Hey, would it be possible to add filters for NPCs? I don't really have issues except with MQ101Alduin in the intro aiming at his scripted targets. I don't CTD like the other commenter, but he does shoot fire into the air instead of straight forward and when he lands on the wall in the next scene, he curls his head down and aims at the wall he's standing on. I assume it's because he can't track them properly since it's fine when I disable it. Could be a conflict, but it's the same on all of my modlists so whatever it could be is something I use foundationally. It's not a big deal if it's out of the scope of this mod since I can just turn off the feature on new games but it'd be cool since he's a unique form who doesn't need to be affected at all.
I just went through vanilla start and it was fine for me. There are many reasons why the game may crash. I'd recommend installing something like Crash Logger and look what was causing your crash. If you notice my DLL in the crash log you can respond to this post and attach crash log. I don't know also what father is being burnt.
Seems like I got CTD at helgen as well.. I hope it gets fixed soon. Great mod!
Edit: So, I tried to load several times to see if i can repeat the CTD. However seels like I didn't get any CTD after trying 6-7 times. It could be a rare occurance for the CTD.
Got a crash with this as well, but it's the first dragon fight at the watchtower. Dragon was about to hit me with a breath and the game ctd. Log: https://pastebin.com/b6bF9bE9 Crashlogger: https://pastebin.com/0gvDF3Hx
Since you are going to take a look at the dragons, i would like to sadly report that, if i have this mod enabled, if i use the shout FUS on a dragon that is using a breath i get an instant crash. I had this before, but forgot this mod disabled... After I enabled it again these days, it happened again. I disable the mod, i can stop dragon's breath with FUS again (but they do a 360 to lock on me again hah).
Here is the crashlog: https://pastebin.com/a0ddgUwm
It will mention one type of dragon probably from a mod, but it happened with different dragons too, and every time i would shout them when they were casting an elemental breath. Shouting them with FUS in any other moment did not crash. I was able to attack them with magic as well, just Unrelenting Force FUS caused the crash, but i did little testing on this matter. It is certainly related to FUS causing a stagger and stopping the elemental breath animation shortly. I did not test other shouts (i don't have any other).
i thought "source code" was "secret code" for a moment and got excited... anyways, thanks for this. Novice mages with novice destruction spells have always been annoying af.
@devpieron I'll add a new comment because i can't get notifications on replies otherwise. I won't file a bug report because i think it is not a bug exactly, but i would like to note this interaction with True Directional Movement (walking straight when casting the spells, instead of standing in place):
Spoiler:
Show
In the video, only the initial cast was walking forward, all others were either backwards or to the sides. You can see that the character keeps moving forward all the time. Since i am running, the slow is not instant, so i still keep a short walk before stopping and not being able to move, as intended (the video also shows how well the mod works for the player).
This happens because of the interactions between the 2 mods, when using this configuration:
I do not use headtracking and target lock, and instead free my camera and only lock it to the front when attacking, so whenever i cast a spell, my character will automatically face forward, even if i was walking backwards.
The issue arises when i am running backwards, and cast the spell. The character will face forward, but instead of keep walking back, they will walk forward. The same happens when i am walking to the sides - the character will walk forward instead of to the sides.
WIthout this mod enabled, I can safely keep casting the spell while walking to any side. I changed the player to *false* exactly now so didn't test in game yet.
So far, is there any variable in this mod that makes the character do a short walk forward before stopping, if you cast when running?
If doable, i can provide more tests and information, if you wish so. If this is beyond the scope of the mod, then no problems. Thank you very much!
Edit: I know it looks like i'm just walking forward during the video, but i swear i was walking back and to the sides all the time. TDM just turns forward instantly so you can attack fast to the direction of the camera.
Thank you for your report. I tested and can confirm this behavior. This is somehow TDM is trying to align player rotation at low speed multipliers. Setting `movementModifier` for player to reasonable value resolves that. I found 0.4 is a good spot, still restrictive but almost doesn't have any issues (still character can perform 1 little step forward or so, but i found it's OK).
I uploaded 1.2.1 with updated config (with player's movementModifier: 0.4) but you can ignore update and set it just manually. I can also confirm that disabling player restriction eliminates this problem too. Setting TDM behavior when drawn to vanilla also fixes that.
Thank you very much for the update. I disabled player in your config (cheat :p), but also disabled the NPCs movement restriction, so i guess not so cheaty. Could not test much today, though, but all is well i guess. I would need to test more options from TDM too, later. Thanks!
This is really promising, do you have any plans to do anything about mages barraging the player with leveled fireballs? Maybe a longer cast time or locking them down with an animation or something?
Maybe Controlled Casting is the mod you are looking for, I tweaked most fire and forget spells to have longer casting time for NPCs, because i was sick of being oneshotted or spammed.
If low speeds are problematic why don't you simply set it to zero aka root in place? It would look more natural than moving at 0.1 with animations made for higher speeds.
i fear that may possibly break some game code. Game engine may be thinking that character is moving but having 0 speed may produce unintended consequences, including 0-dividing exceptions
67 comments
Crash log: Unhandled native exception occurred at 0x7FFA52FDB010 (DodgeableConcentrationSpe - Pastebin.com
I hope it gets fixed soon. Great mod!
Edit: So, I tried to load several times to see if i can repeat the CTD. However seels like I didn't get any CTD after trying 6-7 times.
It could be a rare occurance for the CTD.
CrashLoggerSSE log in Spoiler.
CrashLoggerSSE v1-10-0-0 Sep 5 2023 01:25:07
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFB508DB010 DodgeableConcentrationSpells.dll+001B010 movsd xmm0, qword ptr [rbx+0x54]
SYSTEM SPECS:
OS: Microsoft Windows 10 Pro v10.0.19045
CPU: GenuineIntel Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz
GPU #1: Nvidia GA104 [GeForce RTX 3070]
GPU #2: Microsoft Basic Render Driver
PHYSICAL MEMORY: 15.10 GB/23.93 GB
GPU MEMORY: 4.04/7.09 GB
PROBABLE CALL STACK:
[0] 0x7FFB508DB010 DodgeableConcentrationSpells.dll+001B010
[1] 0x7FF68801E974 SkyrimSE.exe+05FE974 -> 37356+0x3F4 lea rdx, [rsp+0x20]
[2] 0x7FF68801DDC0 SkyrimSE.exe+05FDDC0 -> 37350+0x100 mov rax, [rsi]
[3] 0x7FF68867AA48 SkyrimSE.exe+0C5AA48 -> 69378+0xD8 mov ecx, [rbx+0x0C]
[4] 0x7FF68867B011 SkyrimSE.exe+0C5B011 -> 69380+0x361 mov r15d, eax
[5] 0x7FF68867939A SkyrimSE.exe+0C5939A -> 69344+0x8A movzx eax, byte ptr [rbx+0xA74]
[6] 0x7FF68865426D SkyrimSE.exe+0C3426D -> 68445+0x3D mov rcx, [0x00007FF68AA27798]
[7] 0x7FFBE8917344 KERNEL32.DLL+0017344
[8] 0x7FFBE90C26B1 ntdll.dll+00526B1
REGISTERS:
RAX 0x7FF687B59100 (void* -> SkyrimSE.exe+0139100 add [rax], al)
RCX 0x0 (size_t) [0]
RDX 0x99478FFAA8 (void*)
RBX 0x0 (size_t) [0]
RSP 0x99478FFA20 (void*)
RBP 0x1BB6059FE00 (ActorMagicCaster*)
RSI 0x1BCAE49BEC0 (void*)
RDI 0x1BAE9502800 (Character*)
File: "Skyrim.esm"
Flags: 0x0044040B
Name: "Alduin"
FormID: 0x00032DB7
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00440009 kDestructible | kInitialized
Name: "Alduin"
FormID: 0x00032B94
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0044040B kDestructible | kAltered | kInitialized
FormID: 0x00032DB7
FormType: ActorCharacter (62)
R8 0x1B94B278B50 (void*)
R9 0x5 (size_t) [5]
R10 0x2967B9A7 (size_t) [694663591]
R11 0x99478FFA10 (void*)
R12 0x768 (size_t) [1896]
R13 0x0 (size_t) [0]
R14 0x1B93E568AA0 (void*)
R15 0xFFFFFFFF (size_t) [4294967295]
STACK:
[RSP+0 ] 0x1BB6059F500 (ActorMagicCaster*)
[RSP+8 ] 0x1BB6059F500 (ActorMagicCaster*)
[RSP+10 ] 0x1BB6059FE00 (ActorMagicCaster*)
[RSP+18 ] 0x1BCAE49BEC0 (void*)
[RSP+20 ] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
[RSP+28 ] 0x7FF687C5E9B3 (void* -> SkyrimSE.exe+023E9B3 nop)
[RSP+30 ] 0x3C89E60F (size_t) [1015670287]
[RSP+38 ] 0x0 (size_t) [0]
[RSP+40 ] 0x0 (size_t) [0]
[RSP+48 ] 0x0 (size_t) [0]
[RSP+50 ] 0x1BAE9502800 (Character*)
File: "Skyrim.esm"
Flags: 0x0044040B
Name: "Alduin"
FormID: 0x00032DB7
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00440009 kDestructible | kInitialized
Name: "Alduin"
FormID: 0x00032B94
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0044040B kDestructible | kAltered | kInitialized
FormID: 0x00032DB7
FormType: ActorCharacter (62)
[RSP+58 ] 0x1BAE9502800 (Character*)
File: "Skyrim.esm"
Flags: 0x0044040B
Name: "Alduin"
FormID: 0x00032DB7
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00440009 kDestructible | kInitialized
Name: "Alduin"
FormID: 0x00032B94
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0044040B kDestructible | kAltered | kInitialized
FormID: 0x00032DB7
FormType: ActorCharacter (62)
[RSP+60 ] 0x99478FFB90 (void*)
[RSP+68 ] 0x7FF68801E974 (void* -> SkyrimSE.exe+05FE974 lea rdx, [rsp+0x20])
[RSP+70 ] 0x9900000001 (size_t) [657129996289]
[RSP+78 ] 0x2 (size_t) [2]
[RSP+80 ] 0x1BAE9502800 (Character*)
File: "Skyrim.esm"
Flags: 0x0044040B
Name: "Alduin"
FormID: 0x00032DB7
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00440009 kDestructible | kInitialized
Name: "Alduin"
FormID: 0x00032B94
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0044040B kDestructible | kAltered | kInitialized
FormID: 0x00032DB7
FormType: ActorCharacter (62)
[RSP+88 ] 0x0 (size_t) [0]
[RSP+90 ] 0x0 (size_t) [0]
[RSP+98 ] 0x0 (size_t) [0]
[RSP+A0 ] 0x0 (size_t) [0]
[RSP+A8 ] 0x7FF600000000 (size_t) [140694538682368]
[RSP+B0 ] 0x1BAF96C7700 (Character*)
File: "Skyrim.esm"
Flags: 0x0000040B
Name: "Imperial Soldier"
FormID: 0x000D56C3
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00040009 kDestructible | kInitialized
Name: "Imperial Soldier"
FormID: 0x000D7D7D
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0000040B kDestructible | kAltered | kInitialized
FormID: 0x000D56C3
FormType: ActorCharacter (62)
[RSP+B8 ] 0x0 (size_t) [0]
[RSP+C0 ] 0x38B01460 (size_t) [951063648]
[RSP+C8 ] 0x0 (size_t) [0]
[RSP+D0 ] 0x0 (size_t) [0]
[RSP+D8 ] 0x0 (size_t) [0]
[RSP+E0 ] 0x1BAF96C7700 (Character*)
File: "Skyrim.esm"
Flags: 0x0000040B
Name: "Imperial Soldier"
FormID: 0x000D56C3
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00040009 kDestructible | kInitialized
Name: "Imperial Soldier"
FormID: 0x000D7D7D
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0000040B kDestructible | kAltered | kInitialized
FormID: 0x000D56C3
FormType: ActorCharacter (62)
[RSP+E8 ] 0x0 (size_t) [0]
[RSP+F0 ] 0x7D7FB (size_t) [514043]
[RSP+F8 ] 0xB0 (size_t) [176]
[RSP+100] 0x7FF6898F0420 (type_info*)
[RSP+108] 0x7FF687A20000 (void*)
[RSP+110] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
[RSP+118] 0x7FFB51027B76 (void* -> ComprehensiveAttackSpeedPatch.dll+0067B76 movzx ecx, byte ptr [rax] | C:\dev\vcpkg\installed\x64-windows-static-md\include\REL\Relocation.h:1023 ?get@IDDatabase@REL@@SAAEAV12@XZ)
[RSP+120] 0x7FF687A20000 (void*)
[RSP+128] 0x1BC5E565B40 (BSAnimationGraphManager*)
[RSP+130] 0x1BCAE5B1200 (MovementControllerNPC*)
[RSP+138] 0x7FFB4293071A (void* -> Precision.dll+00E071A add rsp, 0x98)
[RSP+140] 0x0 (size_t) [0]
[RSP+148] 0x7FF68AAB3548 (void* -> SkyrimSE.exe+3093548 add [rax], al)
[RSP+150] 0x1B93E568AA0 (void*)
[RSP+158] 0x7FF6881397E4 (void* -> SkyrimSE.exe+07197E4 nop)
[RSP+160] 0x1BC5EDC6580 (void*)
[RSP+168] 0x99478FFC80 (void*)
[RSP+170] 0x1BAE9502800 (Character*)
File: "Skyrim.esm"
Flags: 0x0044040B
Name: "Alduin"
FormID: 0x00032DB7
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00440009 kDestructible | kInitialized
Name: "Alduin"
FormID: 0x00032B94
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0044040B kDestructible | kAltered | kInitialized
FormID: 0x00032DB7
FormType: ActorCharacter (62)
[RSP+178] 0x1BAE9502800 (Character*)
File: "Skyrim.esm"
Flags: 0x0044040B
Name: "Alduin"
FormID: 0x00032DB7
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00440009 kDestructible | kInitialized
Name: "Alduin"
FormID: 0x00032B94
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0044040B kDestructible | kAltered | kInitialized
FormID: 0x00032DB7
FormType: ActorCharacter (62)
[RSP+180] 0x0 (size_t) [0]
[RSP+188] 0x0 (size_t) [0]
[RSP+190] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
[RSP+198] 0x1BA00000000 (void*)
[RSP+1A0] 0xFFFFFFFF (size_t) [4294967295]
[RSP+1A8] 0x7FF687C1A19D (void* -> SkyrimSE.exe+01FA19D mov rax, rbx)
[RSP+1B0] 0xFFFFFFFF00000000 (size_t) [uint: 18446744069414584320 int: -4294967296]
[RSP+1B8] 0x9900000002 (size_t) [657129996290]
[RSP+1C0] 0x1BAE9502800 (Character*)
File: "Skyrim.esm"
Flags: 0x0044040B
Name: "Alduin"
FormID: 0x00032DB7
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00440009 kDestructible | kInitialized
Name: "Alduin"
FormID: 0x00032B94
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0044040B kDestructible | kAltered | kInitialized
FormID: 0x00032DB7
FormType: ActorCharacter (62)
[RSP+1C8] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
[RSP+1D0] 0x7FF687C1A170 (void* -> SkyrimSE.exe+01FA170 push rbx)
[RSP+1D8] 0x7FFB429AE6E6 (void* -> Precision.dll+015E6E6 mov rbp, [rsp+0x50])
[RSP+1E0] 0x768 (size_t) [1896]
[RSP+1E8] 0x7FF687A20000 (void*)
[RSP+1F0] 0x1B93E568AA0 (void*)
[RSP+1F8] 0x7FFB429737E0 (void* -> Precision.dll+01237E0 movaps xmm6, xmm0)
[RSP+200] 0x0 (size_t) [0]
[RSP+208] 0x0 (size_t) [0]
[RSP+210] 0x0 (size_t) [0]
[RSP+218] 0x0 (size_t) [0]
[RSP+220] 0x0 (size_t) [0]
[RSP+228] 0x0 (size_t) [0]
[RSP+230] 0x0 (size_t) [0]
[RSP+238] 0x0 (size_t) [0]
[RSP+240] 0x0 (size_t) [0]
[RSP+248] 0x0 (size_t) [0]
[RSP+250] 0x3C89E60F (size_t) [1015670287]
[RSP+258] 0x0 (size_t) [0]
[RSP+260] 0x0 (size_t) [0]
[RSP+268] 0x0 (size_t) [0]
[RSP+270] 0x768 (size_t) [1896]
[RSP+278] 0xFFFFFFFF (size_t) [4294967295]
[RSP+280] 0x7FF68AAB3540 (void* -> SkyrimSE.exe+3093540 add [rax], al)
[RSP+288] 0x7FF68AAB3548 (void* -> SkyrimSE.exe+3093548 add [rax], al)
[RSP+290] 0x1B93E568AA0 (void*)
[RSP+298] 0x1BAE9502800 (Character*)
File: "Skyrim.esm"
Flags: 0x0044040B
Name: "Alduin"
FormID: 0x00032DB7
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00440009 kDestructible | kInitialized
Name: "Alduin"
FormID: 0x00032B94
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0044040B kDestructible | kAltered | kInitialized
FormID: 0x00032DB7
FormType: ActorCharacter (62)
[RSP+2A0] 0x99478FFD50 (void*)
[RSP+2A8] 0x7FF68801DDC0 (void* -> SkyrimSE.exe+05FDDC0 mov rax, [rsi])
[RSP+2B0] 0x0 (size_t) [0]
[RSP+2B8] 0x2 (size_t) [2]
[RSP+2C0] 0x0 (size_t) [0]
[RSP+2C8] 0x1BAF96C7700 (Character*)
File: "Skyrim.esm"
Flags: 0x0000040B
Name: "Imperial Soldier"
FormID: 0x000D56C3
FormType: ActorCharacter (62)
Object Reference:
File: "Skyrim.esm"
Flags: 0x00040009 kDestructible | kInitialized
Name: "Imperial Soldier"
FormID: 0x000D7D7D
FormType: NPC (43)
File: "Skyrim.esm"
Flags: 0x0000040B kDestructible | kAltered | kInitialized
FormID: 0x000D56C3
FormType: ActorCharacter (62)
[RSP+2D0] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
[RSP+2D8] 0x2 (size_t) [2]
[RSP+2E0] 0x1BB72E89080 (void*)
[RSP+2E8] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
[RSP+2F0] 0x0 (size_t) [0]
[RSP+2F8] 0x0 (size_t) [0]
[RSP+300] 0x0 (size_t) [0]
[RSP+308] 0x0 (size_t) [0]
[RSP+310] 0x0 (size_t) [0]
[RSP+318] 0x0 (size_t) [0]
[RSP+320] 0x0 (size_t) [0]
[RSP+328] 0x0 (size_t) [0]
[RSP+330] 0x7FF68AAB3544 (void* -> SkyrimSE.exe+3093544 add [rax], al)
[RSP+338] 0x1 (size_t) [1]
[RSP+340] 0x1BA37459600 (void*)
[RSP+348] 0x0 (size_t) [0]
[RSP+350] 0x0 (size_t) [0]
[RSP+358] 0x7FF68867AA48 (void* -> SkyrimSE.exe+0C5AA48 mov ecx, [rbx+0x0C])
[RSP+360] 0x1BC001304F8 (void*)
[RSP+368] 0x7FF600000002 (size_t) [140694538682370]
[RSP+370] 0x0 (size_t) [0]
[RSP+378] 0x7FF68AAB4B10 (void* -> SkyrimSE.exe+3094B10 add [rsi+0x1BA3745], dl)
[RSP+380] 0x1 (size_t) [1]
[RSP+388] 0x7FF68AAB4A80 (BSJobs::JobThread*)
[RSP+390] 0x7FF68AAB4AC0 (void* -> SkyrimSE.exe+3094AC0 pushfq)
[RSP+398] 0x1BA37459600 (void*)
[RSP+3A0] 0x7FF68AAC9E00 (void* -> SkyrimSE.exe+30A9E00 or esp, ecx)
[RSP+3A8] 0x7FF68867B011 (void* -> SkyrimSE.exe+0C5B011 mov r15d, eax)
[RSP+3B0] 0x2 (size_t) [2]
[RSP+3B8] 0x2 (size_t) [2]
[RSP+3C0] 0x0 (size_t) [0]
[RSP+3C8] 0x7FFB543FA352 (void* -> EngineFixes.dll+000A352 cmp dword ptr [0x00007FFB544E28C8], 0xFFFFFFFF)
[RSP+3D0] 0x1BA37459600 (void*)
[RSP+3D8] 0x2 (size_t) [2]
[RSP+3E0] 0x6CCA1FDCDAA (size_t) [7475960860074]
[RSP+3E8] 0x7FF689978C00 (void* -> SkyrimSE.exe+1F58C00 add [rax], al)
[RSP+3F0] 0x1BA37459A60 (void*)
[RSP+3F8] 0x30000000D (size_t) [12884901901]
[RSP+400] 0x7FF600000000 (size_t) [140694538682368]
[RSP+408] 0x1BA37459A60 (void*)
[RSP+410] 0x48 (size_t) [72]
[RSP+418] 0x7FF600000001 (size_t) [140694538682369]
[RSP+420] 0x0 (size_t) [0]
[RSP+428] 0x0 (size_t) [0]
[RSP+430] 0x0 (size_t) [0]
[RSP+438] 0x0 (size_t) [0]
[RSP+440] 0x0 (size_t) [0]
[RSP+448] 0x0 (size_t) [0]
[RSP+450] 0x0 (size_t) [0]
[RSP+458] 0x0 (size_t) [0]
[RSP+460] 0x0 (size_t) [0]
[RSP+468] 0x0 (size_t) [0]
[RSP+470] 0x7FF68AAB4A80 (BSJobs::JobThread*)
[RSP+478] 0x7FF68867939A (void* -> SkyrimSE.exe+0C5939A movzx eax, byte ptr [rbx+0xA74])
[RSP+480] 0x7FF68AAB4A01 (void* -> SkyrimSE.exe+3094A01 add [rax], al)
[RSP+488] 0x0 (size_t) [0]
[RSP+490] 0x2 (size_t) [2]
[RSP+498] 0x1 (size_t) [1]
[RSP+4A0] 0x7FF68AAB4A80 (BSJobs::JobThread*)
[RSP+4A8] 0x7FF68865426D (void* -> SkyrimSE.exe+0C3426D mov rcx, [0x00007FF68AA27798])
[RSP+4B0] 0x7FF68AA277F0 (void* -> SkyrimSE.exe+30077F0 add [rax], al)
[RSP+4B8] 0x7FF68AAB4A80 (BSJobs::JobThread*)
[RSP+4C0] 0x0 (size_t) [0]
[RSP+4C8] 0x0 (size_t) [0]
[RSP+4D0] 0x7FF68AAB4A80 (BSJobs::JobThread*)
[RSP+4D8] 0x0 (size_t) [0]
[RSP+4E0] 0x0 (size_t) [0]
[RSP+4E8] 0x7FFBE8917344 (void* -> KERNEL32.DLL+0017344 mov ecx, eax)
[RSP+4F0] 0x0 (size_t) [0]
[RSP+4F8] 0x0 (size_t) [0]
[RSP+500] 0x0 (size_t) [0]
[RSP+508] 0x0 (size_t) [0]
[RSP+510] 0x0 (size_t) [0]
[RSP+518] 0x7FFBE90C26B1 (void* -> ntdll.dll+00526B1 jmp 0x00007FFBE90C26D3)
[RSP+520] 0x0 (size_t) [0]
[RSP+528] 0x0 (size_t) [0]
[RSP+530] 0x0 (size_t) [0]
[RSP+538] 0x0 (size_t) [0]
[RSP+540] 0x0 (size_t) [0]
[RSP+548] 0x0 (size_t) [0]
[RSP+550] 0x701B71D300000000 (size_t) [8078175507671154688]
[RSP+558] 0x0 (size_t) [0]
[RSP+560] 0x0 (size_t) [0]
[RSP+568] 0x7FFBE6DEE050 (void* -> KERNELBASE.dll+012E050 mov [rsp+0x10], rbx)
[RSP+570] 0x99478FEB00 (void*)
[RSP+578] 0xB23060000FFF72D8 (size_t) [uint: 12839868091017949912 int: -5606875982691601704]
[RSP+580] 0x7FFB96C59183 (size_t) [140718543049091]
[RSP+588] 0x99478FEB00 (void*)
[RSP+590] 0x0 (size_t) [0]
[RSP+598] 0x0 (size_t) [0]
[RSP+5A0] 0x0 (size_t) [0]
[RSP+5A8] 0x0 (size_t) [0]
[RSP+5B0] 0x0 (size_t) [0]
[RSP+5B8] 0x0 (size_t) [0]
[RSP+5C0] 0x0 (size_t) [0]
[RSP+5C8] 0x0 (size_t) [0]
[RSP+5D0] 0x0 (size_t) [0]
[RSP+5D8] 0x0 (size_t) [0]
Log: https://pastebin.com/b6bF9bE9
Crashlogger: https://pastebin.com/0gvDF3Hx
Since you are going to take a look at the dragons, i would like to sadly report that, if i have this mod enabled, if i use the shout FUS on a dragon that is using a breath i get an instant crash. I had this before, but forgot this mod disabled... After I enabled it again these days, it happened again. I disable the mod, i can stop dragon's breath with FUS again (but they do a 360 to lock on me again hah).
Here is the crashlog: https://pastebin.com/a0ddgUwm
It will mention one type of dragon probably from a mod, but it happened with different dragons too, and every time i would shout them when they were casting an elemental breath. Shouting them with FUS in any other moment did not crash. I was able to attack them with magic as well, just Unrelenting Force FUS caused the crash, but i did little testing on this matter. It is certainly related to FUS causing a stagger and stopping the elemental breath animation shortly. I did not test other shouts (i don't have any other).
Edit: 1.6.640, SKSE 2.2.3.
If you need anything else, just tell me!
Thanks and all the best!
anyways, thanks for this. Novice mages with novice destruction spells have always been annoying af.
In the video, only the initial cast was walking forward, all others were either backwards or to the sides. You can see that the character keeps moving forward all the time. Since i am running, the slow is not instant, so i still keep a short walk before stopping and not being able to move, as intended (the video also shows how well the mod works for the player).
This happens because of the interactions between the 2 mods, when using this configuration:
IMAGE
I do not use headtracking and target lock, and instead free my camera and only lock it to the front when attacking, so whenever i cast a spell, my character will automatically face forward, even if i was walking backwards.
The issue arises when i am running backwards, and cast the spell. The character will face forward, but instead of keep walking back, they will walk forward. The same happens when i am walking to the sides - the character will walk forward instead of to the sides.
WIthout this mod enabled, I can safely keep casting the spell while walking to any side. I changed the player to *false* exactly now so didn't test in game yet.
So far, is there any variable in this mod that makes the character do a short walk forward before stopping, if you cast when running?
If doable, i can provide more tests and information, if you wish so. If this is beyond the scope of the mod, then no problems. Thank you very much!
Edit: I know it looks like i'm just walking forward during the video, but i swear i was walking back and to the sides all the time. TDM just turns forward instantly so you can attack fast to the direction of the camera.
I uploaded 1.2.1 with updated config (with player's movementModifier: 0.4) but you can ignore update and set it just manually. I can also confirm that disabling player restriction eliminates this problem too. Setting TDM behavior when drawn to vanilla also fixes that.