EssArrBee Posted July 14, 2014 Share Posted July 14, 2014 Nope. Blood mods all have scripting issues. Link to comment Share on other sites More sharing options...
redirishlord Posted July 14, 2014 Share Posted July 14, 2014 Can you define "issues"? I've used this mod for some time and don't feel its problematic. That being said I do make script load choices (such as not using Frostfall, which perhaps also has "issues"?) to have a stable game. Is there something beyond a papyrus footprint that we should be worried about?Pro Tip: the update time for EBT's script is adjustable in the MCM. Link to comment Share on other sites More sharing options...
DoubleYou Posted July 14, 2014 Share Posted July 14, 2014 I've never had a problem with this mod since using the memory patch. One thing I noticed recently that I really like is that the dwarven creatures leak oil when killed. Link to comment Share on other sites More sharing options...
TechAngel85 Posted July 14, 2014 Share Posted July 14, 2014 A lot of mods that have scripts which cue the game to be updated have MCM settings to control that update interval. Lanterns of Skyrim is one that STEP recommends to change as it cues the lanterns every 5 secs by default which is pointless since the majority of the time there is no change to them (on or off state). Changing this from 5 seconds to the STEP recommended 60 seconds will prevent the script from running as often (lighter script load) and doesn't effect the game in any way besides an up to one minute delay for the lanterns to turn on or off at their scheduled times; nothing that is going to be noticed while playing unless your purposely watching them and timing them...which isn't playing the game. This same can be done for this mod. Link to comment Share on other sites More sharing options...
EssArrBee Posted July 15, 2014 Share Posted July 15, 2014 Need to update the author's name to avoid confusion. He just goes by dDefinder now. Link to comment Share on other sites More sharing options...
Octopuss Posted July 15, 2014 Share Posted July 15, 2014 A lot of mods that have scripts which cue the game to be updated have MCM settings to control that update interval. Lanterns of Skyrim is one that STEP recommends to change as it cues the lanterns every 5 secs by default which is pointless since the majority of the time there is no change to them (on or off state). Changing this from 5 seconds to the STEP recommended 60 seconds will prevent the script from running as often (lighter script load) and doesn't effect the game in any way besides an up to one minute delay for the lanterns to turn on or off at their scheduled times; nothing that is going to be noticed while playing unless your purposely watching them and timing them...which isn't playing the game. This same can be done for this mod.That's a great tip. I never noticed it in the MCM, probably because I didn't expect anything to be configurable about it, heh. Link to comment Share on other sites More sharing options...
Wenwrendo Posted November 28, 2014 Share Posted November 28, 2014 Sorry if this has been asked, but this mod has scripts that conflict with Requiem's (7 of them appear in MO). Do I use Requiem's or EBT's? Link to comment Share on other sites More sharing options...
Smile44 Posted November 29, 2014 Share Posted November 29, 2014 Overwrite with Requiem. These scripts are those shared by the Brawl Bugs patch and between EBT and Requiem they are all covered. Link to comment Share on other sites More sharing options...
Wenwrendo Posted November 29, 2014 Share Posted November 29, 2014 Great, thanks! Link to comment Share on other sites More sharing options...
oqhansoloqo Posted December 20, 2014 Share Posted December 20, 2014 (edited) I have the full STEP Extended installed (which includes EBT and the STEP Extended Patch) and I also have Skyrim Immersive Creatures installed. When I ran the EBT installer, it used the "dD-DG-DB-Immersive Creatures EBT Patch.esp" file instead of the "dD-Dragonborn-Dawnguard-EBT Patch.esp" file. The instructions for STEP Extended Patch say not to install "dD-Dragonborn-Dawnguard-EBT Patch.esp". I'm guessing it says this because the changes from that patch are merged into the STEP Extended Patch already. Problem is, the STEP Extended Patch does not include the changes done specifically for SIC. Would placing the "dD-DG-DB-Immersive Creatures EBT Patch.esp" plugin after the "STEP Extended Patch.esp" (so that the SIC patch changes overwrite STEP Extended Patch changes) work properly, or are there more things to consider? I appreciate any help you can offer. Thank you. Edited December 20, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
DoubleYou Posted December 20, 2014 Share Posted December 20, 2014 I would expect that would work, although I'm not certain. Link to comment Share on other sites More sharing options...
DoubleYou Posted February 10, 2015 Share Posted February 10, 2015 Didn't we decide that we wanted to cut out the screen blood altogether on this? Currently the instructions have it as using the Blurry screen blood (underz Optional) Link to comment Share on other sites More sharing options...
TechAngel85 Posted February 10, 2015 Share Posted February 10, 2015 We did because it breaks immersion. The screen blood appears as splatters on a flat surface such as a camera rather than blurring the vision. Link to comment Share on other sites More sharing options...
DoubleYou Posted February 10, 2015 Share Posted February 10, 2015 We did because it breaks immersion. The screen blood appears as splatters on a flat surface such as a camera rather than blurring the vision.OK. Updated fomod install notes accordingly. Link to comment Share on other sites More sharing options...
Griwildor Posted May 9, 2015 Share Posted May 9, 2015 Hello everybody, though this is my first post I've been following the STEP project for some years now. This is the fourth time that I mod Skyrim with help of the STEP guide and I'd like to thank the makers and the staff of this project very much! Because of you I started modding and I love it :)After four weeks I finally finished the installation of STEP, this time as a base for my own mod settup. Before adding some other mods I'd like to clean stuff a little bit, and - as many other ppl - I am worried a little because of all this payrus spamming by EBT. Like Vulgar1 in post #92 of this thread I get those annoying and spamming warnings. I also noticed, that the same Field-IDs used in these warnings are later to be found again in errors. Here is an example: Warning: [05/10/2015 - 12:16:13AM] warning: Property DLC1VampireBeastRace on script zbloodnpc attached to Active effect 3 on (000C790C) cannot be initialized because the script no longer contains that property Error: [05/10/2015 - 12:16:42AM] Error: Cannot call GetValueInt() on a None object, aborting function callstack: [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 330[05/10/2015 - 12:16:42AM] warning: Assigning None to a non-object variable named "::temp23"stack: [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 330[05/10/2015 - 12:16:47AM] SMDropLitTorch: Equipped Non Light Object[05/10/2015 - 12:16:47AM] Error: Cannot call GetValueInt() on a None object, aborting function callstack: [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 340[05/10/2015 - 12:16:47AM] warning: Assigning None to a non-object variable named "::temp33"stack: [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 340[05/10/2015 - 12:16:48AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.blooddropsDead() - "zBloodNPC.psc" Line 613 [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 401[05/10/2015 - 12:16:48AM] SMDropLitTorch: Equipped Non Light Step 2[05/10/2015 - 12:16:48AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.blooddropsDead() - "zBloodNPC.psc" Line 610 [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 401[05/10/2015 - 12:16:49AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.blooddropsDead() - "zBloodNPC.psc" Line 610 [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 401[05/10/2015 - 12:16:49AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:49AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:50AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:50AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:50AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:50AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:50AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:50AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:50AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:51AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:51AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:51AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:51AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:51AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:51AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424[05/10/2015 - 12:16:51AM] Error: (000C790C): cannot play a None impact effect.stack: [ (000C790C)].Actor.PlayImpactEffect() - "<native>" Line ? [None].zbloodnpc.OnDying() - "zBloodNPC.psc" Line 424 There are many of them, and even if only playing for 10 miutes my papyrus log gets big very fast. Since in post #94 fireundubh mentioned that these warnings and errors are easy to be cleaned with Tes5Edit I'd like to ask if somebody could explain how to clean them! That would be awesome :)I looked up the Field-IDs in Tes5Edit and found them only in the Skyrim.esm - worldspace. I'm very reluctant to mess around with the Skyrim.esm itself, but I really hate to see how my papyrus log grows into MB size only by EBT. 1 Link to comment Share on other sites More sharing options...
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