genjurooo Posted June 22, 2020 Posted June 22, 2020 Spoiler ID: 00A8DA61 Var: float: 135248.421875 Uint8: 02 Uint8: 00 Uint8: 00 Functions: 3 ---------- Function 1 ---------- VarCount: 2 Flag: 02 Type: 00 Name: dunPOISoldiersRaidOnStart Name: dunPOISoldiersRaidOnStart Event: OnLoad Status: Waiting uint8: 03 uint8: 02 Returntype: None Docstring: Function flags: 00 Function user flags: 00000000 Function local name: ::temp0 Function local type: Bool Function local name: ::NoneVar Function local type: None Opcodes: 2 CALLM SetStage, ::RaidQuest_var, ::temp0, 10, CALLM UpdateLoop, self, ::NoneVar, uint32: 00000001 Var: dunPOISoldiersRaidOnStart: 245EDC38 Var[1]: bool: 0 Var[2]: null: 00000000 ---------- Function 2 ---------- VarCount: 16 Flag: 02 Type: 00 Name: dunPOISoldiersRaidOnStart Name: dunPOISoldiersRaidOnStart Event: UpdateLoop Status: uint8: 03 uint8: 02 Returntype: None Docstring: Function flags: 00 Function user flags: 00000000 Function local name: ::temp2 Function local type: Bool Function local name: ::temp3 Function local type: Actor Function local name: ::temp4 Function local type: ObjectReference Function local name: ::temp5 Function local type: Float Function local name: ::temp6 Function local type: Float Function local name: ::temp7 Function local type: Bool Function local name: ::NoneVar Function local type: None Function local name: ::temp8 Function local type: Bool Function local name: ::temp9 Function local type: Bool Function local name: foundSpawnPoint Function local type: Bool Function local name: ::temp10 Function local type: cwscript Function local name: ::temp11 Function local type: Int Function local name: ::temp13 Function local type: Actor Function local name: CWS Function local type: cwscript Function local name: tmp Function local type: Actor Function local name: ::temp12 Function local type: EncounterZone Opcodes: 73 NOT ::temp2 breakLoop JMPF ::temp2 71 CALLS Game.getplayer, ::temp3, CAST ::temp4 self CALLM getDistance, ::temp3, ::temp5, ::temp4, CAST ::temp6 3000 CMPLT ::temp7 ::temp5 ::temp6 JMPF ::temp7 62 CALLM GotoState, self, ::NoneVar, WaitingForUnload, ASSIGN breakLoop 1 ASSIGN foundSpawnPoint 0 NOT ::temp8 foundSpawnPoint CAST ::temp8 ::temp8 JMPF ::temp8 5 CAST ::temp4 0 CMPEQ ::temp9 ::FirstSpawnPoint_var ::temp4 NOT ::temp9 ::temp9 CAST ::temp8 ::temp9 JMPF ::temp8 9 CALLS Game.getplayer, ::temp3, CALLM HasLOS, ::temp3, ::temp9, ::FirstSpawnPoint_var, JMPF ::temp9 4 CALLM GetLinkedRef, ::FirstSpawnPoint_var, ::temp4, 0, ASSIGN ::FirstSpawnPoint_var ::temp4 JMP 2 ASSIGN foundSpawnPoint 1 JMP -15 CAST ::temp4 0 CMPEQ ::temp9 ::FirstSpawnPoint_var ::temp4 NOT ::temp9 ::temp9 JMPF ::temp9 38 CAST ::temp10 ::CW_var ASSIGN CWS ::temp10 PROPGET OwnerReach CWS ::temp11 CMPLT ::temp8 ::temp11 2 JMPF ::temp8 14 CAST ::temp12 0 CALLM PlaceActorAtMe, ::FirstSpawnPoint_var, ::temp3, ::SoldierBaseImp_var, 0, ::temp12, ASSIGN tmp ::temp3 CAST ::temp4 tmp CALLM ForceRefTo, ::Soldier1Alias_var, ::NoneVar, ::temp4, CALLM EvaluatePackage, tmp, ::NoneVar, CAST ::temp12 0 CALLM PlaceActorAtMe, ::FirstSpawnPoint_var, ::temp3, ::SoldierBaseImp_var, 0, ::temp12, ASSIGN tmp ::temp3 CAST ::temp4 tmp CALLM ForceRefTo, ::Soldier2Alias_var, ::NoneVar, ::temp4, CALLM EvaluatePackage, tmp, ::NoneVar, JMP 13 CAST ::temp12 0 CALLM PlaceActorAtMe, ::FirstSpawnPoint_var, ::temp3, ::SoldierBaseSons_var, 0, ::temp12, ASSIGN tmp ::temp3 CAST ::temp4 tmp CALLM ForceRefTo, ::Soldier1Alias_var, ::NoneVar, ::temp4, CALLM EvaluatePackage, tmp, ::NoneVar, CAST ::temp12 0 CALLM PlaceActorAtMe, ::FirstSpawnPoint_var, ::temp3, ::SoldierBaseSons_var, 0, ::temp12, ASSIGN tmp ::temp3 CAST ::temp4 tmp CALLM ForceRefTo, ::Soldier2Alias_var, ::NoneVar, ::temp4, CALLM EvaluatePackage, tmp, ::NoneVar, CALLM GetActorReference, ::Soldier1Alias_var, ::temp3, CALLM GetActorReference, ::Forsworn1Alias_var, ::temp13, CALLM StartCombat, ::temp3, ::NoneVar, ::temp13, CALLM GetActorReference, ::Soldier2Alias_var, ::temp13, CALLM GetActorReference, ::Forsworn1Alias_var, ::temp3, CALLM StartCombat, ::temp13, ::NoneVar, ::temp3, JMP 1 JMP 1 CAST ::temp6 1 CALLS utility.Wait, ::NoneVar, ::temp6, JMP -71 ASSIGN breakLoop 0 uint32: 00000046 Var: dunPOISoldiersRaidOnStart: 245EDC38 Var[1]: bool: 1 Var[2]: Actor: 4FD94A30 Var[3]: ObjectReference: 245EDC38 Var[4]: float: 135248.421875 Var[5]: float: 1.000000 Var[6]: bool: 0 Var[7]: null: 00000000 Var[8]: bool: 0 Var[9]: bool: 0 Var[10]: bool: 0 Var[11]: cwscript: 00000000 Var[12]: int: 0 Var[13]: Actor: 00000000 Var[14]: cwscript: 00000000 Var[15]: Actor: 00000000 Var[16]: EncounterZone: 00000000 ---------- Function 3 ---------- VarCount: 1 Flag: 03 Type: 00 Name: utility Name: utility Event: Wait uint8: 03 uint8: 02 Returntype: None Docstring: Function flags: 00 Function user flags: 03000000 Function param name: param1 Function param type: Float Opcodes: 0 uint32: 00000000 Var: null: 00000000 Var[1]: float: 1.000000 This dunPOISoldiersRaidOnStart active script in the save annoys me. Something didn't trigger and as I understand has to do with some Forsworn location. Since I don't want to edit the save, I need to know where in Skyrim is this suppose to trigger. I've gone today to all Forsworn camps listed on UESP (cleared them again minus Karthspire cause that doesn't respawn by default) and still have that active script. Reloading a save prior to this is out of the question as I had to delete saves between lvl20 and lvl66 for this character (now lvl94 on completionist run) long time ago because I needed the space.
Grey Cloud Posted June 22, 2020 Posted June 22, 2020 Why do you think it is Forsworn related? POI is Place/Point Of Interest. I don't play the vanilla game but do soldiers raid Forsworn camps or vice versa? I have several mods which have various groups attacking various other groups at various locations. Are you sure it's not a mod? What's the problem anyway? Three active scripts is hardly going to kill your game.
genjurooo Posted June 22, 2020 Author Posted June 22, 2020 It mentions Forsworn 2 times. I don't know about soldiers raiding forsworn camps. You get "Kill the Forsworn leader" radiant from the jarl of Markarth, but I don't remember any soldiers ever coming on. Might be Kolskeggr mine? 37 minutes ago, Grey Cloud said: Are you sure it's not a mod? Pretty sure. List of mods is minimal (only barebone requirements for slaverun and captured dreams and slaverun is not installed atm). Apart from that I have 5 more characters that I plan to finish the game with (albeit not completionist runs) before I start slaverun again. None of these display that active script yet. I hope they do, but I don't plan going through side quests and losing so much time with them (so chances it happens are small). 37 minutes ago, Grey Cloud said: What's the problem anyway? Three active scripts is hardly going to kill your game. It just annoys me. I have these kind of obsessions. For example, now if I can't solve this issue I'll aim to have all my other characters display the same issue, lol (or drop the game altogether until I pick it up again and annoy myself again with the same issue).
Grey Cloud Posted June 22, 2020 Posted June 22, 2020 9 minutes ago, genjurooo said: It mentions Forsworn 2 times. What does? And what exactly does it say? 10 minutes ago, genjurooo said: I don't know about soldiers raiding forsworn camps. Well you mentioned Forsworn camps and the thing says soldiersraid.
genjurooo Posted June 22, 2020 Author Posted June 22, 2020 1 hour ago, Grey Cloud said: What does? And what exactly does it say? This (it is linked in the op): CALLM GetActorReference, ::Soldier1Alias_var, ::temp3, CALLM GetActorReference, ::Forsworn1Alias_var, ::temp13, CALLM StartCombat, ::temp3, ::NoneVar, ::temp13, CALLM GetActorReference, ::Soldier2Alias_var, ::temp13, CALLM GetActorReference, ::Forsworn1Alias_var, ::temp3, 1 hour ago, Grey Cloud said: Well you mentioned Forsworn camps and the thing says soldiersraid. Yeah, I try to remember, but the only instances I can think of is when you get to Sky Haven temple through Karthspire, but those are Delphine and Esbern (blades) and Karthspire doesn't respawn mobs afterwards so shouldn't be Karthspire. Another one is Kolskegrr mine (the one behind Pavo's house at the bridge near Markarth where you always get ambushed by some forsworn), but now it is cleared and didn't met forsworn at that bridge for quite some time but markarth guards are now stationed at the mine... I've gone through all UESP listed camps, killed everything again, still no change. I'll go tomorrow through every location still available that has forsworn listed in it. Can it be a "hostile encounter"? UESP lists that as 3 forsworn vs 2 imperial soldiers. Any idea where those usually happen in the Reach?
RW311 Posted June 23, 2020 Posted June 23, 2020 There is an unmarked forsworn camp just past the first road intersection when leaving markarth and heading towards haraldran (sp?) you would find it very close to the cave where the last boss fight for the amulet quest is located, it's just off the road (to the right and up the hill) but you can't see it because the hill is too steep. This is only camp I know of where you encounter imperial soldiers fighting forsworn.
Guest Posted June 23, 2020 Posted June 23, 2020 dunPOISoldiersRaidOnStart is an ObjectReference, just "player.moveto 00A8DA61". Probably at this loop (since this is called on state waiting's event OnLoad). Spoiler Function UpdateLoop() While(!breakLoop) if (Game.GetPlayer().GetDistance(Self) < 3000) GoToState("WaitingForUnload") breakLoop = True ;Figure out where to spawn the soldiers. bool foundSpawnPoint = False While (!foundSpawnPoint && FirstSpawnPoint != None) if (Game.GetPlayer().HasLOS(FirstSpawnPoint)) ;If the player has LOS, try the next point. FirstSpawnPoint = FirstSpawnPoint.GetLinkedRef() Else ;Otherwise, pick this point. foundSpawnPoint = True EndIf EndWhile if (FirstSpawnPoint != None) ;Then spawn either Imperial or Stormcloak soldiers, depending on who controls the Reach. CWScript CWs = (CW As CWScript) Actor tmp if (CWs.OwnerReach < 2) ;Imperials tmp = FirstSpawnPoint.PlaceActorAtMe(SoldierBaseImp, 0, None) Soldier1Alias.ForceRefTo(tmp) tmp.EvaluatePackage() tmp = FirstSpawnPoint.PlaceActorAtMe(SoldierBaseImp, 0, None) Soldier2Alias.ForceRefTo(tmp) tmp.EvaluatePackage() Else tmp = FirstSpawnPoint.PlaceActorAtMe(SoldierBaseSons, 0, None) Soldier1Alias.ForceRefTo(tmp) tmp.EvaluatePackage() tmp = FirstSpawnPoint.PlaceActorAtMe(SoldierBaseSons, 0, None) Soldier2Alias.ForceRefTo(tmp) tmp.EvaluatePackage() EndIf Soldier1Alias.GetActorReference().StartCombat(Forsworn1Alias.GetActorReference()) Soldier2Alias.GetActorReference().StartCombat(Forsworn1Alias.GetActorReference()) EndIf EndIf Utility.Wait(1) EndWhile breakLoop = False EndFunction Should've broken the loop at event OnUnload, which was probably not sent. EDIT: The ID within your screenshot is not the refID of the object (I am not familiar with the save editor you are using). The actual refID is 000317CB. player.moveto 000317CB [00:00] Start: Applying script "List Scripts" [dunPOISoldiersRaidOnStart] 000317CB [01:07] Done: Applying script "List Scripts", Processed Records: 869693, Elapsed Time: 01:07 xEdit script for finding entries with specific scripts (the filter one goes through every single entry you've currently loaded, making it super slow, and it also doesn't work). Spoiler { List scripts. } unit ListScripts; var inputScriptName: string; function Initialize: integer; begin result := 1; if not InputQuery('Enter', 'Script Name', inputScriptName) then exit; inputScriptName := Trim(inputScriptName); if inputScriptName = '' then exit; result := 0; end; function Process(e: IInterface): integer; var vmad, scripts: IwbElement; scriptName: string; i: integer; begin result := 0; vmad := ElementBySignature(e, 'VMAD'); if not Assigned(vmad) then exit; scripts := ElementByName(vmad, 'Scripts'); if not Assigned(scripts) then exit; for i := 0 to Pred(ElementCount(scripts)) do begin scriptName := Trim(GetElementEditValues(ElementByIndex(scripts, i), 'ScriptName')); if SameText(scriptName, inputScriptName) then begin AddMessage('[' + scriptName + '] ' + IntToHex(FormID(e), 8)); break; end; end; end; function Finalize: integer; begin result := 0; end; end.
genjurooo Posted June 23, 2020 Author Posted June 23, 2020 6 hours ago, RW311 said: There is an unmarked forsworn camp just past the first road intersection when leaving markarth and heading towards haraldran (sp?) you would find it very close to the cave where the last boss fight for the amulet quest is located, it's just off the road (to the right and up the hill) but you can't see it because the hill is too steep. This is only camp I know of where you encounter imperial soldiers fighting forsworn. Thank you. Saved me countless hours of aimlessly searching the Reach. That was it, now that active script entry is gone from the save. Here is the exact location on the map (if others encounter the same annoyance): Spoiler
Guest Posted June 23, 2020 Posted June 23, 2020 21 minutes ago, genjurooo said: Thank you. Saved me countless hours of aimlessly searching the Reach. That was it, now that active script entry is gone from the save. Here is the exact location on the map (if others encounter the same annoyance): Reveal hidden contents Could've just teleported yourself to the location with player.moveto and be done within a minute or two. The marker object reference is right at the campfire (or is the campfire). Just teleported myself out of curiosity and:
genjurooo Posted June 23, 2020 Author Posted June 23, 2020 15 hours ago, Hawk9969 said: dunPOISoldiersRaidOnStart is an ObjectReference, just "player.moveto 00A8DA61". [...] EDIT: The ID within your screenshot is not the refID of the object (I am not familiar with the save editor you are using). The actual refID is 000317CB. player.moveto 000317CB 13 hours ago, Hawk9969 said: Could've just teleported yourself to the location with player.moveto and be done within a minute or two. The marker object reference is right at the campfire (or is the campfire). The save editor is "Save Cleaner". That's why I didn't use that method since moveto 00A8DA61 was not working . I wonder what that id was for.
Guest Posted June 23, 2020 Posted June 23, 2020 2 hours ago, genjurooo said: The save editor is "Save Cleaner". That's why I didn't use that method since moveto 00A8DA61 was not working . I wonder what that id was for. Probably the serialized reference id of the data it's pointing at. Use this instead. Not only is it newer and has support for 32-bits string count, but it also allows you to right-click a reference and follow it all the way to the Form it's pointing at, thus allowing you to skip having to run the xEdit script.
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