prideslayer Posted October 11, 2013 Posted October 11, 2013 I've started my investigation into why loading SexoutNG in the GECK prevents it from closing properly. I believe the same problem is likely causing the crash-on-exit of FONV. I've narrowed down the GECK crash to something introduced in release 75 of the SexoutNG ESM. The differences between 75 and 74 are: Four props added (SporePlants: 1504, 1505, 1506, 1507) One creature added (CrSporePlantRapist) Three creature type formlists added (Ant, NightStalker, SporePlant) SexoutVersion global var change (13021501 -> 13022101) 20 Idles (animations) added:1504 1504b 1505 1505b 1506 1506b 1507 1507b Stage541x Stage561x Stage571x anim54monster anim55monster anim56monster anim57monster SexoutAnimSporePlant SexoutAnimSporePlantReset AnimResetMonster StageResetX One changed script. Ant, Nightstalker, and Sporeplant checks added to SexoutNGRandomizeScript This strongly points to the sporeplant animations being somehow responsible for the crash, though it could be those stage/reset things. I need to determine if it's a problem with the records in the ESM or with the .nif/.kf files for the props or animations. Just wanted to let concerned citizens know that I'm on the job and making progress. My first go at narrowing down the issue will be just deleting the animation records from the ESM with FNVEdit and testing the load/save on v75. If that works I will test again with the current release to make sure no other problems were added in between 75 and 81. If all that works out properly, I will investigate the records one by one until I find the one(s) responsible, and then hopefully you know.. fix them.
jaam Posted October 11, 2013 Posted October 11, 2013 I sent you the problematic animations some time ago, no ? I haven't had a crash since FNVediting them out of my Sexout.esm
prideslayer Posted October 11, 2013 Author Posted October 11, 2013 I must have missed it, lost it, whatever. I've narrowed it down to the spore plant animations though. It's some or all of 1504b, 1505b, 1506b, and 1507b. I was deleting one by one and when I got to 1504b (the last one), the problem went away. Deleting that one on its own did not fix it, so I deleted the other 3 and problem went away. With them all gone it's working ok, so I think now I'll just add them back in in the GECK and make sure the problem stays gone, rather than trying to figure out which combination of the four is responsible. If anyone is referencing those anims directly in their mods, they're going to have to update them, as the IDs are going to change due to this. That's the downside to any potential switch to PlayIdle instead of PickIdle. Scripts will need recompiled if the IDs ever change.
prideslayer Posted October 11, 2013 Author Posted October 11, 2013 Oh, that's assuming it's not some oddball problem with the KF files. I guess it could be, but I've never heard of such a thing.
jaam Posted October 11, 2013 Posted October 11, 2013 Breeder uses them I think. And yes, I had to remove all 4
prideslayer Posted October 11, 2013 Author Posted October 11, 2013 I will send User29 a PM letting him know. Deleting them and recreating them in the GECK has solved the problem. I'm going to diff my current version against the release version and see just what changed with the records, maybe I can fix it without delete/recreate.
prideslayer Posted October 11, 2013 Author Posted October 11, 2013 Ok the difference between the records is simply that, somehow, the "previous sibling" field was set to the creature-side of the animation, when it should have been null. This could happen if the record were created in fnvedit by copying an existing record to the new one and changing it there, if the one it was copied from used the human skeleton on both sides of the animation. For true creature animations, the creature side and human side go in different groups, since idle anims in the geck are organized by skeleton (creature) type. It looked ok in the GECK and was not invalid, and I don't think such an error could be created with the geck, so I suspect this was a quick-and-dirty add in fnvedit by whoever added those animations. Might have been me though I think it was probably done while astymma was babysitting. He's much more keen on doing quick things in fnvedit than I am.
prideslayer Posted October 11, 2013 Author Posted October 11, 2013 New beta is up in the beta thread. No changes except this fix, which (for me) has fixed both exit crashes; the game, and the geck. No changed IDs so User29 doesn't have to pull his hair out.
DoctaSax Posted October 11, 2013 Posted October 11, 2013 Might have been me though I think it was probably done while astymma was babysitting. He's much more keen on doing quick things in fnvedit than I am. Hm... ok, someone has some explaining to do
prideslayer Posted October 11, 2013 Author Posted October 11, 2013 I'm not going to get upset about it, was just glad somebody stepped in to keep things going when I couldn't be around. I'm far from immune to introducing my own bugs in sexout updates, though this one was a real doozy to track down.
Odessa Posted October 12, 2013 Posted October 12, 2013 Awesome, this might reduce miss GECK's crashes by as much as 50%. Maybe I can remove Task Manager from the Quick Launch bar
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