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Skyrim Modding Guide


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Posted

Any recommendations for upgrades to Proudspire Manor? If I buy it at all, it's to do the Amorous Adventures questline, and then I end up ignoring it.

I do use Breezehome Fully Upgraded on most runs, and was using Uglykidcid's version of the Underground Bathhouse until I tried Legacy of the Dragonborn (which has become my preferred player home). I'm mostly looking for a reason to go back to Proudspire after Amorous Adventures is complete. 

Just added the Royal Blue Palace. http://www.nexusmods.com/skyrim/mods/67249/?

Haven't looked around yet, but the video reviews were very impressive. I suspect that after you get Elisef and Sylvia Stentor up to Lover level, you'll be able to treat it as a personal home.

Posted

Hey that looks really good! If it changes the look of Sybille we can add it to the Amorous apperances thread. Here's Proudspire; http://www.nexusmods.com/skyrim/mods/40478/?(TNF is good, I use TNF Breezehome) http://www.nexusmods.com/skyrim/mods/14630/? http://www.nexusmods.com/skyrim/mods/22337/? (neat tower!) http://www.nexusmods.com/skyrim/mods/19690/? (decent, General Stores enabled) http://www.nexusmods.com/skyrim/mods/34402/? (pretty good, but most of the displays will be useless with you using Legacy), http://www.nexusmods.com/skyrim/mods/60329/? (this is pretty nice looking and deserves more attention).

 

Here's a mod that could help out if you have a rather low-standard system, I'm putting this on the front page; http://www.nexusmods.com/skyrim/mods/19359/?

Posted

Yeah, I had to uninstall Summerset Isle as well. The scripts were killing me.

Posted

Have anyone been able to make Summerset Isle work properly? And if so can you share some hints towards load order and such?

 

load order doesn't matter with something that don't overwrite anything

I7CJd2G.jpg

bsa is compressed, that's wasting some cpu power

smco and texture optimiser have to be load on texture folder before remaking the bsa

 

there's some conflicts with skyrim bsa too, or whatever i put in that

what win the file order, that's your problem

0sbGiHy.jpg

 

and the one that whine about scripts...

scripts? where?

 

 

X8888FF.jpg

 

 

this isn't wet&cold or sexlabaroused...

Posted

Well then explain how to use that mod. When the mod author was asked, he said it was a load order issue, that mods had to load in a very specific order for his mod to work, others have said the same, and when I just put it into the load order like I would another mod like DarkenD, the time between the smoke appears on the main screen until the menu appers lengthened from 0.5 seconds to 10+ seconds. Explain that. Everything slowed down, leveling up became a pain that took 2-3 minutes, loading areas the same, etc, take out that one mod and don't do anything else and all of those problems are gone.

Posted

When the mod author was asked, he said it was a load order issue, that mods had to load in a very specific order for his mod to work, others have said the same

 

they are just talking about conflicts

 

a way to tell you "it's not my mod, clean your mess yourself"

if the elves heads of that mod don't load, you probably use elven ethereal overhaul, things like that

if skyrim can't load something because of a conflict, you don't lose performance, you ctd

 

said above to uncompress that bsa, this have an impact on performance, cpu have to decompress those files

Posted

 

bsa is compressed, that's wasting some cpu power

 

 

That should not be true.  I have done some extensive testing on this in my RL work and the disk access time loading the uncompressed files outweighs the time reading from the bsa.  I am assuming of course that Beth has a fair algorithm for extracting the bsa and based on what I have seen, I would be very surprised if they do not.

 

This may not be true for RAM disks  and perhaps not for flash drives as well, none of which have the track seek overhead of a magnetic disk.

 

A well written compression algorithm usually speeds up disk access over uncompressed files by 3 to 1.  There are typically 25 millsec access times and 7 millsec to read a 4k chunk, so if you are talking about a 3 - 1 compression ration, that is a savings of 14 millisecs, a lifetime to the CPU.

 

Look here for the access and read/write speeds of typical hard disks.

Posted

 

 

bsa is compressed, that's wasting some cpu power

 

 

That should not be true. I have done some extensive testing on this in my RL work and the disk access time loading the uncompressed files outweighs the time reading from the bsa.  I am assuming

 

why are you assuming if you did some extensive testing?

http://www.loverslab.com/topic/42153-bsa-versus-loose-files-small-test/

 

cold boot

HDD L 92.5395 90.6946 93.7892

HDD z 5.4664 5.4246 5.4064

SSD L 3.7257 3.7292 3.7200

SSD z 5.1564 5.1884 5.1570

 

=> loose files in SSD was the best. zipfile in HDD was about 17 times faster than loose files in HDD.

 

after cached

HDD L 0.5387 0.5383 0.5439

HDD z 3.7878 3.7912 3.7899

SSD L 0.5418 0.5443 0.5425

SSD z 3.8041 3.7941 3.7983

 

=> loose files was 7 times faster when cached, regardless of being HDD or SSD.

 

after flushed

HDD L 88.6588 89.9364 96.7789

HDD z 5.4158 5.4082 5.4385

SSD L 3.5461 3.4610 3.5147

SSD z 5.1802 5.1620 5.1692

 

=> I think I can safely tell that RAMMap is working as intended.

 

 

uncompressed bsa, that's the perf of loose files, with that

KhIIrj1.jpg

first npc that use sg, sg is put in the bsa

second npc that use sg, he have a link to sg files in the folder of first npc

Posted

said above to uncompress that bsa, this have an impact on performance, cpu have to decompress those files

 

 

As I've said before I always uncompress BSA's, including SKyrim's Textures.bsa. I still got that massive slowdown. My game runs perfect without it, with it it's a horrible mess. When even the menu loads 20 times slower then normal, then something has to be up.

Posted

 

 

 

bsa is compressed, that's wasting some cpu power

 

 

That should not be true. I have done some extensive testing on this in my RL work and the disk access time loading the uncompressed files outweighs the time reading from the bsa.  I am assuming

 

=> loose files in SSD was the best. zipfile in HDD was about 17 times faster than loose files in HDD.

first npc that use sg, sg is put in the bsa

second npc that use sg, he have a link to sg files in the folder of first npc

 

 

I think this zipfile in HDD was about 17 times faster than loose files in HDD.

 

Pretty much confirms what I was saying.

 

And I am not assuming anything except for what I cannot know, like what kind of storage the user has.  I have in fact tested this extensively and the software that resulted is being used by you today for nearly every banking transaction you make.

 

What I have not tested is how Beth does it and I really don't see any way to do that testing other than "feel", at least not without the source code.

 

The key question is caching on real life game play.   What the author of the article you quoted said only makes sense.  If Beth developers unpack bsa files and keep the most commonly used assets in memory, BSA files will be better depending on how many "hits" to the cache they get (also assuming you have an HDD and not SSD).  If they don';t get a high hit count and you have lots of memory available for caching, eventually loose files will be better.

 

As the author of the article you quoted stated, there is simply know way of knowing because it depends on so many variables.

 

However, this fact remails:

 

zipfile in HDD was about 17 times faster than loose files in HDD.

 

So if you have HDD, you know that at least initially, responsiveness will be way faster using BSAs.  What happens after depends on how much cache memory Windows has available.

 

 

 

 

 

 

Posted

 

As I've said before I always uncompress BSA's, including SKyrim's Textures.bsa. I still got that massive slowdown. My game runs perfect without it, with it it's a horrible mess. When even the menu loads 20 times slower then normal, then something has to be up.

 

 

you think someone can guess what the problem is?

 

try with just skyrim and summerset (on test profile of course)

 

if problem is gone, add some folders until it come back (the ones that don't use mo... well... game over :D )

don't move around the folder, you fix one problem before adding new problems, you put the conflicting files of one of the last folder in an overwrite2 folder (not the overwrite folder, real profile use that)

then you add more folders until it come back or there's no more folders

 

if problem is not gone, you do the same with the folders in the mod (take more time with a broken file)

 

 

I think this zipfile in HDD was about 17 times faster than loose files in HDD.

 

 

i use a SSD

Posted

 

I think this zipfile in HDD was about 17 times faster than loose files in HDD.

 

 

i use a SSD

 

 

As do most people not playing on a potato.

 

Main reason you want to unpack that damn BSA is this;

 

You start Skyrim, it loads Skyrim.bsa and all the other BSAs, like textures, it loads Dawnguard, then it loads skyrim's BSAs, it loads Hearthfire, then it loads skyrims and dawnguard's bsas, you load unofficial patches, it loads all of the above and unofficial patches per unofficial patch and so on, you load Tamriel Reloaded HD, it loads every texture related BSA you have, unpacks them and compares all the textures, every time you turn around to look at something else, the majority of the BSAs is not loaded in your memory, just the stuff you look at. Unpack those BSAs, and instead of all of them getting loaded, only the textures are loaded and only your data directory is being looked at, and suddenly you can stand spinning around in Whiterun without getting 2 frames per second.

 

If you're running an unmodded game then yes BSAs will kick ass and they will be faster most of the time, if you're running 50 mods most of them not conflicting or overlapping, adding new things like armors instead of changing individual textures on the landscape and such, maaaybe you can keep going, increase that to 200 mods and you are a fucking moron if you keep one superfluous BSA loaded.

Posted

 

 

I think this zipfile in HDD was about 17 times faster than loose files in HDD.

 

 

i use a SSD

 

 

As do most people not playing on a potato.

 

Main reason you want to unpack that damn BSA is this;

 

You start Skyrim, it loads Skyrim.bsa and all the other BSAs, like textures, it loads Dawnguard, then it loads skyrim's BSAs, it loads Hearthfire, then it loads skyrims and dawnguard's bsas, you load unofficial patches, it loads all of the above and unofficial patches per unofficial patch and so on, you load Tamriel Reloaded HD, it loads every texture related BSA you have, unpacks them and compares all the textures, every time you turn around to look at something else, the majority of the BSAs is not loaded in your memory, just the stuff you look at. Unpack those BSAs, and instead of all of them getting loaded, only the textures are loaded and only your data directory is being looked at, and suddenly you can stand spinning around in Whiterun without getting 2 frames per second.

 

If you're running an unmodded game then yes BSAs will kick ass and they will be faster most of the time, if you're running 50 mods most of them not conflicting or overlapping, adding new things like armors instead of changing individual textures on the landscape and such, maaaybe you can keep going, increase that to 200 mods and you are a fucking moron if you keep one superfluous BSA loaded.

 

 

Sac, I have most of those mods including Tamriel Reloaded  in BSA form and I don't have a potato, but I also don't have an SSD.  With a Gforce 780 and a pretty nice enb, I can stand in Solitude and spin around and get 108 fps if I uncap it.  On the other hand, I don't have most of the mods you do and I am sure that makes a difference.

 

 

Posted

 

Main reason you want to unpack that damn BSA is this;

 

You start Skyrim, it loads Skyrim.bsa and all the other BSAs, like textures, it loads Dawnguard, then it loads skyrim's BSAs, it loads Hearthfire, then it loads skyrims and dawnguard's bsas, you load unofficial patches, it loads all of the above and unofficial patches per unofficial patch and so on, you load Tamriel Reloaded HD, it loads every texture related BSA you have, unpacks them and compares all the textures, every time you turn around to look at something else, the majority of the BSAs is not loaded in your memory, just the stuff you look at. Unpack those BSAs, and instead of all of them getting loaded, only the textures are loaded and only your data directory is being looked at, and suddenly you can stand spinning around in Whiterun without getting 2 frames per second.

 

 

alt tab

install a custom armor

replace iron armor nif with it

alt tab

equip an iron armor

-> purple custom armor

 

you unpack bsa to take care of conflicts, optimise textures, or merge

xZL86BB.jpg

loose files in hundred of virtual data folders in mo, it's the same as loose files in a dozen virtual data folders called bsa

 

-it's much faster to move around a dozen bsa than 250 000 files

-bsa use less disk space

-bsa can be compressed (it's no longer usefull)

-bsa check for doubles (2go is no longer enought for that)

Posted

Whatever, I'm just saying it as UglykidCid told me, and he knows his shit, I'm trusting his side until you show me facts otherwise. Everything I've heard tells me MO in particular is horrible with BSAs.

 

And sorry Fish, today a SSD is the number one upgrade you can make to your computer, bar fucking none. If you don't have one... you have a potato by today's standards.

Posted

I just wanna make sure I got this right before doing it.

 

So you recommend extracting the entire BSA or just the textures?

 

Then place them below the mod in MO, and that will help with the crazy FPS loss I get when I turn the camera too fast?

 

Awesome!

Posted

Extract Skyrim Textures.bsa, leave the other base Skyrim bsas alone. Extract all expansion BSAs, then delete everything but the textures from the extracted directories, keep the BSA (it kinda breaks a few things with the official ones, but having extracted still works better, it'll still read faster against mods). Doesn't really matter where you put them, but you might want to make them into new mods then follow STEP's Guide to Optimizing those textures. In the left pane of MO you want these new mods as  high as possible so other mods like Unoffiical patches can overwrite them. Extract all mod BSAs by going into Mod Organizer's "Configure Settings and Workarounds" (the wrench button), go to Plugins tab, click BSA Extractor and click Activate, now just reinstall all your mods (the ones with BSAs at least) and MO takes care of the rest.

 

Oh yeah, and delete the offiical high res texture packs from your computer and unsubscribe from them from steam, they are shit, find something better.

Posted

Something else to keep in mind is that Skyrim only loads what you're looking at at a time so if you're standing on the top of the Throat of the World looking North, it's loading the north part of Skyrim's distant view, if you look south, it's loading the south part, the more detailed that distant view is (like if you use the new dynamic distant view mods) the slower it will be to load and the more you will lag, if you're standing inside a city then the more things you add (and a lot more important, the more things you add that are in conflict with each other, Whiterun loads fine, Slaverun loads fine, JK*s Whiterun loads fine, JK's Slaverun will load like a molass). When you're in the open world adventuring then there's a lot more in turn for it to load at any time, but you can exploit that "whatever you're looking at" clause, if you have something like Skyrim Flora Overhaul with gigantic high resolution and dense trees all around you, you are not loading whatever those trees are blocking, same if you're using something like Grass on Steriods or Verdant, you're not loading the detailed forest ground and probably some degree of the distant view, just a lot of grass. Also that conflcing mods thing is something to keep in mind, RealVision and STEP have some nice categories for texture mods to use, by themselves these don't cost that much memory probably but if two of them conflict and two textures overlap, the game spends a lot more resources trying to figure out which of the two textures it should show you than actually showing you the texture, this is why I recommend the big packs instead like Tamriel Reloaded HD; nothing will conflict inside one big pack in theory, just whatever's interracting with it.

Posted

 

So you recommend extracting the entire BSA or just the textures?

 

Then place them below the mod in MO, and that will help with the crazy FPS loss I get when I turn the camera too fast?

 

 

/facepalm

 

if you put skyrim texture bsa below tamriel reload hd, you are removing tamriel reload hd, you may gain fps, but i am not sure that's what you want

doing the same as someone else without trying to understand, you can only fail

 

skyrim is old, bsa are compressed (not all, some things can't be compressed)

you reduce the cpu load by unpacking them

but there's more to load in the ram by unpacking them

what to do depend on your hardware

 

things like bijin warmaiden, btrh, yuih... with those custom races that have nifs and textures in custom race folders, you will gain fps if you pack that into a bsa

you enter whiterun, you use mature, your follower use mature, aela use sg, adrianna use fair skin, you need something like 400 mo

if that's in a bsa, this can become 150 mo, less to load from sdd, less ram swapping, less ram used, more fps

 

but it's better to get rid of those custom race, because if you use mature 1.2 and your follower use mature 1.1, and there's a difference, you will load both textures

and you can only put 2 go in a bsa, that's 10-30 custom races depending on the textures, so i start deleting custom races and... they were all deleted, problem solved

 

that problem could be solved with a body.esm, that would have custom races that load files from meshes\actors\unp, meshes\actors\cbbe, textures\actors\sg, textures\actors\fairskin, textures\actors\wet...

but it's too late for that, there would be too many mods to edit, and that would be taken down (the autorisation crap, you can't get it from someone that is no longer on skyrim)

Posted

No need to be snide Yatol.

 

One, I'm not talking about Tamriel Reloaded, HD or otherwise, and I had no intention of letting the base textures override the texture packs I currently use.

 

Two, I understand perfectly well how to extract BSA's to change them, as I do it all the time with NPC and armor mods in order to adjust them on BodySlide.

 

 

Sacremas, thank you for the explanation.

Posted

modding teams and inviduals that makes mods to skyrim are very talented people :) molags bals inferno does seem very interesting i definatelly keep my eyes open 

Posted

Two, I understand perfectly well

 

so many understand perfectly well, yet they fail, funny isn't it

 

well, if someone that understand perfectly well know how to make that script shut up...

 

 

[09/24/2015 - 06:46:24PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:47:31PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:48:21PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:50:10PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:50:47PM] VM is freezing...

[09/24/2015 - 06:50:47PM] VM is frozen

[09/24/2015 - 06:50:52PM] Saving game...

[09/24/2015 - 06:50:53PM] VM is thawing...

[09/24/2015 - 06:52:09PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:52:58PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:55:09PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:01:04PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:07:23PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:08:39PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:08:44PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:09:31PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:09:57PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:11:36PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:12:41PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:13:49PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:14:28PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:14:35PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:15:33PM] VM is freezing...

[09/24/2015 - 07:15:33PM] VM is frozen

[09/24/2015 - 07:15:38PM] Saving game...

[09/24/2015 - 07:15:39PM] VM is thawing...

[09/24/2015 - 07:19:19PM] Error:  (FF0019E2): does not have 3d and cannot have an effect shader played on it.

stack:

    [ (000EA8FF)].EffectShader.Play() - "<native>" Line ?

    [ (FF0019E2)].FXunsommonSCRIPT.OnDying() - "FXunsommonSCRIPT.psc" Line ?

[09/24/2015 - 07:19:19PM] Error:  (FF001A30): does not have 3d and cannot have an effect shader played on it.

stack:

    [ (000EA8FF)].EffectShader.Play() - "<native>" Line ?

    [ (FF001A30)].FXunsommonSCRIPT.OnDying() - "FXunsommonSCRIPT.psc" Line ?

[09/24/2015 - 07:19:19PM] Error:  (FF001A31): does not have 3d and cannot have an effect shader played on it.

stack:

    [ (000EA8FF)].EffectShader.Play() - "<native>" Line ?

    [ (FF001A31)].FXunsommonSCRIPT.OnDying() - "FXunsommonSCRIPT.psc" Line ?

[09/24/2015 - 07:19:19PM] Error:  (FF001A4C): does not have 3d and cannot have an effect shader played on it.

stack:

    [ (000EA8FF)].EffectShader.Play() - "<native>" Line ?

    [ (FF001A4C)].FXunsommonSCRIPT.OnDying() - "FXunsommonSCRIPT.psc" Line ?

[09/24/2015 - 07:19:27PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:19:34PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:20:31PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnEffectStart() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:21:09PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:21:33PM] VM is freezing...

[09/24/2015 - 07:21:33PM] VM is frozen

[09/24/2015 - 07:21:38PM] Saving game...

[09/24/2015 - 07:21:38PM] VM is thawing...

[09/24/2015 - 07:23:05PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:23:20PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:27:53PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:27:54PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:28:20PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:28:52PM] VM is freezing...

[09/24/2015 - 07:28:52PM] VM is frozen

[09/24/2015 - 07:28:57PM] Saving game...

 

 

 

wasn't able to fix it, didn't found much about that error too

problem is the if !shutdown && self !=none that don't do its job at the end of the script, registerforsingleupdate is still load when it shouldn't

 

 

 

scriptName REQ_AttackStaminaDrain extends ActiveMagicEffect

 

;-- Properties --------------------------------------

spell property BlockRemover auto

spell property Drainspell auto

 

;-- Variables ---------------------------------------

Actor Target

Bool Shutdown = false

 

;-- Functions ---------------------------------------

 

; Skipped compiler generated GetState

 

function OnEffectStart(Actor akTarget, Actor akCaster)

 

    if akTarget == none || !akTarget.Is3DLoaded()

        self.Dispel()

        return

    endIf

    self.RegisterForSingleUpdate(0.100000)

    Target = akTarget

    Target.AddSpell(BlockRemover, false)

    Target.RemoveSpell(BlockRemover)

endFunction

 

function OnCellDetach()

 

    Shutdown = true

    Target.RemoveSpell(Drainspell)

endFunction

 

function OnEffectFinish(Actor akTarget, Actor akCaster)

    Shutdown = true

    Target.RemoveSpell(Drainspell)

    

endFunction

 

function OnUpdate()

 

    Target.AddSpell(BlockRemover, false)

    Target.RemoveSpell(BlockRemover)

    utility.Wait(0.100000)

    if !Shutdown && self != none

            self.RegisterForSingleUpdate(0.100000)

    endIf

endFunction

 

 

 

Posted

 

Two, I understand perfectly well

 

so many understand perfectly well, yet they fail, funny isn't it

 

well, if someone that understand perfectly well know how to make that script shut up...

 

 

[09/24/2015 - 06:46:24PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:47:31PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:48:21PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:50:10PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:50:47PM] VM is freezing...

[09/24/2015 - 06:50:47PM] VM is frozen

[09/24/2015 - 06:50:52PM] Saving game...

[09/24/2015 - 06:50:53PM] VM is thawing...

[09/24/2015 - 06:52:09PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:52:58PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 06:55:09PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:01:04PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:07:23PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:08:39PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:08:44PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:09:31PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:09:57PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:11:36PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:12:41PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:13:49PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:14:28PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:14:35PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:15:33PM] VM is freezing...

[09/24/2015 - 07:15:33PM] VM is frozen

[09/24/2015 - 07:15:38PM] Saving game...

[09/24/2015 - 07:15:39PM] VM is thawing...

[09/24/2015 - 07:19:19PM] Error:  (FF0019E2): does not have 3d and cannot have an effect shader played on it.

stack:

    [ (000EA8FF)].EffectShader.Play() - "<native>" Line ?

    [ (FF0019E2)].FXunsommonSCRIPT.OnDying() - "FXunsommonSCRIPT.psc" Line ?

[09/24/2015 - 07:19:19PM] Error:  (FF001A30): does not have 3d and cannot have an effect shader played on it.

stack:

    [ (000EA8FF)].EffectShader.Play() - "<native>" Line ?

    [ (FF001A30)].FXunsommonSCRIPT.OnDying() - "FXunsommonSCRIPT.psc" Line ?

[09/24/2015 - 07:19:19PM] Error:  (FF001A31): does not have 3d and cannot have an effect shader played on it.

stack:

    [ (000EA8FF)].EffectShader.Play() - "<native>" Line ?

    [ (FF001A31)].FXunsommonSCRIPT.OnDying() - "FXunsommonSCRIPT.psc" Line ?

[09/24/2015 - 07:19:19PM] Error:  (FF001A4C): does not have 3d and cannot have an effect shader played on it.

stack:

    [ (000EA8FF)].EffectShader.Play() - "<native>" Line ?

    [ (FF001A4C)].FXunsommonSCRIPT.OnDying() - "FXunsommonSCRIPT.psc" Line ?

[09/24/2015 - 07:19:27PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:19:34PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:20:31PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnEffectStart() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:21:09PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:21:33PM] VM is freezing...

[09/24/2015 - 07:21:33PM] VM is frozen

[09/24/2015 - 07:21:38PM] Saving game...

[09/24/2015 - 07:21:38PM] VM is thawing...

[09/24/2015 - 07:23:05PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:23:20PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:27:53PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:27:54PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:28:20PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type

stack:

    [None].REQ_AttackStaminaDrain.RegisterForSingleUpdate() - "<native>" Line ?

    [None].REQ_AttackStaminaDrain.OnUpdate() - "REQ_AttackStaminaDrain.psc" Line ?

[09/24/2015 - 07:28:52PM] VM is freezing...

[09/24/2015 - 07:28:52PM] VM is frozen

[09/24/2015 - 07:28:57PM] Saving game...

 

 

 

wasn't able to fix it, didn't found much about that error too

problem is the if !shutdown && self !=none that don't do its job at the end of the script, registerforsingleupdate is still load when it shouldn't

 

 

 

scriptName REQ_AttackStaminaDrain extends ActiveMagicEffect

 

;-- Properties --------------------------------------

spell property BlockRemover auto

spell property Drainspell auto

 

;-- Variables ---------------------------------------

Actor Target

Bool Shutdown = false

 

;-- Functions ---------------------------------------

 

; Skipped compiler generated GetState

 

function OnEffectStart(Actor akTarget, Actor akCaster)

 

    if akTarget == none || !akTarget.Is3DLoaded()

        self.Dispel()

        return

    endIf

    self.RegisterForSingleUpdate(0.100000)

    Target = akTarget

    Target.AddSpell(BlockRemover, false)

    Target.RemoveSpell(BlockRemover)

endFunction

 

function OnCellDetach()

 

    Shutdown = true

    Target.RemoveSpell(Drainspell)

endFunction

 

function OnEffectFinish(Actor akTarget, Actor akCaster)

    Shutdown = true

    Target.RemoveSpell(Drainspell)

    

endFunction

 

function OnUpdate()

 

    Target.AddSpell(BlockRemover, false)

    Target.RemoveSpell(BlockRemover)

    utility.Wait(0.100000)

    if !Shutdown && self != none

            self.RegisterForSingleUpdate(0.100000)

    endIf

endFunction

 

 

 

 

It's as funny as people who quote part of a sentence out of context.

 

If all you want is to make the script shut up, then get rid of the script. That'll shut it up :P

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