MallaVelve Posted July 4, 2015 Posted July 4, 2015 I had to uninstall a problem mod and start a fresh game. Created a Male char and when I quit Race Menu I had 3 lines of: Groovetama Detected character Prisoner (or something like it.) I have never seen 3 lines of that before and sometimes not at all. Is that an indication of something wrong? Also I have this in my log from that char. [07/03/2015 - 04:48:33PM] ERROR: Static function GetVersion not found on object consoleutil. Aborting call and returning None stack: <unknown self>.xpmselib.CheckXPMSEVersion() - "XPMSELib.psc" Line 18 [RaceMenuPluginCamera (6E000806)].RaceMenuPluginCamera.CheckXPMSERequirements() - "RaceMenuPluginCamera.psc" Line 99 [RaceMenuPluginCamera (6E000806)].RaceMenuPluginCamera.OnSliderRequest() - "RaceMenuPluginCamera.psc" Line 54 [RaceMenuPluginCamera (6E000806)].RaceMenuPluginCamera.OnMenuReinitialized() - "RaceMenuBase.psc" Line 282 [07/03/2015 - 04:48:33PM] ERROR: Static function GetVersion not found on object consoleutil. Aborting call and returning None stack: <unknown self>.xpmselib.CheckXPMSEVersion() - "XPMSELib.psc" Line 18 [RaceMenuPluginWeapons (6E000803)].RaceMenuPluginWeapons.CheckXPMSERequirements() - "RaceMenuPluginWeapons.psc" Line 1487 [RaceMenuPluginWeapons (6E000803)].RaceMenuPluginWeapons.OnSliderRequest() - "RaceMenuPluginWeapons.psc" Line 420 [RaceMenuPluginWeapons (6E000803)].RaceMenuPluginWeapons.OnMenuReinitialized() - "RaceMenuBase.psc" Line 282 [07/03/2015 - 04:48:33PM] ERROR: Static function GetVersion not found on object consoleutil. Aborting call and returning None stack:
Groovtama Posted July 4, 2015 Author Posted July 4, 2015 I had to uninstall a problem mod and start a fresh game. Created a Male char and when I quit Race Menu I had 3 lines of: Groovetama Detected character Prisoner (or something like it.) I have never seen 3 lines of that before and sometimes not at all. Is that an indication of something wrong? Also I have this in my log from that char. [07/03/2015 - 04:48:33PM] ERROR: Static function GetVersion not found on object consoleutil. Aborting call and returning None stack: <unknown self>.xpmselib.CheckXPMSEVersion() - "XPMSELib.psc" Line 18 [RaceMenuPluginCamera (6E000806)].RaceMenuPluginCamera.CheckXPMSERequirements() - "RaceMenuPluginCamera.psc" Line 99 [RaceMenuPluginCamera (6E000806)].RaceMenuPluginCamera.OnSliderRequest() - "RaceMenuPluginCamera.psc" Line 54 [RaceMenuPluginCamera (6E000806)].RaceMenuPluginCamera.OnMenuReinitialized() - "RaceMenuBase.psc" Line 282 [07/03/2015 - 04:48:33PM] ERROR: Static function GetVersion not found on object consoleutil. Aborting call and returning None stack: <unknown self>.xpmselib.CheckXPMSEVersion() - "XPMSELib.psc" Line 18 [RaceMenuPluginWeapons (6E000803)].RaceMenuPluginWeapons.CheckXPMSERequirements() - "RaceMenuPluginWeapons.psc" Line 1487 [RaceMenuPluginWeapons (6E000803)].RaceMenuPluginWeapons.OnSliderRequest() - "RaceMenuPluginWeapons.psc" Line 420 [RaceMenuPluginWeapons (6E000803)].RaceMenuPluginWeapons.OnMenuReinitialized() - "RaceMenuBase.psc" Line 282 [07/03/2015 - 04:48:33PM] ERROR: Static function GetVersion not found on object consoleutil. Aborting call and returning None stack: XPMSELib int CUversion = ConsoleUtil.GetVersion() if(CUversion == 0) Debug.Notification("Groovtama: XPMSE2 successfully detected on Actor: " + akActor.GetBaseObject().GetName() + ". Have a nice day!") else ConsoleUtil.PrintMessage("Groovtama: XPMSE2 successfully detected on Actor: " + akActor.GetBaseObject().GetName() + ". Have a nice day!") endif If you have consoleutil installed the message gets printed in the console, if you don't have consoleutil installed the function will return a none object, none and 0 are equal, the messag will be printed as a notification,
Claynation01 Posted July 4, 2015 Posted July 4, 2015 Geared up flag? All Geared up? Equipping overhaul? choose something. thanks been trying out all geared up so far i like it seems the most straight forward one to use
Groovtama Posted July 4, 2015 Author Posted July 4, 2015 Add the mod to a mod manager the fomod installer will guide you through the installation. aaaaaargh what does it mean http://wiki.step-project.com/Guide:Mod_Organizer
NicoleDragoness Posted July 4, 2015 Posted July 4, 2015 I already had this problem with 2.81 version. My logs are fulfilled by the following lines and, while in locations with a lot of NPCs, my stable game tends to CTD, instead. stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?[07/04/2015 - 05:43:45PM] VM is freezing...[07/04/2015 - 05:43:45PM] VM is frozen[07/04/2015 - 05:43:47PM] Saving game...[07/04/2015 - 05:43:49PM] VM is thawing... What happens? My playing race is Ningheim, I have the needed RaceCompatibilty files (latest), I've also RaceMenu 3.2.2 (latest) with the needed plugins. SKSE latest.
Groovtama Posted July 4, 2015 Author Posted July 4, 2015 I already had this problem with 2.81 version. My logs are fulfilled by the following lines and, while in locations with a lot of NPCs, my stable game tends to CTD, instead. stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:42:33PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ? [None].ProperWeaponScaleEffect.onBeginState() - "ProperWeaponScaleEffect.psc" Line ? [None].ProperWeaponScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/04/2015 - 05:43:45PM] VM is freezing... [07/04/2015 - 05:43:45PM] VM is frozen [07/04/2015 - 05:43:47PM] Saving game... [07/04/2015 - 05:43:49PM] VM is thawing... What happens? My playing race is Ningheim, I have the needed RaceCompatibilty files (latest), I've also RaceMenu 3.2.2 (latest) with the needed plugins. SKSE latest. That is when the game unloads "dynamic" npcs from the game, the reference is none from the game deleting them on detaching, the mod still processing the actor, and it can't unregister because it is already none and already unregistered.
andrewnew Posted July 4, 2015 Posted July 4, 2015 Hello.. i need help just barely update XPMSE 2.82 FNIS 5.5 all it's ok and fnis dont show error, I load the game and wait about 5-6 min and i try to save then... bang CTD. I tried all of my save file and Everytime i save game it's always CTD . the only thing works it play from fresh start and save game work again. Any clue what happen? Thanky you.
Groovtama Posted July 4, 2015 Author Posted July 4, 2015 Hello.. i need help just barely update XPMSE 2.82 FNIS 5.5 all it's ok and fnis dont show error, I load the game and wait about 5-6 min and i try to save then... bang CTD. I tried all of my save file and Everytime i save game it's always CTD . the only thing works it play from fresh start and save game work again. Any clue what happen? Thanky you. RaceMenu up to date?
andrewnew Posted July 4, 2015 Posted July 4, 2015 Hello.. i need help just barely update XPMSE 2.82 FNIS 5.5 all it's ok and fnis dont show error, I load the game and wait about 5-6 min and i try to save then... bang CTD. I tried all of my save file and Everytime i save game it's always CTD . the only thing works it play from fresh start and save game work again. Any clue what happen? Thanky you. RaceMenu up to date? yeah.. if not wrong i use 3.2.2
Groovtama Posted July 4, 2015 Author Posted July 4, 2015 Hello.. i need help just barely update XPMSE 2.82 FNIS 5.5 all it's ok and fnis dont show error, I load the game and wait about 5-6 min and i try to save then... bang CTD. I tried all of my save file and Everytime i save game it's always CTD . the only thing works it play from fresh start and save game work again. Any clue what happen? Thanky you. RaceMenu up to date? yeah.. if not wrong i use 3.2.2 probably general "I overload on cold start" bug.
saunai Posted July 5, 2015 Posted July 5, 2015 XPMSE can't go with Dual Sheath Redux? When 2 swords are at hip, I can draw them. However, when they are on back but I can't draw them.
Groovtama Posted July 5, 2015 Author Posted July 5, 2015 XPMSE can't go with Dual Sheath Redux? When 2 swords are at hip, I can draw them. However, when they are on back but I can't draw them. XPMSE works perfectly with DSR and also EO, when you can't draw something when switching positions you have probably messed up the FNIS setup with XPMSE\Racemenu option.
Sacremas Posted July 5, 2015 Posted July 5, 2015 Hey Groovatrama, quick question. How often do you actually get asked a question in this thread (or the nexus) that in the end really had anything to do with the skeleton?
Groovtama Posted July 5, 2015 Author Posted July 5, 2015 Hey Groovatrama, quick question. How often do you actually get asked a question in this thread (or the nexus) that in the end really had anything to do with the skeleton? Skeleton 5 times and most often in the LL IRC: 3 times blabba: Belly Bounce, Project Flesh1/2, Citrus scaling 1 time candy: his feet rig interagtion, which is currently in used by halos high poly feet and an option in future uunp releases 1 time cellery: skeleton normalization so ingame and the bodyslide template work flawlessly, also OS backward compatible with XPMS The rest of the questions are either installation problems, people who don't read, or problems caused by hidden bugs in other mods. Or papyrus spam questions to stuff I explained like 50 times, or general why don't you support deadend ECE anymore. The rest of my times goes to finding false information off other people on XPMS\E2 so I know where the moron questions come from, and so I can mentally accept them before I go insane before I answer them.
saunai Posted July 6, 2015 Posted July 6, 2015 XPMSE can't go with Dual Sheath Redux? When 2 swords are at hip, I can draw them. However, when they are on back but I can't draw them. XPMSE works perfectly with DSR and also EO, when you can't draw something when switching positions you have probably messed up the FNIS setup with XPMSE\Racemenu option. Could you give me a detail tutorial to install XPMSE, Dual Sheath Redux and Immersive Animation?
Groovtama Posted July 6, 2015 Author Posted July 6, 2015 XPMSE can't go with Dual Sheath Redux? When 2 swords are at hip, I can draw them. However, when they are on back but I can't draw them. XPMSE works perfectly with DSR and also EO, when you can't draw something when switching positions you have probably messed up the FNIS setup with XPMSE\Racemenu option. Could you give me a detail tutorial to install XPMSE, Dual Sheath Redux and Immersive Animation? Install DSR; Install IA; Install XPMSE.
Budroi Posted July 6, 2015 Posted July 6, 2015 Hey Groovtama, I found a compatibility issue in case others come here or the nexus asking. First off the problem is not directly skeleton related but if others come asking you will have the info for them. Or post a disclaimer on the OP. If a person is using Hookmmerse to manage all node change updates, when they run Hookmmerse they must make sure that it does not try to do anything with the skeleton. I recently just let Hookmmerse go against my entire mod list (through MO) and it modified (XPMSELib.pex). I do not know what that script does as i do not understand scripting but when in game and you run race menu (pulled up with the console) most of the XMPSE features are disabled and you get a message in console saying the character is not using XMPSE2 or something so features are disabled. Quickly fixed by running the Hookmmerse uninstall on that script. Just thought I would let you know in case some come here saying that most XMPSE features are disabled and they don't know why. I did not look to see what all was disabled because i was only going in to change weapon placement and magic casting to nip magic, but it appeared like a good portion of sliders in most categories where gone along with the WEAPON and MAGIC categories being empty. And as soon as I noticed the problem i exited the game and checked my conflicts in MO for the skeleton. (XPMSELib.pex) was the only thing being overwritten by my Hookmmerse install so i figured I would run the uninstall against it and after everything began working again and i got the console message about XMPSE2 being present and to have a good day. Thanks for your time and enjoy your morning or whatever time it is where you live.
Groovtama Posted July 6, 2015 Author Posted July 6, 2015 Hey Groovtama, I found a compatibility issue in case others come here or the nexus asking. First off the problem is not directly skeleton related but if others come asking you will have the info for them. Or post a disclaimer on the OP. If a person is using Hookmmerse to manage all node change updates, when they run Hookmmerse they must make sure that it does not try to do anything with the skeleton. I recently just let Hookmmerse go against my entire mod list (through MO) and it modified (XPMSELib.pex). I do not know what that script does as i do not understand scripting but when in game and you run race menu (pulled up with the console) most of the XMPSE features are disabled and you get a message in console saying the character is not using XMPSE2 or something so features are disabled. Quickly fixed by running the Hookmmerse uninstall on that script. Just thought I would let you know in case some come here saying that most XMPSE features are disabled and they don't know why. I did not look to see what all was disabled because i was only going in to change weapon placement and magic casting to nip magic, but it appeared like a good portion of sliders in most categories where gone along with the WEAPON and MAGIC categories being empty. And as soon as I noticed the problem i exited the game and checked my conflicts in MO for the skeleton. (XPMSELib.pex) was the only thing being overwritten by my Hookmmerse install so i figured I would run the uninstall against it and after everything began working again and i got the console message about XMPSE2 being present and to have a good day. Thanks for your time and enjoy your morning or whatever time it is where you live. Thanks for the info. XPMSELib uses NetImmerse for versionnumber checks on the skeleton. Modifing XPMSELib will probably break that bpart, breaking that parts making all checks return false, making the mod disable all script parts. You can send me a modified XPMSELib.pex, I just run it through the decompiler and look at it. RaceMenuXPMSE and RaceMenu Plugins are pretty much hard incompatible with NetImmerse mods, so if someone is using Hookmmerse he pretty much digs his own grave, because A. I can't detect it so I cannot help, B. the mod tells you your installation is incorrect, so not my problem you have been warned, C. I don't like workarounds. Hookmmerse is a bad workaround to keep something alive that is just non-sense instead of hidding that mods are incompatible with each other, just get the authors to use NiOverride. NiOverride has the whole mod compatibility, why not use it? The only sunnyside of NetImmerse was that it was fast, it is because of that also dumb as fuck, setter, getter, has nothing more, if you run call that all through a workaround that is a jcontainer wrapper, that calls probably itself, does some coding and then calls netimmerse, why not do NiOverride in the firstplace, you call directly into native code, why go, native, papyrus, native.
Budroi Posted July 6, 2015 Posted July 6, 2015 Hey Groovtama, I found a compatibility issue in case others come here or the nexus asking. First off the problem is not directly skeleton related but if others come asking you will have the info for them. Or post a disclaimer on the OP. If a person is using Hookmmerse to manage all node change updates, when they run Hookmmerse they must make sure that it does not try to do anything with the skeleton. I recently just let Hookmmerse go against my entire mod list (through MO) and it modified (XPMSELib.pex). I do not know what that script does as i do not understand scripting but when in game and you run race menu (pulled up with the console) most of the XMPSE features are disabled and you get a message in console saying the character is not using XMPSE2 or something so features are disabled. Quickly fixed by running the Hookmmerse uninstall on that script. Just thought I would let you know in case some come here saying that most XMPSE features are disabled and they don't know why. I did not look to see what all was disabled because i was only going in to change weapon placement and magic casting to nip magic, but it appeared like a good portion of sliders in most categories where gone along with the WEAPON and MAGIC categories being empty. And as soon as I noticed the problem i exited the game and checked my conflicts in MO for the skeleton. (XPMSELib.pex) was the only thing being overwritten by my Hookmmerse install so i figured I would run the uninstall against it and after everything began working again and i got the console message about XMPSE2 being present and to have a good day. Thanks for your time and enjoy your morning or whatever time it is where you live. Thanks for the info. XPMSELib uses NetImmerse for versionnumber checks on the skeleton. Modifing XPMSELib will probably break that bpart, breaking that parts making all checks return false, making the mod disable all script parts. You can send me a modified XPMSELib.pex, I just run it through the decompiler and look at it. RaceMenuXPMSE and RaceMenu Plugins are pretty much hard incompatible with NetImmerse mods, so if someone is using Hookmmerse he pretty much digs his own grave, because A. I can't detect it so I cannot help, B. the mod tells you your installation is incorrect, so not my problem you have been warned, C. I don't like workarounds. Hookmmerse is a bad workaround to keep something alive that is just non-sense instead of hidding that mods are incompatible with each other, just get the authors to use NiOverride. NiOverride has the whole mod compatibility, why not use it? The only sunnyside of NetImmerse was that it was fast, it is because of that also dumb as fuck, setter, getter, has nothing more, if you run call that all through a workaround that is a jcontainer wrapper, that calls probably itself, does some coding and then calls netimmerse, why not do NiOverride in the firstplace, you call directly into native code, why go, native, papyrus, native. I can re-modify it for you once I am home from work and send it to you.
Groovtama Posted July 6, 2015 Author Posted July 6, 2015 Hey Groovtama, I found a compatibility issue in case others come here or the nexus asking. First off the problem is not directly skeleton related but if others come asking you will have the info for them. Or post a disclaimer on the OP. If a person is using Hookmmerse to manage all node change updates, when they run Hookmmerse they must make sure that it does not try to do anything with the skeleton. I recently just let Hookmmerse go against my entire mod list (through MO) and it modified (XPMSELib.pex). I do not know what that script does as i do not understand scripting but when in game and you run race menu (pulled up with the console) most of the XMPSE features are disabled and you get a message in console saying the character is not using XMPSE2 or something so features are disabled. Quickly fixed by running the Hookmmerse uninstall on that script. Just thought I would let you know in case some come here saying that most XMPSE features are disabled and they don't know why. I did not look to see what all was disabled because i was only going in to change weapon placement and magic casting to nip magic, but it appeared like a good portion of sliders in most categories where gone along with the WEAPON and MAGIC categories being empty. And as soon as I noticed the problem i exited the game and checked my conflicts in MO for the skeleton. (XPMSELib.pex) was the only thing being overwritten by my Hookmmerse install so i figured I would run the uninstall against it and after everything began working again and i got the console message about XMPSE2 being present and to have a good day. Thanks for your time and enjoy your morning or whatever time it is where you live. Thanks for the info. XPMSELib uses NetImmerse for versionnumber checks on the skeleton. Modifing XPMSELib will probably break that bpart, breaking that parts making all checks return false, making the mod disable all script parts. You can send me a modified XPMSELib.pex, I just run it through the decompiler and look at it. RaceMenuXPMSE and RaceMenu Plugins are pretty much hard incompatible with NetImmerse mods, so if someone is using Hookmmerse he pretty much digs his own grave, because A. I can't detect it so I cannot help, B. the mod tells you your installation is incorrect, so not my problem you have been warned, C. I don't like workarounds. Hookmmerse is a bad workaround to keep something alive that is just non-sense instead of hidding that mods are incompatible with each other, just get the authors to use NiOverride. NiOverride has the whole mod compatibility, why not use it? The only sunnyside of NetImmerse was that it was fast, it is because of that also dumb as fuck, setter, getter, has nothing more, if you run call that all through a workaround that is a jcontainer wrapper, that calls probably itself, does some coding and then calls netimmerse, why not do NiOverride in the firstplace, you call directly into native code, why go, native, papyrus, native. I can re-modify it for you once I am home from work and send it to you. Tu das, Judas.
Budroi Posted July 7, 2015 Posted July 7, 2015 Hey Groovtama, I found a compatibility issue in case others come here or the nexus asking. First off the problem is not directly skeleton related but if others come asking you will have the info for them. Or post a disclaimer on the OP. If a person is using Hookmmerse to manage all node change updates, when they run Hookmmerse they must make sure that it does not try to do anything with the skeleton. I recently just let Hookmmerse go against my entire mod list (through MO) and it modified (XPMSELib.pex). I do not know what that script does as i do not understand scripting but when in game and you run race menu (pulled up with the console) most of the XMPSE features are disabled and you get a message in console saying the character is not using XMPSE2 or something so features are disabled. Quickly fixed by running the Hookmmerse uninstall on that script. Just thought I would let you know in case some come here saying that most XMPSE features are disabled and they don't know why. I did not look to see what all was disabled because i was only going in to change weapon placement and magic casting to nip magic, but it appeared like a good portion of sliders in most categories where gone along with the WEAPON and MAGIC categories being empty. And as soon as I noticed the problem i exited the game and checked my conflicts in MO for the skeleton. (XPMSELib.pex) was the only thing being overwritten by my Hookmmerse install so i figured I would run the uninstall against it and after everything began working again and i got the console message about XMPSE2 being present and to have a good day. Thanks for your time and enjoy your morning or whatever time it is where you live. Thanks for the info. XPMSELib uses NetImmerse for versionnumber checks on the skeleton. Modifing XPMSELib will probably break that bpart, breaking that parts making all checks return false, making the mod disable all script parts. You can send me a modified XPMSELib.pex, I just run it through the decompiler and look at it. RaceMenuXPMSE and RaceMenu Plugins are pretty much hard incompatible with NetImmerse mods, so if someone is using Hookmmerse he pretty much digs his own grave, because A. I can't detect it so I cannot help, B. the mod tells you your installation is incorrect, so not my problem you have been warned, C. I don't like workarounds. Hookmmerse is a bad workaround to keep something alive that is just non-sense instead of hidding that mods are incompatible with each other, just get the authors to use NiOverride. NiOverride has the whole mod compatibility, why not use it? The only sunnyside of NetImmerse was that it was fast, it is because of that also dumb as fuck, setter, getter, has nothing more, if you run call that all through a workaround that is a jcontainer wrapper, that calls probably itself, does some coding and then calls netimmerse, why not do NiOverride in the firstplace, you call directly into native code, why go, native, papyrus, native. I can re-modify it for you once I am home from work and send it to you. Tu das, Judas. done and done. XPMSELib.pex
Groovtama Posted July 7, 2015 Author Posted July 7, 2015 Hey Groovtama, I found a compatibility issue in case others come here or the nexus asking. First off the problem is not directly skeleton related but if others come asking you will have the info for them. Or post a disclaimer on the OP. If a person is using Hookmmerse to manage all node change updates, when they run Hookmmerse they must make sure that it does not try to do anything with the skeleton. I recently just let Hookmmerse go against my entire mod list (through MO) and it modified (XPMSELib.pex). I do not know what that script does as i do not understand scripting but when in game and you run race menu (pulled up with the console) most of the XMPSE features are disabled and you get a message in console saying the character is not using XMPSE2 or something so features are disabled. Quickly fixed by running the Hookmmerse uninstall on that script. Just thought I would let you know in case some come here saying that most XMPSE features are disabled and they don't know why. I did not look to see what all was disabled because i was only going in to change weapon placement and magic casting to nip magic, but it appeared like a good portion of sliders in most categories where gone along with the WEAPON and MAGIC categories being empty. And as soon as I noticed the problem i exited the game and checked my conflicts in MO for the skeleton. (XPMSELib.pex) was the only thing being overwritten by my Hookmmerse install so i figured I would run the uninstall against it and after everything began working again and i got the console message about XMPSE2 being present and to have a good day. Thanks for your time and enjoy your morning or whatever time it is where you live. Thanks for the info. XPMSELib uses NetImmerse for versionnumber checks on the skeleton. Modifing XPMSELib will probably break that bpart, breaking that parts making all checks return false, making the mod disable all script parts. You can send me a modified XPMSELib.pex, I just run it through the decompiler and look at it. RaceMenuXPMSE and RaceMenu Plugins are pretty much hard incompatible with NetImmerse mods, so if someone is using Hookmmerse he pretty much digs his own grave, because A. I can't detect it so I cannot help, B. the mod tells you your installation is incorrect, so not my problem you have been warned, C. I don't like workarounds. Hookmmerse is a bad workaround to keep something alive that is just non-sense instead of hidding that mods are incompatible with each other, just get the authors to use NiOverride. NiOverride has the whole mod compatibility, why not use it? The only sunnyside of NetImmerse was that it was fast, it is because of that also dumb as fuck, setter, getter, has nothing more, if you run call that all through a workaround that is a jcontainer wrapper, that calls probably itself, does some coding and then calls netimmerse, why not do NiOverride in the firstplace, you call directly into native code, why go, native, papyrus, native. I can re-modify it for you once I am home from work and send it to you. Tu das, Judas. done and done. XPMSELib.pex Yeah goodjob the mod sets for everything it has no value to 1.0, (the versionumber is always get and never set so hookmmerse will never have it), the Lib never reads the skeleton value from the skeleton anymore, and with always reading 1.0 it is always false, no scripts calling the version test tests something under 2.6. My defaults values for my parameters are out also, means some functions can't be called anymore, from my already compiled other scripts, because missing parameter errors may now happen.
saunai Posted July 7, 2015 Posted July 7, 2015 XPMSE can't go with Dual Sheath Redux? When 2 swords are at hip, I can draw them. However, when they are on back but I can't draw them. XPMSE works perfectly with DSR and also EO, when you can't draw something when switching positions you have probably messed up the FNIS setup with XPMSE\Racemenu option. Could you give me a detail tutorial to install XPMSE, Dual Sheath Redux and Immersive Animation? Install DSR; Install IA; Install XPMSE. I don't understand why I must install DSR first? Then IA, XPMS.
Groovtama Posted July 7, 2015 Author Posted July 7, 2015 XPMSE can't go with Dual Sheath Redux? When 2 swords are at hip, I can draw them. However, when they are on back but I can't draw them. XPMSE works perfectly with DSR and also EO, when you can't draw something when switching positions you have probably messed up the FNIS setup with XPMSE\Racemenu option. Could you give me a detail tutorial to install XPMSE, Dual Sheath Redux and Immersive Animation? Install DSR; Install IA; Install XPMSE. I don't understand why I must install DSR first? Then IA, XPMS. Does not matter DSR and IA don't conflict you just need to install XPMSE last.
Yuni Posted July 8, 2015 Posted July 8, 2015 Bug report: Updated to version 2.82 Log spam is VERY MUCH still present. It actually seems more copious now. Papyrus log included. Constant updates for 'proper weapon size script' not being called correctly. Couple thousand lines of it over half an hour of playing. Papyrus.0.log
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