This mod is included in the unofficial skyrim modders patch, right ? I've seen it in their changelog, but it is not displayed on this mod page. Idk why
There shouldn't be any issues. The only case where there might be a conflict would be if you're using another mod that also modifies the specific script I replace, which should be flagged by your mod manager, and I'm not aware of any mods that do this anyway. The only mod anyone has mentioned as using the same file (Arcanum) can be used by just allowing my mod to win the file conflict, because Arcanum's version is a straight copy of the vanilla script and so mine doesn't interfere with its function at all.
Are you able to determine if your changes are included in Arcanum - A New Age of Magic 4.0.1 Bugfix? MO2 reports a file conflict for VoicePushEffectScript.psc and that mod is said to include fixes for certain spells and bosses crashing the game.
I've checked, and my changes aren't included. The version of voicepusheffectscript in that mod (and the original Arcanum) is identical to vanilla. You should be able to safely override the Arcanum 4.0.1 Bugfix version of the script with FUS RO DON'T.
That is extremely unlikely. These scripts don't run on load - they only run when something is trying to push an actor, which is almost always going to be a shout or an attack/movement of some kind, and until that actually happens the game doesn't even know they exist. Even if you saved the game right before one of these two scripts was about to run, it would only affect loading that specific save, not all saves. These scripts also don't require SKSE and wouldn't have been affected by the change from SE->AE.
The cause of your CTD will be another mod that you have added (or removed), or possibly some kind of hardware issue.
As I understand it, the Unofficial Patch is for bugs that affect the vanilla game, and this one will rarely or never do that. Because of how fast things normally load and how close you have to be to them for things to start actively attacking (and I don't think the scripts are often or maybe ever used for anything other than actual attacks in vanilla), it's vanishingly unlikely that someone will come across it in the course of a vanilla playthrough. It's only likely to become a problem when someone has modded the game.
When I was testing this fix and getting help testing it, I had a save that would crash 100% of the time for me, but one of the testers with a better rig than me couldn't trigger the crash until they went in and boosted up their graphics settings and had other stuff running in the background chewing up their CPU. And this particular save was only crashing because of a very particular combination of mods - one mod adds a cloak effect to mammoths that uses voicepusheffectscript to throw nearby smaller NPCs when the mammoths are moving, and another mod places some mammoths right next to some humans in a particular location. If either mod had been used on its own, the crash wouldn't have happened.
This fix is for edge cases like this. It's a more common crash than this explanation makes it sound, because I've seen dozens of different people having this exact crash in the specific place that those two mods interact, and I'm sure there are other mods that use these vanilla scripts in similar ways. But it's not something that the USSEP would cover, because they don't address bugs that only affect modded setups.
Awesome fix! Since someone already mentioned Arthmoor, did you think of reaching out to sattyre for the Unofficial Skyrim Modder's Patch? May be something that could be added there.
Small mods like these are nice. Regardless of USSEP vanilla+ stance I think mods that make small fixes like these should at least be part of a seperate bug/fixes pack made for modders.
There are so many small mods fixing various things that for some reason cannot be part of USSEP due to their philosophy. But lets be honest. If you using USSEP you are likely modding the game.
Do you know if this fix could be relevant for mods that give dragon attacks (and landings) ragdoll effects, like Dragon Combat Overhaul? Not sure if those ragdoll effects actually call PushActorAway, but if they do your fix could be really useful for such mods, to avoid potential crashes when dragons attack (or land near) NPCs that are not fully loaded
I've taken a look, and while the effects do use PushActorAway, they don't use the vanilla scripts that this mod replaces. The actual Unrelenting Force shouts would be affected, but not the knockdown and ragdoll effects from dragon landings and attacks. It would be up to Apollodown to include a check for Is3DLoaded in the script, or HasLoaded3D as a condition on the magic effect.
Very interesting. I’m on a Very stable setup with a godzillion of mods. Now that you mention what you did here I am wondering about this. The only ctd I am getting and that is very rarely when there are several draugrs shouting at me. it’s the shouts that make me stagger I believe . so is this also technically the push away fus do ra that these draugr are using. Could your mod fix this?
Hm, I'm not 100% sure. I would think that your character would have 3D properly loaded at all times, and so the bug wouldn't occur if the player character is the one being shouted at, but I can't actually say that for sure. This could help if there's another actor in the area getting caught by the shouts that are directed at you, and that actor doesn't have its 3D fully loaded, though I'm not sure how likely that is.
Do you have any .NET Script Framework crashlogs from a time when you've had this issue? Do they start with "Unhandled native exception occurred at 0x... (SkyrimSE.exe+619786) on thread ..."? If so, I think there's a good chance this mod might help. If not, it's unlikely that the mod will prevent that specific crash, but it won't do you any harm to have it, either, so long as you don't have another mod that also relies on edits those two scripts.
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The cause of your CTD will be another mod that you have added (or removed), or possibly some kind of hardware issue.
When I was testing this fix and getting help testing it, I had a save that would crash 100% of the time for me, but one of the testers with a better rig than me couldn't trigger the crash until they went in and boosted up their graphics settings and had other stuff running in the background chewing up their CPU. And this particular save was only crashing because of a very particular combination of mods - one mod adds a cloak effect to mammoths that uses voicepusheffectscript to throw nearby smaller NPCs when the mammoths are moving, and another mod places some mammoths right next to some humans in a particular location. If either mod had been used on its own, the crash wouldn't have happened.
This fix is for edge cases like this. It's a more common crash than this explanation makes it sound, because I've seen dozens of different people having this exact crash in the specific place that those two mods interact, and I'm sure there are other mods that use these vanilla scripts in similar ways. But it's not something that the USSEP would cover, because they don't address bugs that only affect modded setups.
There are so many small mods fixing various things that for some reason cannot be part of USSEP due to their philosophy. But lets be honest. If you using USSEP you are likely modding the game.
it’s the shouts that make me stagger I believe .
so is this also technically the push away fus do ra that these draugr are using. Could your mod fix this?
Do you have any .NET Script Framework crashlogs from a time when you've had this issue? Do they start with "Unhandled native exception occurred at 0x... (SkyrimSE.exe+619786) on thread ..."? If so, I think there's a good chance this mod might help. If not, it's unlikely that the mod will prevent that specific crash, but it won't do you any harm to have it, either, so long as you don't have another mod that also relies on edits those two scripts.