possible so more easy cross test to the v 0.00191 version. see if any new anomaly show up after conversion.
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