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Unknown 4 & 5 for Dialog solved. #78

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. You cannot create dialog with the unknown 4 or 5 for Flag 2 in DATA, only 
the game developer's tool can.

What is the expected output?
No errors found.

What do you see instead?

[00:12]           Flags 2 -> <Unknown: 4>
[00:12]         Above errors were found in :DATA - 
[00:12]       Above errors were found in :[INFO:001676BC] ('Argh, you moron! 
You're going to kill all of the troopers down there!' in GRUP Topic Children of 
VDialogueArcadeGannonVFSArcadeGannonTopic134 "Oh, uh... whoops, I thought that 
was to turn it off." [DIAL:001676A2] for VDialogueArcadeGannon "Arcade Gannon 
Dialogue" [QUST:0016117F])
[00:12]     Above errors were found in :GRUP Topic Children of 
VDialogueArcadeGannonVFSArcadeGannonTopic134 "Oh, uh... whoops, I thought that 
was to turn it off." [DIAL:001676A2]
[00:12]           Flags 2 -> <Unknown: 5>
[00:12]         Above errors were found in :DATA - 
[00:12]       Above errors were found in :[INFO:001676CA] ('I'm thinking that 
I'm leaving because you are a sociopath. Good riddance.' in GRUP Topic Children 
of VDialogueArcadeGannonVFSArcadeGannonTopic135 "I'm thinking I'm going to get 
a sweet Pre-War laser. What are you thinking?" [DIAL:001676A1] for 
VDialogueArcadeGannon "Arcade Gannon Dialogue" [QUST:0016117F])
[00:12]     Above errors were found in :GRUP Topic Children of 
VDialogueArcadeGannonVFSArcadeGannonTopic135 "I'm thinking I'm going to get a 
sweet Pre-War laser. What are you thinking?" [DIAL:001676A1]

What version of the product are you using? On what operating system?
3.0.22

Please provide any additional information below.
Unknown 4 is a flag that tells the game that the flagged INFO is for players 
with Low Intelligence. Unknown 5 is a flag that tells the game that the flagged 
INFO is for players with High Intelligence. Again, the GECK is not capable of 
creating INFO's with these flags - only the developer's tool - or FNVEdit. The 
attached file is simply a copy of two records that use these flags.

Original issue reported on code.google.com by harkness...@yahoo.com on 5 Nov 2012 at 2:24

Attachments:

GoogleCodeExporter commented 9 years ago
Thanks, updated.
I have an unusual request. Can you please investigate that issue
http://forums.nexusmods.com/index.php?/topic/83746-fo3edit/page__view__findpost_
_p__6596654
Probably contact those guys and speak with them. It is very easy to change the 
handling of UDRs for FO3 and FNV, but first I need a strong confirmation of 
that issue.

Original comment by zila...@gmail.com on 5 Nov 2012 at 6:16

GoogleCodeExporter commented 9 years ago
I apologize for my delay. I sent this to another member of your team in 
response, but I should put this here, to make sure you get the information:

I'm not sure if it was you or another person on the team that asked me to look 
into this but I will PM you my thoughts on the issue instead of making an 
issue. I've never heard of this before, and in my investigation I have not been 
able to duplicate this glitch he posted. Considering it's HairyLegs222, if this 
glitch does exist, it is likely the result of his own doing, and nothing 
involving FNVEdit or the undeleting/disabling of references. I deleted a good 
chunk of Vault 21, undeleted/disabled those references with FNVEdit's feature, 
and experienced no issues when I entered that cell. Tommy is known to boast 
nonsense from time to time, and unfortunately I don't take much stock in what 
he says anymore after checking up on a few of his claims in the past - for 
which he has a very strong aversion to anything that contradicts his claims, 
true or not.

The only thing I can think of that could cause what he claims is the interior 
cells boundary is being exceeded. Unlike Worldspaces, Interior Cells have a 
limit for which all references within it can safely be held. That limit is 
32000x32000x32000. Any further than that and the game will start to drag a bit, 
the player can get stuck when nearing that invisible boundary, and the player 
will be teleported to the cell origin 0,0,0 when they cross that line. Having a 
large amount of references exceeding that boundary can slow the game down, but 
never crashed it - disabled or not. Like I said, it's most likely the result of 
his own doing, but limiting the offset to -10000 to -20000 might be a good 
alternative to prevent possible bugs like this.

Original comment by harkness...@yahoo.com on 8 Nov 2012 at 12:52

GoogleCodeExporter commented 9 years ago
Thanks a lot.
But to make everyone happy next version will have an options window where UDR 
processing can be customized.

Original comment by zila...@gmail.com on 8 Nov 2012 at 1:43