Sixth House Mod

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Seldalore
Posts: 6
Joined: 09 Sep 2017, 08:40

Sixth House Mod

Post by Seldalore » 09 Sep 2017, 08:46

The Sixth House v2.03 by Endrek mod is apparently bugged, when run in OpenMW. After initially joining the Sixth House in Cthulu, the game becomes incredibly choppy (until leaving Cthulu).

I'm still running through the questline, but whenever returning to Cthulu, the game just starts stuttering like crazy.

I'm running OpenMW 0.42.0. I'd already progressed through these areas in regular Morrowind (just recently), which did not have this issue.

I can also confirm that the second quest-giver of this Sixth House faction, located in Kogoruhn: Temple of Fey, has the same issue: massively-decreased framerate when in the same proximity. I do not understand what could be the issue, but it makes returning to the quest-giver a big headache, as I have to time when to activate the actor, in order to initiate dialogue, as camera movement is quite blocky. Similarly with my escape from this choppy mess (Almsivi Intervention). :oops: :oops: :oops: :oops:

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kuyondo
Posts: 115
Joined: 29 Mar 2016, 17:45

Re: Sixth House Mod

Post by kuyondo » 09 Sep 2017, 10:14

try pressing f3 as see whats causing it.

Seldalore
Posts: 6
Joined: 09 Sep 2017, 08:40

Re: Sixth House Mod

Post by Seldalore » 09 Sep 2017, 10:18

I hope this helps.
Attachments
screenshot000.png
F3 Result

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kuyondo
Posts: 115
Joined: 29 Mar 2016, 17:45

Re: Sixth House Mod

Post by kuyondo » 09 Sep 2017, 10:26

it looks like the mod script(s) is causing the problem. OpenMw has strict scripting syntax. I will look into the mod and research further.

Seldalore
Posts: 6
Joined: 09 Sep 2017, 08:40

Re: Sixth House Mod

Post by Seldalore » 09 Sep 2017, 11:00

kuyondo wrote:
09 Sep 2017, 10:26
it looks like the mod script(s) is causing the problem. OpenMw has strict scripting syntax. I will look into the mod and research further.
If you could remedy these issues, that would be terrific. This mod has to be one of the best Main Quest alternatives I've encountered for Morrowind. I would hate to have to find an alternative.

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kuyondo
Posts: 115
Joined: 29 Mar 2016, 17:45

Re: Sixth House Mod

Post by kuyondo » 09 Sep 2017, 14:32

I fixed the issue. It seems OpenMw cannot process many commands at once. So I segmented the script, so that each segment will only run after some time. The result is minor lag every 7 seconds for 30 seconds. After that everything is good to go.

get the fixed .esp here ->http://www.nexusmods.com/morrowind/mods/45185/?

if that link dont work, get it here->https://ufile.io/396et

Every 7 seconds for 30 seconds, a messagebox will appear. This is normal to show how the script is functioning.

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Capostrophic
Posts: 256
Joined: 22 Feb 2016, 20:32

Re: Sixth House Mod

Post by Capostrophic » 09 Sep 2017, 14:41

Is there anything in openmw.log? OpenMW usually logs some warning when something is wrong with scripts.
shitty lingua anglica grammar ftw

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kuyondo
Posts: 115
Joined: 29 Mar 2016, 17:45

Re: Sixth House Mod

Post by kuyondo » 09 Sep 2017, 14:54

nothing in particular. I was able to identify the culprit since the lag starts as soon as we join the Sixth House.

So I searched for the script that activates as soon as the topic choice is clicked, And made several trial and errors..

This was the script before i modified it:

begin SixthHouseCheck

;Causes Sixth House servants to become non-hostile

if ( Player -> GetPCRank "Sixth House" >= 0 )
"ascended_sleeper"->SetFight 50
"ash_ghoul"->SetFight 50
"ash_slave"->SetFight 50
"ash_zombie"->SetFight 50
"corprus_lame"->SetFight 50
"corprus_lame_fyr01"->SetFight 50
"corprus_lame_fyr02"->SetFight 50
"corprus_lame_fyr03"->SetFight 50
"corprus_lame_fyr04"->SetFight 50
"corprus_stalker"->SetFight 50
"corprus_stalker_fyr01"->SetFight 50
"corprus_stalker_fyr02"->SetFight 50
"corprus_stalker_fyr03"->SetFight 50
"dreamer"->SetFight 50
"dreamer guard"->SetFight 50
"dreamer priest"->SetFight 50
"dreamer prophet"->SetFight 50
"dreamer worker"->SetFight 50
"dreamer_02"->SetFight 50
"dreamer_04"->SetFight 50
"dreamer_05"->SetFight 50
"dreamer_06"->SetFight 50
"dreamer_f_01"->SetFight 50
"dreamer_ranged"->SetFight 50
"ash_ghoul_fgr"->SetFight 50
"ash_ghoul_ganel"->SetFight 50
"ash_ghoul_mulyn"->SetFight 50
"dagoth araynys"->SetFight 50
"dagoth baler"->SetFight 50
"dagoth daynil"->SetFight 50
"dagoth delnus"->SetFight 50
"dagoth drals"->SetFight 50
"dagoth draven"->SetFight 50
"dagoth elam"->SetFight 50
"dagoth endus"->SetFight 50
"dagoth fals"->SetFight 50
"dagoth fandril"->SetFight 50
"dagoth felmis"->SetFight 50
"dagoth fervas"->SetFight 50
"dagoth fovon"->SetFight 50
"dagoth galmis"->SetFight 50
"dagoth garel"->SetFight 50
"dagoth gares"->SetFight 50
"dagoth gilvoth"->SetFight 50
"dagoth girer"->SetFight 50
"dagoth goral"->SetFight 50
"dagoth ienas"->SetFight 50
"dagoth irvyn"->SetFight 50
"dagoth mendras"->SetFight 50
"dagoth molos"->SetFight 50
"dagoth muthes"->SetFight 50
"dagoth nilor"->SetFight 50
"dagoth odros"->SetFight 50
"dagoth ralas"->SetFight 50
"dagoth rather"->SetFight 50
"dagoth reler"->SetFight 50
"dagoth soler"->SetFight 50
"dagoth tanis"->SetFight 50
"dagoth tureynul"->SetFight 50
"dagoth ulen"->SetFight 50
"dagoth uthol"->SetFight 50
"dagoth uvil"->SetFight 50
"dagoth vaner"->SetFight 50
"dagoth_hlevul"->SetFight 50
StopScript SixthHouseCheck
endif

end SixthHouseCheck

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akortunov
Posts: 128
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation
Github profile: https://github.com/akortunov

Re: Sixth House Mod

Post by akortunov » 09 Sep 2017, 15:02

"ash_slave"->SetFight 50
FYI: SetFight in OpenMW will modify only first found Ash Slave, but will not modify a base record, so this script will not work as in Morrowind for now.
This bug was already reported.
It seems OpenMw cannot process many commands at once.
Actually, can, but search via text identifier is a quite slow for now, so generally you should avoid to run a large batch of "text_id"->DoSomething commands in every frame.

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akortunov
Posts: 128
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation
Github profile: https://github.com/akortunov

Re: Sixth House Mod

Post by akortunov » 09 Sep 2017, 15:11

But anyway, looks like SixthHouseCheck script is supposed to be runned only once, so it should not cause performance issues.
It seems the mod runs SixthHouseCheck repeatedly for some reason (a bug, maybe?).

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