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[LE] SL scenes use dummy actor instead of PC.


nilead

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Posted

 Good day, gentlemen.

 Ive encountered a weird problem on an old savegame. Occasionally SL scenes, seemingly regardless of wich mod triggered them, would ignore my PC and instead use "invisible" actor.

In those cases SLSO GUI wouldnt pick up PC (so it would have only 1 actor for FM animation, for example). It would still use sound effects, and PC controls do work, both SL and SLSO ones. Effects bridged to SLSO, like apropos2, would still trigger correctly. In other words, mechanicly it seem to work just fine, visually - PC is just standing there looking lost.  Problem is floating, at least within my limited understanding, meaning - it occasionally happens and seem to be unaffected by MCM settings.

 I tried to disable everything that would use dummy actor for voice lines one by one: Apropos, STA, Additional player voices. Finnaly - changing setting of SLSO own custom voice system.

It didnt seem to work, so i just went ahead and and reinstalled SL, all of the above and Defeat for good measure.

It seems to have fixed the problem, at least i havent ran into it for a couple of hours.

 My question is - has someone encountered the same problem, and if so - were you able to identify the exact cause and eliminate it?

Edit: well, it worked as intended for a while and returned worse than before, now i CTD after a scene with this bug. Ill attach papyrus log after the crash, Note that there were 2 sl scenes in a row, second to last bugged, last one worked as intended, but CTD at the end. If there is a wizard capable of making sesne of that - id greatly appreciate it. So far trial and eror got me nowhere.

 Its an old and large build, ill attach load order  as .txx.

plugins.txt

 

Papyrus.0.log

Posted
On 7/16/2020 at 9:00 PM, nilead said:

After a while, ive got a result, althou its even weirder. At first ive extensively tested everything that made sense, then everything that didnt. Ive found a place where thanks to Furniture framework i could start the very same animation at the exact same spot. And ive consistently ran into same problem roghly every 3rd to 5th animation. After a while i decided to test if equipment had any role. Character with no items equipped does not encounter that problem, at least in 50 test animation starts, none failed. Then is started testing different equipment and slots.  Having 7 different SMP physics enabled slots - nope, not a problem. Having basicly no free slots on character at all - nope again. However, as soon as ive equipped Nio high heels - problem was back (SL is set to remove HH height). Ive tested 3 different ones from different ESPs with same results. Curiously, having HDT high heels equipped doesnt seem to have any negative implications. Problem is floating, so it might be that 50 animation starts is insufficient for conclusive results.

 So far, it looks like NioHH is somehow tied to the issue. Since it appears the problem is rare to a point where noone encountered it but me, ill later update this post on weather or not foregoing NioHH is a proper long term solution for anyone who might run into it later.

PS - if there are script wizards out there who could figure out just WTF if going on based on log instead of tedious testing - id greatly appreciate the help.

Edit - on the plus size giving up NIOVHH seem to solve the problem permanently. On the downside, well i remembered why everyone use NioHH instead of HDT ones =-/

 

Posted
On 7/18/2020 at 2:59 AM, nilead said:

Edit - on the plus size giving up NIOVHH seem to solve the problem permanently. On the downside, well i remembered why everyone use NioHH instead of HDT ones =-/

 

Upon futher testing - none of suspected mods seem to directly cause a problem, wich is no surprise, i guess. Problem occures specificly when you have "Clear High Heel height" enabled, output into console ilsstrates all active spells being checked, as far as i understand - for HH effect. Normally you get a little message informing you on lag, HH get cleared and animation starts. Problem for that specific save is - its a really old character with ~500 active magic effects, perks etc. So lagg can go as high as 10 seconds, and sometimes it triggers stage one of animation before finishing the check. Those are the instances which seem to break it.

 Now, i im no position to speculate to why it happens, but the only reliable way to get rid of it seem to be skipping the check completely, and therefore disabling "Clear high heel height".

As for HDT heels - apparently the are handled differently, but that way of implementing HH was abandoned for a reason, so its a solution that causes a new batch of problems.

There is also a possibility of reducing active effect count to avoid this problem, but its both extremely time consuming and possibly game breaking.

 Lastly, there is also a proper way to fix it, that one takes figuring out why normal script que is broken, but that is way beond my abilities.

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