No. USSEP only adds extra checks to the script to avoid errors in the logs from unrelated things to what this mod does. Those changes have been kept in this mod.
I tried to ask the original author, but they haven't replied and I thought maybe you would have some insight. Is this necessary/compatible if using Moonlight Tales - Mini?
Ferrari, Its me again I would recommend replacing: if (Player.GetDistance(self) <= TransformDistance) with if (Player.GetDistance(self) <= 500.0)
It would be save compatible and it would be slightly faster since if you were to decompile your script you would end up with TransformDistance as floatAs you know from our previous talks casting 500 to 500.0 is 10% slower. It probably is an insignificant portion of the script but if you already modify the script why not?
I wouldn't touch the property since really fixing it would require a .esp
you can also replace Game.GetPlayer() with Game.GetForm(0x14) as Actor This only really works with records injected by Skyrim.exe(XEdit shows these) that are used only once. Player fits that boat. I am unsure how Skyrim Together behaves it could be problematic.
Nice catch, I completely missed that GetDistance returns a float and we're comparing it to an int. Will fix that in the next update. I'll also see about the GetPlayer. Thanks for the report.
how can we tell if its running? will resaver show it. well, thanks for any fixes. much appreciated. oh i think i have heard of an issue similar to this w/ the exploding spider script from dlc2. i know i have a bunch in logs and resaver, but rarely go to solstheim.
Scripts like this one are a little tricky to tell if they're running as it's not immediately obvious, but chances are that if you've ever had a random encounter with a werebear before, it is stuck.
ReSaver will show it, but only if you happen to make a save when an instance of the script is currently updating itself. A more reliable way is to use the Papyrus Profiler and see if it's being logged before installing this mod on an existing save. You don't have to use the flame graphs for this unless you want to see how much it's being updated, you can just Ctrl + F and search for DLC2TribalWerebearScript in the logged file instead.
As for the exploding spider script, I'll take a look.
thanks. i'd definitely use the profiler but i'm one of the weirdos that's back on oldrim, so i don't think that profiler will work on that. be great if there was an le equivalent but i dunno of one. i see what you're saying tho. checcking multiple saves w resaver, i see the dlc2tribalwereb sctipt is active in some saves but not others. there are about 10 instances of the dlc2trblwerb script. but i think an instance is just where it's happened (not sure tho, is that correct?) just to be safe i think i'll use your script. thank u!
Basically every object a script is attached to and gets a copy of it is called an instance of that script. If you think of the script as a test sheet, the game as a teacher and the students as the objects, the teacher makes copies of the test sheet and assigns them to the students, so each of them can use it and each copy is an instance of the original test sheet. The same applies to the scripts.
If you see 10 instances, it doesn't necessarily mean that all of them are stuck, but some of them might be. In my case there were 15 instances and 8 of them were stuck. This particular script does its update every second and since it doesn't do much when it updates, you don't have much time to save in the meantime and see if any of the instances are updating, hence why it's tricky to narrow down and why you can only see it in some saves, but not others.
I uploaded a separate optional file which can tell you which instances exactly are stuck when you load a save if any such exist, for anyone else interested in troubleshooting this for themselves.
well shoot, i dunno what i'm doing. how exactly do i use the optional troubleshoot script? i didn't see any dlc2tribal stuff in pap logs. didn't see any dlc2trib in resaver when check the save i made w/ optional script installed. do i install, save, then reload that save to see? is a message supposed to popup on loading the save?
You need to load a save which did not have the main or debug version installed at the time and a message box will pop up if any of the instances is stuck on that save. If you don't get anything, then nothing is stuck and you've avoided the bug until now.
Updated the file description for more clarity, sorry for the confusion.
thank u! yeah i was using a save that had your main vers script. after loading an older save i now get the popup. and i do see the instance it refers to. seems its SIC (hell, seems to be about 15 just from sic in this save! i bet they're all stuck). so what do i do w/ the instance? resever-delete or purge? this has been soooo helpful!
You don't need to do anything more, except for removing the debug version and installing the main one again, which will stop the updates and shut down the scripts automatically as it did on your newer saves. The instance will stay in your save, but won't get triggered anymore.
i seriously apologize for my duhh-ness... what i've done; i installed the debug version. loaded an older save from before using your main vers, and got a popup stating 1 script from SIC was stuck updating. i then took a screen cap and deleted that instance from my latest save i'm continuing with. so i don't use resaver to delete that instance in my latest save i'm going to use? just running that debug version was enough to stop it in my latest save? again soooo sorry for my stupidity, i'm old lol
Here's how this mod works: both versions stop the active instances on the save you load, the debug version just tells you what exactly was stopped. Subsequent saves you've made after this happened will no longer have updates running on the instances which existed until now. Loading an older save won't affect the newest saves, only the ones you made after carrying on playing from that old save. This is how saves work in general, not just in this case.
If you already deleted the instance you should revert to your backup. It likely won't matter much if the werebear in question is dead, as its script is already shut down at that point, otherwise you'll lose the transformation functionality on it. Also I really advise against deleting script instances unless you're absolutely sure you know what you're doing.
think i'm getting it finally. thanks. so i didn't use the save i deleted script from. i thought the debug showed what needed removing, but i get now that it just shows what the problem was. so i removed debug. added back main vers. and continued using the save i was using that had your main fix, before i added debug. think thats right. love all the fixes i can get! got a dragonscript that helped to lately. hope these dlc2 exploding spiders aren't stuck
EDIT: arrgh. now i'm not sure what to do as my continuing save still has that instance that the debug showed, yet i'd been using your main version for 2-3 days. shouldn't that instance be removed if this script automatically stops it? edit2; holycrud. i think my issue is i'm getting active and instances mixed up. so before i started using the main...i had 1 ACTIVE bearscript running (that sometimes wouldn't show in resavers since it updates all insidiously lol) . the main vers stopped it so doesn't show under active (if it ever did because of way it updates), but still shows under instance. debug just showed the problem. whew that hurt mah noggin sorry for all the thinking outloud. was gonna donate but no button. u sure deserve it
Yes, all of the instances that ever occured will still be shown in the save, as they get baked in during the playthrough (that's what's meant by that if you heard the phrase before). Not all of them will be active, but they'll still be shown under all and that's completely normal. Happy to help. :)
I've only encountered the werebears a couple times due to my chronic restartitis but I definitely added this to prevent future issues, thank you for your work!
"Chronic restartitis?" Yup, I can relate XD I've only been doing test playthroughs on god mode with all of the constant modding and sampling. Its been about a year since my last actual playthrough lol.
I was troubleshooting another issue related to werebears before installing this mod, and noticed that they would transform when I got close to them even when I had detection turned off and they were completely oblivious to my presence. :D Was kinda weird, this explains why.
43 comments
Thanks much for your fixes btw
Yep, they do. I've forwarded all applicable USSEP changes in my script fixes.
if (Player.GetDistance(self) <= TransformDistance)
withif (Player.GetDistance(self) <= 500.0)
It would be save compatible and it would be slightly faster since if you were to decompile your script you would end up with
As you know from our previous talks casting 500 to 500.0 is 10% slower. It probably is an insignificant portion of the script but if you already modify the script why not?TransformDistance as float
I wouldn't touch the property since really fixing it would require a .esp
you can also replace
Game.GetPlayer()
withGame.GetForm(0x14) as Actor
This only really works with records injected by Skyrim.exe(XEdit shows these) that are used only once. Player fits that boat. I am unsure how Skyrim Together behaves it could be problematic.oh i think i have heard of an issue similar to this w/ the exploding spider script from dlc2. i know i have a bunch in logs and resaver, but rarely go to solstheim.
dlc2encexpspdergenericcontrolscript...i think
ReSaver will show it, but only if you happen to make a save when an instance of the script is currently updating itself. A more reliable way is to use the Papyrus Profiler and see if it's being logged before installing this mod on an existing save. You don't have to use the flame graphs for this unless you want to see how much it's being updated, you can just Ctrl + F and search for DLC2TribalWerebearScript in the logged file instead.
As for the exploding spider script, I'll take a look.
there are about 10 instances of the dlc2trblwerb script. but i think an instance is just where it's happened (not sure tho, is that correct?)
just to be safe i think i'll use your script. thank u!
If you see 10 instances, it doesn't necessarily mean that all of them are stuck, but some of them might be. In my case there were 15 instances and 8 of them were stuck. This particular script does its update every second and since it doesn't do much when it updates, you don't have much time to save in the meantime and see if any of the instances are updating, hence why it's tricky to narrow down and why you can only see it in some saves, but not others.
I uploaded a separate optional file which can tell you which instances exactly are stuck when you load a save if any such exist, for anyone else interested in troubleshooting this for themselves.
Updated the file description for more clarity, sorry for the confusion.
this has been soooo helpful!
You don't need to do anything more, except for removing the debug version and installing the main one again, which will stop the updates and shut down the scripts automatically as it did on your newer saves. The instance will stay in your save, but won't get triggered anymore.
what i've done;
i installed the debug version. loaded an older save from before using your main vers, and got a popup stating 1 script from SIC was stuck updating.
i then took a screen cap and deleted that instance from my latest save i'm continuing with.
so i don't use resaver to delete that instance in my latest save i'm going to use? just running that debug version was enough to stop it in my latest save?
again soooo sorry for my stupidity, i'm old lol
If you already deleted the instance you should revert to your backup. It likely won't matter much if the werebear in question is dead, as its script is already shut down at that point, otherwise you'll lose the transformation functionality on it. Also I really advise against deleting script instances unless you're absolutely sure you know what you're doing.
love all the fixes i can get! got a dragonscript that helped to lately. hope these dlc2 exploding spiders aren't stuck
EDIT: arrgh. now i'm not sure what to do as my continuing save still has that instance that the debug showed, yet i'd been using your main version for 2-3 days. shouldn't that instance be removed if this script automatically stops it?
edit2; holycrud. i think my issue is i'm getting active and instances mixed up. so before i started using the main...i had 1 ACTIVE bearscript running (that sometimes wouldn't show in resavers since it updates all insidiously lol) . the main vers stopped it so doesn't show under active (if it ever did because of way it updates), but still shows under instance. debug just showed the problem. whew that hurt mah noggin
sorry for all the thinking outloud. was gonna donate but no button. u sure deserve it