Hi! I'm trying to prevent these frogs from spawning in autumn and winter. They are not on leveled lists, so I am trying to follow the method of attaching scripts to them, but I have the problem now that they don't spawn at all. I tested by using the console command player.placeatme and they do not appear at all, so I believe I've done something wrong.
Here's the relevant records in xEdit:
Anyone have insight into this? Very much enjoying this mod, regardless, it's a cool idea
Just to confirm, what season is it in game? If it's autumn or winter, that sounds like it's working correctly, as the script would be disabling them as soon as they load.
If that's not the case and it's spring or summer, then it sounds like something isn't working correctly, in which case I'm happy to look into it further.
Must have for a Seasons of Skyrim playthough, is there any hope for a Four Seasons patch? The normal seasonal rotation takes too long for Seasons of Skyrim ):
I love the idea of this mod! I am sure it will be just fine. I like your mods. If I could give more kudos, I would ... you are tremendous with your fans, and all those patches you made for them (I read everything on a mod's site). Shine on!
A couple of questions please: - What happens if use It with Seasonal landscapes unfrozen even if there isnt yet a patch for It? - Is this mod compatible with Certainly Less Annoying Wildlife Spawns (CLAWS)?
In regard to Seasonal Landscapes Unfrozen, both mods will work as intended without otherwise interacting. For example, regular wolves will spawn the area around Winterhold in the summer, as will ice wolves (but at a reduced rate).
SWD is fully compatible with CLAWS (CLAWS removes individual animal spawn points, whereas this mod edits the leveled lists they draw from).
Hi, would you consider making a patch for Morrowind Creatures SE ? Otherwise I'll do it myself and share it, but the community will have to trust my wildlife biologist skills, which isn't good news :D
edit : also interested into knowing what the Skytest Lite patch does ? Iirc loading your mod after that one was enough.
Sure. I'm not sure what kind of seasonal changes would be appropriate for those creatures, but I'll review the lore and put something together.
The SkyTEST Lite patch just forwards SWD's changes to the two conflicting leveled lists, making the load order of SWD and SkyTEST Lite irrelevant. If you load SWD after SkyTEST Lite, you can ignore the patch if you like.
if i wanted to make a patch for a mod that adds creatures but they arent level list npc could i just change them from NPC to Leveled NPC in SSEEdit? i want to patch frogs by Mihail.
For non-leveled list NPCs, I use some scripts attached to the NPC records to disable them on load, depending on the season. They were previously only in some of the patches, but I've added the scripts to the main file and included some example NPC records which use them (they can also be attached to specific references though). I'd suggest temporarily copying those records into your patch using SSEEdit, comparing them with the NPC records being patched, and dragging over the relevant scripts. Let me know if you run into any issues though.
SkyTEST - Lite doesn't add any new animals which is mostly what the patches for the other SkyTEST versions cover, but it does conflict with SWD on a pair of vanilla leveled lists. I've previously suggested addressing these conflicts by just loading SWD after SkyTEST - Lite, but I've added a patch for it.
Unfortunately it seems that you cannot retroactively benefit from the latest 1.4 update if you update during an on-going game. Because OnInit() has already run once, and gametime updates were only registered for a single update in OnUpdate(), the newly added OnUpdateGameTime() event would never have run, since the single registration has already run its course, thus the script has effectively come to a complete halt.
Typing 'dpu' into the console, then checking the papyrus log reveals that no new script updates from the mod are queued up. Using 'sqv' also shows that the 'Month' property stored in the script is effectively frozen, not matching the GameMonth my saved game is in, even after waiting for several in-game days.
I've tried resetting the quest through the console (resetquest, stopquest, startquest), but this doesn't seem to work properly because the quest was started with the "Run Once" flag enabled.
It might be fixable by uninstalling, saving, then reinstalling the mod (maybe Resaver is required)? But that doesn't seem like an ideal solution..
Thanks for pointing it out and doing all that testing. At the moment, the best option I can think of is deprecating the existing quest and adding it back as a new one.
If you're able to give this version a try and let me know if it resolves things for you, I would appreciate it.
That seems to have fixed it. 'dpu' shows that it is updating, and the month property is updating correctly on the new quest.
It does cause an extraneous scriptinstance from the deprecated quest to linger in the save file, which, besides wasting a teeny-tiny bit of save file space, shouldn't be a problem. Resaver doesn't seem to complain about it, but it probably would if the quest was deleted.
Though, there could be an edge case where, if a save file, running the old version, updates to the new version with the deprecated quest, before the original update timers have elapsed, both quest scripts could end up running consecutively at the same time. Considering how incredibly light the script is (since SetValue and GetValue are "non-delayed native" functions!), and how much time it takes between each update, it shouldn't be a huge issue.
I'm considering uploading it as an alternate version for users upgrading from 1.3 or earlier on an existing game, partly to prevent that edge case, but I'm still weighing the pros and cons.
I ended up duplicating and renaming the script slightly for the new quest, which allowed me to add Stop() calls to terminate the old quest if it wasn't otherwise stuck. Thanks again for your help with this!
I used RegisterForSingleUpdateGameTime() for all updates after the first, but never actually called OnUpdateGameTime(). Effectively, this prevented any subsequent updates to the global variables which controlled the distribution from occurring.
I'm more than a little embarrassed by it. Much facepalming was had.
296 comments
console command player.placeatme and they do not appear at all, so I believe I've done something wrong.
Here's the relevant records in xEdit:
Anyone have insight into this?
Very much enjoying this mod, regardless, it's a cool idea
If that's not the case and it's spring or summer, then it sounds like something isn't working correctly, in which case I'm happy to look into it further.
- What happens if use It with Seasonal landscapes unfrozen even if there isnt yet a patch for It?
- Is this mod compatible with Certainly Less Annoying Wildlife Spawns (CLAWS)?
SWD is fully compatible with CLAWS (CLAWS removes individual animal spawn points, whereas this mod edits the leveled lists they draw from).
would you consider making a patch for Morrowind Creatures SE ? Otherwise I'll do it myself and share it, but the community will have to trust my wildlife biologist skills, which isn't good news :D
edit : also interested into knowing what the Skytest Lite patch does ? Iirc loading your mod after that one was enough.
The SkyTEST Lite patch just forwards SWD's changes to the two conflicting leveled lists, making the load order of SWD and SkyTEST Lite irrelevant. If you load SWD after SkyTEST Lite, you can ignore the patch if you like.
Because OnInit() has already run once, and gametime updates were only registered for a single update in OnUpdate(), the newly added OnUpdateGameTime() event would never have run, since the single registration has already run its course, thus the script has effectively come to a complete halt.
Typing 'dpu' into the console, then checking the papyrus log reveals that no new script updates from the mod are queued up.
Using 'sqv' also shows that the 'Month' property stored in the script is effectively frozen, not matching the GameMonth my saved game is in, even after waiting for several in-game days.
I've tried resetting the quest through the console (resetquest, stopquest, startquest), but this doesn't seem to work properly because the quest was started with the "Run Once" flag enabled.
It might be fixable by uninstalling, saving, then reinstalling the mod (maybe Resaver is required)? But that doesn't seem like an ideal solution..
If you're able to give this version a try and let me know if it resolves things for you, I would appreciate it.
It does cause an extraneous scriptinstance from the deprecated quest to linger in the save file, which, besides wasting a teeny-tiny bit of save file space, shouldn't be a problem. Resaver doesn't seem to complain about it, but it probably would if the quest was deleted.
Though, there could be an edge case where, if a save file, running the old version, updates to the new version with the deprecated quest, before the original update timers have elapsed, both quest scripts could end up running consecutively at the same time. Considering how incredibly light the script is (since SetValue and GetValue are "non-delayed native" functions!), and how much time it takes between each update, it shouldn't be a huge issue.
I'm considering uploading it as an alternate version for users upgrading from 1.3 or earlier on an existing game, partly to prevent that edge case, but I'm still weighing the pros and cons.
I'm more than a little embarrassed by it. Much facepalming was had.