PubliusNV Posted February 5, 2022 Posted February 5, 2022 The script shows today's date, so i has to be the one I downloaded today. Anyway, after a couple of false starts (CACO needs an onion to make apple cabbage stew, and I couldn't find any onions in the inn a couple of times) I got back to the point where it gets stuck. This time, Dorian was on the floor below. Disable/enable didn't work, as before it added the paralyze spell. Recycleactor then made Dorian disappear. Should that have happened?
aurreth Posted February 5, 2022 Posted February 5, 2022 7 minutes ago, PubliusNV said: The script shows today's date, so i has to be the one I downloaded today. Anyway, after a couple of false starts (CACO needs an onion to make apple cabbage stew, and I couldn't find any onions in the inn a couple of times) I got back to the point where it gets stuck. This time, Dorian was on the floor below. Disable/enable didn't work, as before it added the paralyze spell. Recycleactor then made Dorian disappear. Should that have happened? If he was on the floor below, standing up, and not glowing he was waiting for the AI to catch up. He'd probably have started moving eventually. Recycle probably sent him back to the inn ? Sorry about that. I did originally try DispelAllSpells() on him but that didn't work for me. Ok, I'll have to come up with some complicated annoyance because Beth can't even keep their own scripting language and spell effects consistent. I already know what I wanted to try next, so gimme a couple hours. ?
PubliusNV Posted February 5, 2022 Posted February 5, 2022 21 minutes ago, aurreth said: If he was on the floor below, standing up, and not glowing he was waiting for the AI to catch up. He'd probably have started moving eventually. He was on the floor below, lying down, and not glowing. I appreciate your help!
aurreth Posted February 5, 2022 Posted February 5, 2022 9 minutes ago, PubliusNV said: He was on the floor below, lying down, and not glowing. I appreciate your help! Yeah, lying down is bad, means he didn't reset properly. Ok, testing a fix now.
Vortec Posted February 5, 2022 Posted February 5, 2022 2 hours ago, aurreth said: The green fog is the paralysis spell. That's the problem, something has changed that is keeping it on him, even when he's been disabled/enabled. Try targetting him and using recycleactor. He'll probably return without clothes, if you care about that you can use disable/enable to reload his outfit. Also go into your actual game Data/Scripts directory and check the date on the script to confirm it's using the new one. Couldn't you try; Disable ResetAI Enable Read that recycleactor isn't a good idea.
aurreth Posted February 6, 2022 Posted February 6, 2022 31 minutes ago, Vortec said: Couldn't you try; Disable ResetAI Enable Read that recycleactor isn't a good idea. The problem is that something changed with 1.6+ that is preventing Doran from being reset properly. No matter what I try he remains paralyzed, so he always appears in Sloane's house on his back and stuck there unless you use console workarounds. I'm trying to fix the actual quest so that doesn't happen. 1
aurreth Posted February 6, 2022 Posted February 6, 2022 (edited) 36 minutes ago, aurreth said: The problem is that something changed with 1.6+ that is preventing Doran from being reset properly. No matter what I try he remains paralyzed, so he always appears in Sloane's house on his back and stuck there unless you use console workarounds. I'm trying to fix the actual quest so that doesn't happen. Ok, I've tried 5 or 6 different ways, still can't get Doran on his feet properly. I've tried moving him around, multiple disable/enable sequences, and even trying to force the default animations on him. Nothing seems to work. I'm resetting back to the original script while I try and figure out what is going on. I know 1.6 is supposed to process scripts faster, maybe it's a timing thing and increasing wait times would help. LOL Ok, for an odd idea, I wonder what would happen if I made a second Doran. One for the inn, one for the house. Of course that would mean figuring out how the scenes work to make sure the correct Doran is getting used. Edited February 6, 2022 by aurreth
PubliusNV Posted February 6, 2022 Posted February 6, 2022 2 minutes ago, aurreth said: I know 1.6 is supposed to process scripts faster, maybe it's a timing thing and increasing wait times would help. If by 1.6+ you're meaning AE, I'm still on SE. I've managed to avoid the upgrade.
aurreth Posted February 6, 2022 Posted February 6, 2022 7 minutes ago, PubliusNV said: If by 1.6+ you're meaning AE, I'm still on SE. I've managed to avoid the upgrade. Strange, frozen Doran didn't crop up until AE, so I kinda assumed. Sorry. So the problem with SE is the MoveTo command doesn't work right if the player is in the same cell as the NPC. I fixed Hinde and Darius by forcing them to start in the same holding cell as Sloane, so they aren't affected by the "same cell" problem. But Doran shouldn't be affected by that, because he starts in the inn and gets moved to the house. No "same cell." But now something has happened where he isn't resetting properly, despite the original script telling him to twice. Sometimes he seems to carry the paralysis effect with him through the Reset(), sometimes not, but he's now consistently landing frozen on his back. An optimal fix attempt would be to just not paralyze him. He walks out of the kitchen until he's out of sight and stops, then the bandits walk in. Doesn't matter if he's just standing around since he's out of sight. But that level of fix is something for Laura, because I soooo do not want to mess with her scenes. Especially since any changes I'm making need to be backported to LE, so that they get included in the next release (Laura only works in LE, so any changes begin there and then carried forward to a new SE conversion). @Laura I know you want the player to see Doran paralyzed so she knows he's alive, but that might be something to look into. Another possibility that occurred to me is to kill and resurrect him. I mean Laura already kills him twice in the script, once more won't hurt ?
Tetras66 Posted February 6, 2022 Posted February 6, 2022 14 minutes ago, aurreth said: Strange, frozen Doran didn't crop up until AE, so I kinda assumed. Sorry. So the problem with SE is the MoveTo command doesn't work right if the player is in the same cell as the NPC. I fixed Hinde and Darius by forcing them to start in the same holding cell as Sloane, so they aren't affected by the "same cell" problem. But Doran shouldn't be affected by that, because he starts in the inn and gets moved to the house. No "same cell." But now something has happened where he isn't resetting properly, despite the original script telling him to twice. Sometimes he seems to carry the paralysis effect with him through the Reset(), sometimes not, but he's now consistently landing frozen on his back. An optimal fix attempt would be to just not paralyze him. He walks out of the kitchen until he's out of sight and stops, then the bandits walk in. Doesn't matter if he's just standing around since he's out of sight. But that level of fix is something for Laura, because I soooo do not want to mess with her scenes. Especially since any changes I'm making need to be backported to LE, so that they get included in the next release (Laura only works in LE, so any changes begin there and then carried forward to a new SE conversion). @Laura I know you want the player to see Doran paralyzed so she knows he's alive, but that might be something to look into. Another possibility that occurred to me is to kill and resurrect him. I mean Laura already kills him twice in the script, once more won't hurt ? What about changing the spell and just using one that looks like paralysis and handling the animation separately? You could also make a custom spell, but that might be overcomplicating it.
aurreth Posted February 6, 2022 Posted February 6, 2022 4 minutes ago, Tetras66 said: What about changing the spell and just using one that looks like paralysis and handling the animation separately? You could also make a custom spell, but that might be overcomplicating it. Possible I suppose, but if one spell isn't getting cleared it doesn't seem likely another one will. Hmm, might be possible to just ragdoll him then remove it. The actual action is buried in the scene though, and I don't like to risk breaking those. I break the script I just undo what I did. I break the scene and follow-on scenes don't work (this was the original Hinde problem). I may be able to adjust his pathing though, and just zero out the spell. He walks out of sight, the spell still gets cast, but nothing happens. I'll take a look tomorrow.
1337DragonWolf Posted February 6, 2022 Posted February 6, 2022 Word of advice: If you're using a mod that overhauls cooking, adding ingredients to the recipes, type in the console: help [ingredient] (for example, if you need an onion or green apple, type help onion/help green) -Make note of the object's ID. If it's not immediately shown, tap Pg Up to scroll through until the object's name and ID are shown. player.additem [ID] # -If you need 3 green apples, for example, you would type: player.additem 00064B2F 3
aurreth Posted February 6, 2022 Posted February 6, 2022 10 hours ago, 1337DragonWolf said: Word of advice: If you're using a mod that overhauls cooking, adding ingredients to the recipes, type in the console: help [ingredient] (for example, if you need an onion or green apple, type help onion/help green) -Make note of the object's ID. If it's not immediately shown, tap Pg Up to scroll through until the object's name and ID are shown. player.additem [ID] # -If you need 3 green apples, for example, you would type: player.additem 00064B2F 3 Laura is planning on adding in a bunch of extra ingredients for the next release because she says it makes sense that there would be more there than what is actually required for the quest. I don't know what the major cooking mods are, but couldn't hurt to provide her with a list of what is missing. Origin uses three recipes: apple cabbage stew, rabbit haunch, cooked beef. Vanilla these require salt, apple, cabbage, rabbit and beef. What else should be added?
aurreth Posted February 6, 2022 Posted February 6, 2022 14 hours ago, aurreth said: Possible I suppose, but if one spell isn't getting cleared it doesn't seem likely another one will. Hmm, might be possible to just ragdoll him then remove it. The actual action is buried in the scene though, and I don't like to risk breaking those. I break the script I just undo what I did. I break the scene and follow-on scenes don't work (this was the original Hinde problem). I may be able to adjust his pathing though, and just zero out the spell. He walks out of sight, the spell still gets cast, but nothing happens. I'll take a look tomorrow. Ok, if I'm reading this right Doran goes into the kitchen, tells Glemme (the player) about the bandits, and then reverts to his default AI package. So when he's leaving the kitchen and gets paralyzed what he's actually doing is returning to his spot behind the counter. If that's the case, simply removing the paralyze spell and delaying the bandit movement by about 2 seconds should accomplish "Doran gets paralyzed off-screen", which would keep him from appearing in the house on his back and frozen. Maybe ? This is an incredibly annoying bug, especially because it forces me to run Origin over and over and over.
Tetras66 Posted February 6, 2022 Posted February 6, 2022 29 minutes ago, aurreth said: Ok, if I'm reading this right Doran goes into the kitchen, tells Glemme (the player) about the bandits, and then reverts to his default AI package. So when he's leaving the kitchen and gets paralyzed what he's actually doing is returning to his spot behind the counter. If that's the case, simply removing the paralyze spell and delaying the bandit movement by about 2 seconds should accomplish "Doran gets paralyzed off-screen", which would keep him from appearing in the house on his back and frozen. Maybe ? This is an incredibly annoying bug, especially because it forces me to run Origin over and over and over. If I recall correctly, if the spell is cast through using an AI package, I think there are checkboxes to change how it impacts the target. I don't know if one of those might resolve the issue?
aurreth Posted February 6, 2022 Posted February 6, 2022 36 minutes ago, Tetras66 said: If I recall correctly, if the spell is cast through using an AI package, I think there are checkboxes to change how it impacts the target. I don't know if one of those might resolve the issue? No idea, I haven't really delved into scenes and AI packages. But still need to delay the bandits to give Doran time to get fully out of the kitchen and out of sight. I'm not up for testing today. Origin is difficult for me, and I've run it way too much lately.
PubliusNV Posted February 6, 2022 Posted February 6, 2022 (edited) On 2/6/2022 at 7:13 AM, aurreth said: Origin uses three recipes: apple cabbage stew, rabbit haunch, cooked beef. Vanilla these require salt, apple, cabbage, rabbit and beef. What else should be added? The only additional ingredients CACO requires are water and an onion (both for the apple cabbage stew). And with CACO you can create water at the cooking station, so the onion is all that's needed. Edited February 7, 2022 by PubliusNV Add more info
chaimhewast Posted February 7, 2022 Posted February 7, 2022 19 hours ago, aurreth said: Origin uses three recipes: apple cabbage stew, rabbit haunch, cooked beef. Vanilla these require salt, apple, cabbage, rabbit and beef. What else should be added? iNeed adds garlic and water to the recipe. There's no way to add the water without a patch, but if the player has access to their inventory then they probably have a few waterskins they could use.
aurreth Posted February 7, 2022 Posted February 7, 2022 3 hours ago, chaimhewast said: iNeed adds garlic and water to the recipe. There's no way to add the water without a patch, but if the player has access to their inventory then they probably have a few waterskins they could use. You can't have access to your inventory because, in that quest, you aren't "you". It's a memory, and you are playing Glemme. Afraid you'll have to add the water from the console. I never noticed that you can't carry your own water in vanilla Skyrim. That's a strange decision by Bethesda.
Zaflis Posted February 7, 2022 Posted February 7, 2022 3 hours ago, chaimhewast said: iNeed adds garlic and water to the recipe. There's no way to add the water without a patch, but if the player has access to their inventory then they probably have a few waterskins they could use. To "which" recipe? Aurreth will need to know which kitchen to add garlic to, unless it means first and second one both.
aurreth Posted February 7, 2022 Posted February 7, 2022 1 hour ago, Zaflis said: To "which" recipe? Aurreth will need to know which kitchen to add garlic to, unless it means first and second one both. Laura plans on adding some additional random ingredients to both kitchens, in order to provide a bit more realism (as well as trying to make sure cooking mods don't break the quest). I just want to make sure she knows which specific ingredients are needed so those get included in the list. They'll likely show up both places just to make sure. However, Laura is not going to add more dependencies, so they have to be vanilla ingredients. Asking for woo woo sauce isn't going to happen (sorry Archchancellor!)
chaimhewast Posted February 7, 2022 Posted February 7, 2022 8 hours ago, Zaflis said: To "which" recipe? Aurreth will need to know which kitchen to add garlic to, unless it means first and second one both. Apologies, didn't realize there were multiple kitchens and thought I had mentioned it. The apple stew recipe is the one that has added garlic and water. 8 hours ago, aurreth said: I never noticed that you can't carry your own water in vanilla Skyrim. That's a strange decision by Bethesda. Bethesda never intended to make a survival game, and it took them almost 6 years to contract someone to make it an official feature... and even then they didn't bother with having the player drink. 1
CaptainJ03 Posted February 8, 2022 Posted February 8, 2022 15 hours ago, aurreth said: I never noticed that you can't carry your own water in vanilla Skyrim. That's a strange decision by Bethesda. Water (apart from lakes etc) doesn't even exist in vanilla Skyrim, there's no water as alchemy or cooking ingredient.
1337DragonWolf Posted February 8, 2022 Posted February 8, 2022 On 2/6/2022 at 9:13 AM, aurreth said: Laura is planning on adding in a bunch of extra ingredients for the next release because she says it makes sense that there would be more there than what is actually required for the quest. I don't know what the major cooking mods are, but couldn't hurt to provide her with a list of what is missing. Origin uses three recipes: apple cabbage stew, rabbit haunch, cooked beef. Vanilla these require salt, apple, cabbage, rabbit and beef. What else should be added? I am aware. This is just an "In the meantime" situation.
ArtHaberland Posted February 11, 2022 Posted February 11, 2022 This seems to be the most active forum, so I am going to ask this here. I stopped playing about half a year ago due to family medical issues. (elderly parents, I do not recommend no stars) and when I went to get back into the game. Everything was gone! All my mods, the character I was using with the Bondage shop, everything! While the mods still exist, the game acts like nothing was ever changed from standard. I do get a warning about elements being missing, but that is it. Did steam update the game when I was not looking or did I suffer an catastrophic glitch?
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