I too finally upgraded to the latest version 1.6.1170, and it seemed whenever I entered certain cells like Radiant rainment or Hall of Attainment, that i would get a 100% consistent crash. The latest crash logger told me the probable stack cause was console utility and here I am finding out that it was that older 1.629 version that may have been the cause. So far at least I think thats the culprit.
I haven't used this before. I installed a modlist that uses it though. The thing is, when I hit ` to bring up the console it flashes and tabs me out of the game. Anyone know what's going on there? I'm confused. :(
This mod doesn't interact with the UI elements of the game at all. It only sends commands to the backend implementation of the console. If you are encountering issues with the in-game console it's most likely not caused by this mod.
I hope they eventaully stop updating skyrim se, so that people can finally play without checking their mods everytime there is an update to the game. It is very annoying but they will stop eventaully, I just hope it is soon. Thank you for this mod VersuchDrei, very much apprieciate it. I'm also greatful we have a downgrader mod, that and I keep a lot of my old files just in case. xD Mainly for game backup.
ConsoleUtil doesn't affect the UI part of the console. It just sends commands to its backend implementation. So the described issue is most likely not caused by ConsoleUtil.
Guys I am confused , since some mods ask for the old Console utilities and others this one the CU NG , Are they the same cause I have both so I understand I should take one off and since this is the latest should I remove the old one ??
I realise its a obvious reply but with Skyrim nothing is straightforward so I prefer to ask ??!!
You only need one version. They basically do the same thing so it doesn't matter which one you choose. This one was only created because the original wasn't updated to the latest Skyrim versions, but if you are on an older version it doesn't matter.
My first hunch turns out to be correct. The problem is as follows: The SetPCSleepHours command causes an autosave just like regular sleeping does. The save function is then waiting for the currently running Papyrus thread to finish so it can write the state of the Papyrus engine to the savefile. But since you called this from Papyrus the save function is now waiting for itself, which causes a deadlock.
Theoretically we could hook into the call to the save function and prevent it. But the function calling that is also used in different parts of the code so this would most likely also prevent the autosave when manually sleeping and that's a bit too intrusive imo.
I can also create another function which queues the command to be run on the main thread. This would avoid the issue. The downside is that now the execution of the Papyrus code will not wait for the sleep to finish. So if there is any code coming after the call to ConsoleUtil it will actually execute before the console command. Are you depending on some of your code being executed after the console command? We could still try to make it latent in that case, but I'll have to see if someone on the RE Discord is willing to help with that since I don't know how to create latent Papyrus functions.
Thanks for looking into it! Agreed regarding the autosave solution being too invasive. Second option would work in my case.
I ended up just calling the wait/sleep menu for my mod instead of using the console command, so no rush from my side. But it could come in handy to have it fixed... Activating a bed to sleep comes with a few restrictions (Can't do it while sitting, can't do it while trespassing, must spawn a bed to activate, etc.) so using the command is an easy way to force the player to sleep for X number of hours.
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I realise its a obvious reply but with Skyrim nothing is straightforward so I prefer to ask ??!!
Do not install this mod if you're using game version 1.6.1130 or later. It's redundant.
Any chance you could take a look a it? :(
The SetPCSleepHours command causes an autosave just like regular sleeping does. The save function is then waiting for the currently running Papyrus thread to finish so it can write the state of the Papyrus engine to the savefile. But since you called this from Papyrus the save function is now waiting for itself, which causes a deadlock.
Theoretically we could hook into the call to the save function and prevent it. But the function calling that is also used in different parts of the code so this would most likely also prevent the autosave when manually sleeping and that's a bit too intrusive imo.
I can also create another function which queues the command to be run on the main thread. This would avoid the issue. The downside is that now the execution of the Papyrus code will not wait for the sleep to finish. So if there is any code coming after the call to ConsoleUtil it will actually execute before the console command.
Are you depending on some of your code being executed after the console command? We could still try to make it latent in that case, but I'll have to see if someone on the RE Discord is willing to help with that since I don't know how to create latent Papyrus functions.
I ended up just calling the wait/sleep menu for my mod instead of using the console command, so no rush from my side. But it could come in handy to have it fixed... Activating a bed to sleep comes with a few restrictions (Can't do it while sitting, can't do it while trespassing, must spawn a bed to activate, etc.) so using the command is an easy way to force the player to sleep for X number of hours.