Skyrim Special Edition
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NeverLost

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MrNeverLost

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17 comments

  1. deleted205778502
    deleted205778502
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    Mista nevva evva loust.
  2. ArizonNeto
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    Console says it doesn't recognize nl_cmd as a command, just like BeranabusBarnes said. Doublechecked spelling, something is not working, don't know if it is incompatibility with some mod, trying to find out.
    1. MrNeverLost
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      Please report back if you can trace down the issue.
    2. ArizonNeto
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      i've done some testing and after loading the same save that was having the issue it eventually worked (i used nl_cmd for papyrus profiler, eventually setting it up with one of the scripts that fires on load since i wasn't getting nl_cmd to work). Still don't know what gave me the issue in the first place: same load order, same save, same steps, different outcome.

      maybe it wasn't loading fast enough? maybe it loaded too fast? Don't know how your code integrates into the game so i can't make an educated guess. Sorry for not having more useful information.

      After using the profiler with the script on loading i tested using the command with nl_cmd out of curiosity and it worked as expected.
    3. ArizonNeto
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      I read your github page for the mod, nicely documented btw. I would take a guess and say it may be the OnInit event lagged on my game since i was having trouble with script load (hence why i was profiling the VM), since it was processing a lot of stuff because of the issue i had it may not have loaded properly.

      As to why it worked later, i said i didn't change load order, save, steps and all, but i had changed the value of iMaxOpsPerFrame on Papyrus Tweaks, which may had the effect of processing stuff with the right timing.

      That's all i can gather as of now, hope it helps if anyone is having the same issue.

      In summary, it was probably an issue on my part, and your code is working fine.
    4. MrNeverLost
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      Interesting to hear about iMaxOpsPerFrame changes possibly affecting the scripts. As for the OnInit event lagging on your game, that would be very very unlikely. It is basically already doing nothing.

      Thanks anyway for your compliments, and I am glad to hear you got it working.
    5. ArizonNeto
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      i didn't mean the OnInit itself lagged, i meant my game lagged and OnInit had trouble. As for iMaxOpsPerFrame affecting the scripts, i believe it only did so because i had some script going wild in my game, which severely bottlenecked the VM, changing the value made it so my game could process it all.
  3. BeranabusBarnes
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    Randomly had bug where console said it didn't recognize nl_cmd as a command. Was working fine before this point, testing with papyrus profiler. Just that once so far tho.
    1. MrNeverLost
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      Probably because you had one or more spaces before the nl_cmd command before pressing enter :).
  4. psych0v0yager
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    Can these console commands be executed in papyrus via the ConsoleUtil mod?
    1. MrNeverLost
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      Well, you could just call the papyrus functions directly then since you are already using Papyrus. See the examples of how the logic looks like on Github.
  5. myztikrice
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    The title in the files page is mislabeled as NL_MCM
    1. MrNeverLost
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      Good catch, will fix!
  6. mattski123
    mattski123
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    What benefit would I have with this? As an end user?
    1. MrNeverLost
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      It doesn't do anything on its own. It's intended as a framework for mod authors to add in-game commands that can be tied to their own mods - either for testing or tweaking. Therefore the benefit for the end user depends solely on what mod authors use the framework for.
    2. mattski123
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      Sweet, thank you!
  7. lancegeis
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    it looks very promising, thank you!