Just tried the fix: it dosent work in a ongoing game ... tried the improved and vanilla versions. You don't say anything about waiting or time needed so that the fix take effect.
Or should I go to my initial trap (Morvunskar in my case) that caused it?
P.S. I'm not sure that isAttachedCell command can solve this kind of game oddities.
Edit2. Had to terminate the script by Resaver because the trap is non functional (even if you reset the cell) until you terminate the process. But you fix seems functional after that (need more tests to confirm).
This is supposed to "prevent" the issue, not to be retroactive for already-stuck scripts. I can only confirm that in my current 280+ hours playthrough, started almost one year ago, I've never seen a stuck one again -- maybe I'm just lucky.
30aad = the spike gate of the trap in question I walk in the trap trigger in the ground and nothing work (the trap is in "dead state" for now).
I could use a spell with the line: (TrapReference as TrapSwingingWall).fireTrap() or a similar trick to see if we can disable safely the active script.
Now while I'm looking in the script, I see there is something non logical: OnCellAttach() is called while OnCellDetach() is not called.
Never seen that in my game. I don't think it can be really the same because the FireTrap() functions are quite different. A screenshot of ReSaver showing at which point the script gets stuck (and which reference the script is attached to) would be useful. For example, in this mod's picture you can see that TrapSwingingWall is stuck at Utility.Wait(1.0) of FireTrap().
OK, but I also need to see the right part of the screen with "utility.Wait() static native" on the left selected. Here you can't see what the wait parameter is -- it could be firingSpinup [0.5 secs] or firingRate [7.0 secs].
And the right part when you select the "TrapFlamethrower" folder on the left, too. That's to see which reference the script is attached to.
You should not crop the images, show them in full -- unless they reveal sensitive data you wish to hide, of course :D
OK, it's in Alftand Ruined Tower and the default firingRate is reduced to 0.1 in the editor. I can see how this could happen with the vanilla script but the issue should have been fixed by USSEP.
Anyway, I tentatively added an extra check in this one, although IMO it shouldn't be needed. Drop it in your Scripts folder (you shouldn't have one in it -- if you do, make a backup), load the save, wait one minute, save again, and see whether in the new save the issue disappears. If not, delete the new script and the new save.
Lastly, if the above fails: a) You might go back and turn the flames off using the buttons (on and off again if you find them off) -- you'll have to do a bit of firewalking but that should stop the script. b) I'm sure you know that those stuck trap scripts can be safely terminated in ReSaver when they're no longer needed (i.e. when you've left the location with the traps.)
") I'm sure you know that those stuck trap scripts can be safely terminated in ReSaver when they're no longer needed (i.e. when you've left the location with the traps.)" ==================
i hate to sound like a newb but how exactly does one terminate those scripts w/ Resaver? right click on the folder and terminate, or click the bullet point entries under the folder? i've never done it, and was afraid it not safe to do. thank u! love your work too
'Terminate' only appears when right-clicking the folder with the script name. It's safe as long as you're sure that you don't need that script's instance to be active anymore, the game itself will remove it from the next save. What shouldn't be done is 'deleting' an active script -- I don't even know why the option is available (but at least a warning pops up when attempting to do that.)
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The author has locked this comment topic for the time beingYou don't say anything about waiting or time needed so that the fix take effect.
Or should I go to my initial trap (Morvunskar in my case) that caused it?
P.S. I'm not sure that isAttachedCell command can solve this kind of game oddities.
Edit2.
Had to terminate the script by Resaver because the trap is non functional (even if you reset the cell) until you terminate the process.
But you fix seems functional after that (need more tests to confirm).
I can only confirm that in my current 280+ hours playthrough, started almost one year ago, I've never seen a stuck one again -- maybe I'm just lucky.
ResetInterior Morvunskar01
COC Morvunskar01
Player.moveto 30aad
30aad = the spike gate of the trap in question
I walk in the trap trigger in the ground and nothing work (the trap is in "dead state" for now).
I could use a spell with the line:
(TrapReference as TrapSwingingWall).fireTrap()
or a similar trick to see if we can disable safely the active script.
Now while I'm looking in the script, I see there is something non logical:
OnCellAttach() is called while OnCellDetach() is not called.
I will see later when I have more time.
That, I'm afraid, doesn't even make sense.
event onCellDetach()
; debug.Trace(self + " has recieved onUnload event")
isLoaded = FALSE
endEvent
I don't think it can be really the same because the FireTrap() functions are quite different.
A screenshot of ReSaver showing at which point the script gets stuck (and which reference the script is attached to) would be useful.
For example, in this mod's picture you can see that TrapSwingingWall is stuck at Utility.Wait(1.0) of FireTrap().
Here you can't see what the wait parameter is -- it could be firingSpinup [0.5 secs] or firingRate [7.0 secs].
And the right part when you select the "TrapFlamethrower" folder on the left, too.
That's to see which reference the script is attached to.
You should not crop the images, show them in full -- unless they reveal sensitive data you wish to hide, of course :D
I can see how this could happen with the vanilla script but the issue should have been fixed by USSEP.
Anyway, I tentatively added an extra check in this one, although IMO it shouldn't be needed.
Drop it in your Scripts folder (you shouldn't have one in it -- if you do, make a backup), load the save, wait one minute, save again, and see whether in the new save the issue disappears.
If not, delete the new script and the new save.
Lastly, if the above fails:
a) You might go back and turn the flames off using the buttons (on and off again if you find them off) -- you'll have to do a bit of firewalking but that should stop the script.
b) I'm sure you know that those stuck trap scripts can be safely terminated in ReSaver when they're no longer needed (i.e. when you've left the location with the traps.)
I have USSEP
Thank you! I try script now, for say, this work, or not
UPD: Script don't solve problem. I run 2-3 min, change locations on save. But sctipts don't gone from save
Looks like neither I nor USSEP can fix this issue by brute force.
Thou shalt thank the Button thy Saviour... :)
==================
i hate to sound like a newb but how exactly does one terminate those scripts w/ Resaver? right click on the folder and terminate, or click the bullet point entries under the folder? i've never done it, and was afraid it not safe to do.
thank u! love your work too
It's safe as long as you're sure that you don't need that script's instance to be active anymore, the game itself will remove it from the next save.
What shouldn't be done is 'deleting' an active script -- I don't even know why the option is available (but at least a warning pops up when attempting to do that.)