I'm trying to replicate it but the passive always shows. I've tried with a clean save and with a save with the previous version (with the passive toggled on and toggled off). Can you try this please?
Toggle off the passive for all companions.
Save the game.
Uninstall all versions of this mod.
Load the save.
Save again
Install the new version and try again.
Also, if you have the console activated in the Script Extender, you can also try to add the passive manually to all companions with this command: Osi for _,k in ipairs(Osi.DB_Players:Get(nil)) do local uuid=k[1] AddPassive(uuid, "RemoveBrokenObjects_Passive") end Osi
It is also possible that the passive icon isn't loading, so the passive it's there, but looks like an empty space.
I think I know the reason. I used a personal mod that includes many passives, while 1.3.0.1 changed the icon and didnt add to hotbar by default. I probably just missed your passive in previous update.😂
There is no icon for the status in 1.3.0.1? It only shows a question mark.
Hi! I'm glad that's fixed! And yes, the same icon for the passive should show for the status:
It seems to have stuck with the old ID icon instead of choosing the new one 😕 Turning the passive off and on to reapply the status doesn't work, does it?
<3 that would be awesome, you could achieve by doing a timer Osi.TimerLaunch("CleanUpBrokenObject", 1000) Ext.Osiris.RegisterListener("TimerFinished", 1, "after", function(event) if (event == "CleanUpBrokenObject") then -- whatever magic you use here if Osi.HasActiveStatus(GetHostCharacter(), "AutoCleaningUpToggle") then Osi.TimerLaunch("CleanUpBrokenObject", 1000) end end) Simple self loop or Volition Cabinet
Thanks! I was thinking on a timer, but hooking on the tick event and carrying a counter to measure time. This will be much more efficient! 😂 Anyway, the problem is that the current "spell" queries all loaded entities, and then iterates them to find and delete the broken ones, if their near enough. Which sometimes leads to minor a shutter or freeze. For a time to time spell, this isn't a big problem, but for a looping spell could would cause a severe hit in performance in areas with a lot of entities. In any case, I think I found a suitable solution based on item status from one of my private mods that will be much more efficient. When I have some spare time I'll test it and hopefully release a new version!
A new version is up! The passive version will do what you're looking for, and I didn't see a noticeable drop in the performance, but I was testing on ACT 1. If someone reports a drop in performance I'll do a version with a higher timer.
Please, please please pleeeease stop re-adding the spell to my hotbars. I don't want it there and I have to remove it every long rest. I put it on my number shortcuts for a reason. 😭
I tried to replicate it on my main save and also on a new save but I couldn't. I added to the first hotkey, removed it from the Common tab, saved the game, loaded the save, performed a couple of long rests but it doesn't get re-added to the Common tab, nor removed from the Custom tab (all of this with the hotbar unlocked). Could you provide more info?
Oh, huh, I assumed the spell was being re-added deliberately to head off people complaining about losing it because they don't know how the spellbook works. I'm starting to think Edit Appearance Enhanced is causing this with this mod and others, as they deliberately re-add the spell because of how many inane complaints they got.
Well, I could make an optional version that doesn't remove the spell on characters leaving the party. Technically it may lead to some problems on uninstalling the mod from a save, but maybe it'll help with your problem.
I have been testing and did check that my mod only removes the spell when a character is leaving the party (when sent to camp for example), but never when saving/loading or performing a long rest. So I'm confident that my mod is not directly messing with the UI. On the other hand, I confirmed that it can be uninstalled without problem mid-save.
This was the one thing missing when I wanted to build my dream home in the Open Hand Temple. Now I can remove those pesky beds and put down whatever I want there. Thank you so so much!
Thank you all for the kind words! And I'm happy I could help! Also, I confirm that the mod still works with Update 6 with the latest script extender version.
31 comments
Have tried reload the save and readded a companion.
Have uninstalled 1.2.0.30
Rollback to 1.2.0.30, it works.
- Toggle off the passive for all companions.
- Save the game.
- Uninstall all versions of this mod.
- Load the save.
- Save again
- Install the new version and try again.
Also, if you have the console activated in the Script Extender, you can also try to add the passive manually to all companions with this command:Osi
for _,k in ipairs(Osi.DB_Players:Get(nil)) do local uuid=k[1] AddPassive(uuid, "RemoveBrokenObjects_Passive") end
Osi
It is also possible that the passive icon isn't loading, so the passive it's there, but looks like an empty space.
I think I know the reason.
I used a personal mod that includes many passives, while 1.3.0.1 changed the icon and didnt add to hotbar by default.
I probably just missed your passive in previous update.😂
There is no icon for the status in 1.3.0.1?
It only shows a question mark.
And yes, the same icon for the passive should show for the status:
Turning the passive off and on to reapply the status doesn't work, does it?
It remains a question mark.
XD
Osi.TimerLaunch("CleanUpBrokenObject", 1000) Ext.Osiris.RegisterListener("TimerFinished", 1, "after", function(event)
Simple self loopif (event == "CleanUpBrokenObject") then
-- whatever magic you use here
if Osi.HasActiveStatus(GetHostCharacter(), "AutoCleaningUpToggle") then
Osi.TimerLaunch("CleanUpBrokenObject", 1000)
end
end)
or
Volition Cabinet
Anyway, the problem is that the current "spell" queries all loaded entities, and then iterates them to find and delete the broken ones, if their near enough. Which sometimes leads to minor a shutter or freeze. For a time to time spell, this isn't a big problem, but for a looping spell could would cause a severe hit in performance in areas with a lot of entities.
In any case, I think I found a suitable solution based on item status from one of my private mods that will be much more efficient. When I have some spare time I'll test it and hopefully release a new version!
The passive version will do what you're looking for, and I didn't see a noticeable drop in the performance, but I was testing on ACT 1. If someone reports a drop in performance I'll do a version with a higher timer.
Could you provide more info?
spellbook works. I'm starting to think Edit Appearance Enhanced is causing
this with this mod and others, as they deliberately re-add the spell
because of how many inane complaints they got.
On the other hand, I confirmed that it can be uninstalled without problem mid-save.
LET'S GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Also, I confirm that the mod still works with Update 6 with the latest script extender version.
Have fun and enjoy your adventure!