libertyordeath Posted May 3, 2023 Author Posted May 3, 2023 (edited) DAY 2 (4 hours playtime on fix V3) I've actually visted just a third of skyrim in this playthrough: Whiterun, Morthal, Falkreuth, Rorikstead, Riverwood, and the areas in-between. So i just fast-travelled the later four towns and went into every building like yesterday. Same deal: It was as if PNS and the fix didn't even exist. No glitches, no hickups, no crashes. Papyrus: - PNS is screaming in pain. 107 PNSMES divs-by-zero. - 22 PNSMEF_fix type-errors - No mention of dispell or removespell in the log! Resaver: - Only 25 PNSMEF instances left! - No active PNSMEF_fix instances - No dumped stackframes Question: I've been to four vanilla dungeons with human enemies and i know they use non-uniques. How do those work in terms of RM records and attached spells? Do they bind to the "class" or instanced entities? Or worse: Is it a combination of both? In short: Do i need to worry about non-uniques, or just recycled uniques like those used in traveller mods? Edited May 3, 2023 by libertyordeath
traison Posted May 3, 2023 Posted May 3, 2023 Unfortunately I do not know how the engine works in that regard. I would assume spells are always attached to references, ie. that you couldn't get one attached to the ActorBase without using the Creation Kit. I haven't distributed spells to all NPCs before like this because it creates a horrible mess if it goes wrong down the line (like this thread proves I guess). Same reason why I don't even have SPID and probably never will. Convenient idea on paper, potentially the worst idea ever in practice.
Tlam99 Posted May 3, 2023 Posted May 3, 2023 3 hours ago, libertyordeath said: I've been to four vanilla dungeons with human enemies and i know they use non-uniques. How do those work in terms It works like this. Actorbase inherits from race. Leveledactorbase from actorbase. Spells/ abilities attached to actorbase can be removed on leveled, but will be reapplied on level up. Spells attached later on actorbase through script will show up on leveled after levelup. Spells applied to leveled will show up right away but might be removed after level up. If they die, respawn, this npc non leveled actors will still have the new given ability attached, they need recycleactor for a fix. The crux is, not every npc has a leveled actorbase. They never rebuild, resp. loose the spell/ability. It's always a mixture of leveled actors a non leveled actors. This mechanics might explain, why some npc still have the virus and others not. That means, every npc must be forced to rebuild, like recycleactor does it, remove spell, dispel is not enough.. I don't know a papyrus pendant for this. Distribute via SPID, I agree with traison, a nogo. No control . SPID is ok for simpler actions, like give the bards a lute. But not for complex things. 1
libertyordeath Posted May 5, 2023 Author Posted May 5, 2023 DAY 3 (3 hours) I'm still not sure how to go about the whole non-uniques issue. So instead i hunted travellers by taking a horse and just rushing the roads: WR -> Morthal -> Rorikstead -> Falkreuth -> Riverwood -> WR Papyrus: - 10 PNSMEF divs by zero - 1 PNSMEF-fix type-error - No issues with dispell or removespell Resaver: - 11 PNSMEF instances left - No PNSMEF-fix instances - No dropped stackframes or other anomalies Basically we pretty much know that fix v3 works fine for uniques - at least on this setup - if all i do is rush places. What we don't know is non-uniques, as well as normal gameplay. I could do either on saturday or sunday, although i'm not sure how to even go about the non-uniques. This reminds me: I do have a dead-body remover in my modlist. Basically wipes corpses when they get unloaded. I'm not sure how exactly it works under the hood, but here's the nexus link: https://www.nexusmods.com/skyrimspecialedition/mods/10614
traison Posted May 5, 2023 Posted May 5, 2023 Not sure I would worry too much about the details there, at the end of the day this is a bit of an ugly fix. The whole point of it was just to allow you to continue your 200 hour playthrough by stopping the spread and fixing visual bugs. At this point you could even consider removing the existing instances of PNSMEF using ReSaver; perhaps even the rest of the PNS scripts as well. Once there no longer appears to be any visual glitches running around, my fix can be removed as well. This would leave you PNS-free and hopefully also glitch-free, free up some performance and allow for SPID to be removed if that's being considered. 1
libertyordeath Posted May 7, 2023 Author Posted May 7, 2023 Final Cleanup And Removal: Just to be sure i have a way to reproduce if anything went wrong, i backuped the whole unstable branch and profile. Then i decided to try the best case scenario first: Wipe it clean and remove both PNS and the fix - all in one go. Because if that works, there's no need to test anything else. So here we go: Resaver, filter by PNS, wipe all references - instances, scripts, everything. Then do the same for PNS-fix. Save, disable PNS and the fix, rebuild the bashed patch. Then i launched skyrim and loaded the save. No crash on load, so that's a good start. Before doing anything else, i just waited 3 minutes, saved to a new slot and quit. Looked at it in resaver: Nothing. Papyruslog? Nothing out of the ordinary. So let's load it and try to break it: Rapid fast-travel to all cities. Rushed the landscape with a horse, and tried one of the dungeons with human enemies that should have respawned by now. No glitches or crashes. Everything worked normal. I wouldn't entirely sign off yet on this being safe, because i only played 3 hours on this cleaned save. But it's looking pretty good for now :-) If anything unusual happens i'll let you know Also about SPID: There's so many freaking mods using it, the reverse dependency lookup on nexus is useless for this. I'd have to check every mod in my setup by manually typing in the name in nexus search, then check if it uses SPID. Sorry, but i wasn't in the mood to do that today, but i will sometime next week. Again, thank you for everything Traison!
trollmaster55 Posted May 28, 2023 Posted May 28, 2023 So I'm late to this party. So does this fix PNS? Had a game with +700 mods installed and had to nuke it because the glowing skin was being applied to all the females, character, and racemenu presets across all saves and new games. I didn't know what mod was causing it so I decided to go nuclear. I am now working on a new load order and came across this. Would love to re-add PNS but can't help to feel a little paranoid after letting go of a project that was near completion. If this is indeed the fix, how does one go about installing? Like any other mod on MO2? Anything else that needs to be done so this issue doesn't happen again? Thanks in advance!
traison Posted May 28, 2023 Posted May 28, 2023 No, this allows you to eventually remove PNS from a "broken" save. To fix PNS it would require a fix to RaceMenu or the game engine most likely. There already exists a fix for racemenu overrides on the Nexus but whether it works for this or not I do not know. 1
trollmaster55 Posted May 28, 2023 Posted May 28, 2023 9 minutes ago, traison said: No, this allows you to eventually remove PNS from a "broken" save. To fix PNS it would require a fix to RaceMenu or the game engine most likely. There already exists a fix for racemenu overrides on the Nexus but whether it works for this or not I do not know. Guess I'll stay away from PNS then. Thank you for your reply.
traison Posted May 28, 2023 Posted May 28, 2023 I think PNS might work if you can limit it to the player only, at least it would be significantly safer to use then. Maybe that's an option in the MCM? Otherwise I'd imagine disabling its SPID component and manually adding the spell to the player would be enough (if it doesn't already do that). Reasonable compromise?
trollmaster55 Posted May 28, 2023 Posted May 28, 2023 12 minutes ago, traison said: I think PNS might work if you can limit it to the player only, at least it would be significantly safer to use then. Maybe that's an option in the MCM? Otherwise I'd imagine disabling its SPID component and manually adding the spell to the player would be enough (if it doesn't already do that). Reasonable compromise? I wish I was more experienced with tampering with any of that but as far as I know it doesn't have an mcm.
traison Posted May 28, 2023 Posted May 28, 2023 (edited) Find the PregnancyNormalmapSwapper_DISTR.ini file in PNS and comment out all lines (add a ";" before each line). Then when in game, add the spell to yourself using the console. Spoiler prid 14 addspell xx000801 Where xx is obviously the mod index of PregnancyNormalmapSwapper.esp. Whether this works or not you'll have to test yourself. I have never used PNS, or SPID myself. Edited May 28, 2023 by traison Formid was wrong. 1
trollmaster55 Posted May 28, 2023 Posted May 28, 2023 1 hour ago, traison said: Find the PregnancyNormalmapSwapper_DISTR.ini file in PNS and comment out all lines (add a ";" before each line). Then when in game, add the spell to yourself using the console. Reveal hidden contents pid 14 addspell xx000801 Where xx is obviously the mod index of PregnancyNormalmapSwapper.esp. Whether this works or not you'll have to test yourself. I have never used PNS, or SPID myself. Guess it's the only way to find out. Thanks again for all your help
Whatevs120 Posted January 1, 2024 Posted January 1, 2024 I believe you can fix your presets by opening the .json in notepad and deleting a few lines like to the following "skinOverrides" : [ { "firstPerson" : false, "slotMask" : 4, "values" : [ { "data" : "data/textures/PNS/_Default/female/femalebody_1_msn_p0.dds", "index" : 1, "key" : 9, "type" : 2 } ] } ], I've had a similar issue that messed with my presets' specular across all saves and this fixed it 1
traison Posted January 2, 2024 Posted January 2, 2024 5 hours ago, Whatevs120 said: I believe you can fix your presets by opening the .json in notepad and deleting a few lines Yes, as long as you don't have a mod that puts them back.
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