
Also, should I use the extra plugins with it? Or just COM. It's one of my favorite mods, so testing it will be fun, and I can test the extra plugins to boot!
problem in this seems to be that "bipo1 r toe0" is defined in kf, x.nif and nif but niskininstance is missing it.unable to find bone 'bip01 r toe0' and xanim_hopping_01
there's one in suran market arch namely 1em_child_332 or zuzana and the animation is in idle9when they walk the "high wire" animation on a wall, and fall off. Then they get stuck in an infinite loop of falling and being back on the wall. Resetting actors seems to have fixed this.
that seems like it's properly working random function or constant disable / enable calls causing compiler errors somewhere based on this on EM_Kidsschedulescript + the disabling when player is looking elsewhere. debugging that to separate functions needs a bit thinking.They also don't go home and come back when supposed to all the time. This is based on time of day. It's not something that always happens either, and seems to be fixed by going inside (if your outside) and coming back out. Basically going through a load door fixes it when it does happen.
Code: Select all
if ( t1 < 5 )
set t1 to ( t1 + GetSecondsPassed )
else
set t1 to ( ( Random 10001 ) / 10000.0 )
if ( GameHour > 20 )
set i1 to 1
elseif ( GameHour < 8 )
set i1 to 1
else
set i1 to 0
endif
if ( i1 == 1 )
if ( GetDisabled == 0 )
set i1 to 10
return
endif
else ; daytime
if ( day != removeDay )
if ( GetDisabled == 1 )
set i1 to 20
return
endif
endif
endif
endif
if ( CellChanged == 1 )
if ( GameHour > 20 )
set i1 to 1
elseif ( GameHour < 8 )
set i1 to 1
else
set i1 to 0
endif
if ( GetInterior == 1 )
if ( i1 == 1 )
if ( GetDisabled == 0 )
disable
endif
elseif ( GetDisabled == 1 )
enable
endif
return
endif
endif
Probably should have noted that it was indeed in Suran. I was testing to see if it happened elsewhere, but so far no one else has fallen or had this issue. If it's just the one child with the issue, then it isn't really too big of a deal, but I haven't checked out everything yet.sjek wrote:but where it did happen ArashiAganawa .?
Yes, that is the one I am using.sjek wrote:with children of morrowind v2 http://lovkullen.net/Emma/kids.htm
Yeah, it seems like it has no effect in game, and is just console output. At least so far it has not given me any issues, let's hope it stays that way!sjek wrote:idk atm why those have been added (might be liztail's animkit but there's no tails)
shouldn't anything serious nevertheless as seems to affect not the animated mesh at all.
Thought I'd add that while in Vivec, I'd be in one canton, walk on over to the next one, and walk back and the kids would be there, which they previously weren't. So an exterior cell change seems to do this as well. This was midday, if that means anything to this. I have not tried messing with the time scale on this test run. Do you think it would have any effect? Do you think I should change it to continue testing? I don't have much going on at work this week, so I have some spare time to work on it.sjek wrote:that seems like it's properly working random function or constant disable / enable calls causing compiler errors somewhere based on this on EM_Kidsschedulescript + the disabling when player is looking elsewhere.
Odd. Perhaps it was timing when I did it, as it was late in the day in game, so the kids were "going home" so to speak, soon after I did that. He didn't continue to do his "high wire" walking, but just stood there. I shall try this again and see if I can get it to happen at another time of day.sjek wrote:i don't get the ra fixing or fall looping on my comp.
seems very likely the cellchanged is the culprit as the effect is happening more specifically on the cell change. the timescale only effectsThought I'd add that while in Vivec, I'd be in one canton, walk on over to the next one, and walk back and the kids would be there, which they previously weren't. So an exterior cell change seems to do this as well. This was midday, if that means anything to this. I have not tried messing with the time scale on this test run. Do you think it would have any effect? Do you think I should change it to continue testing?
Code: Select all
if ( CellChanged == 1 )
if ( GameHour > 20 )
set i1 to 1
elseif ( GameHour < 8 )
set i1 to 1
else
set i1 to 0
endif
that's exactly what happened here. continuing the walk right after is probably on separate logic but using console with playgroup idle9 with 0 , 1 or 2 after could determine it. would imagine change by per cent'sOdd. Perhaps it was timing when I did it, as it was late in the day in game, so the kids were "going home" so to speak, soon after I did that. He didn't continue to do his "high wire" walking, but just stood there. I shall try this again and see if I can get it to happen at another time of day.
I really should hop on the forums there, I have an account there. Been meaning to get around to that...psi29a wrote:Is anyone here in contact with Emma? I've been trying to get in contact with here.
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