brain dump results kinda in bottom.
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?
seems very likely the cellchanged is the culprit as the effect is happening more specifically on the cell change. the timescale only effects
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
parts. this one under that cellchanged. making it quicker would pass those parameters more often and likely just confuse the test more.
if it's not disable enable interfering the one thing that would test is
exterior cell load distance = 0
in settings.cfg and turning preloads off to simulate vanilla on running local scripts only in current cell.
this should prevent the children's scripts getting cellchanged before vanilla as determined...
http://en.uesp.net/wiki/Tes3Mod:CellChanged
... it's passed as one to destination cell in one frame so having multiple cells loaded could have the scripts getting the variable two times or anytime the cell boundary is crossed while the cell is on loading distance disabling, enabling them in sequence while only on first and only cell load on vanilla. anyway that's how remembering it.
as it happens also in exterior to exterior the doors shouldn't be the problem.
-
Spoiler: Show
- in vanilla, scripts in doors are "vacuuming" the cellchanged == 1 and the next cell doesn't get it. or somehow like that. lot's to read.
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.
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's
if you get to cell with her in place, the time of day shouldn't affect the animation as there's only disable under - cellchanged == 1 with timecheck - so only the looking somewhere else can cause disabling. if that would be the reason the animation wouldn't continue normally after looking away while in animation or when animation is changing which in case would cause basically clitches all over the game.
: )
probaply writing for that's cellchanged place
if ( getdistance, player > 4000 )
in schedule scripts when testing for getting it ruled out as best shortcut. then tuning it for single cell. that should in theory make it random......
or as it's random to start with so other possible culprit is those two if blocks using gamehour but currently no idea how those are intended to work.
theorycrafting xP