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The issue has been solved, if you encountered the same problem, please refer to my second post's "Edit" section for the solution! Cheers! Hello, everyone, I've been working on procedural generation for my project, which works great up until one point, and that is having multiples of objects with a script attached firing the OnLoad event, slipping into each other, changing variables in the middle of one of them running, resulting in terrifying stuff (vehicle generations slipping into furniture generation events, resulting in vehicles spawned where furniture should have and vice versa). I read that all of this has to do with Papyrus' threading, stages and other ways to "lock" a script, and while I've been reading up on it a bunch, I'm still complete and utter 0 in this field. Below I will attach all the scripts I have, with a description of what I use them for, but my main issue/goal is to set them up in a way that each of the objects runs and finished the event before the next one starts to. Here's the main "Generator" script I have (which utilizes Data Structures framework): And here is the SWT:Libraries:Generation:Generate script that is called in the script above: I'm also attaching both of these as .psc files for anyone wanting quick access to them. Once I figure out a way to overcome this obstacle with some way to "lock" the script for each seperate object, everything else is set and done to begin work on much bigger things. This is the only thing holding my project back at the moment, so I'm thankfull for any help in advance! As a little preview that will hopefully peak more interest to this post, here's a GIF of the much advanced generation in progress (including smart surface population wip): DSWTGenerateDynamic.psc Generate.psc
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- solved issue
- creation kit
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Hello fellow modders I'm currently finalising and testing an overhaul in Aerotech Office Park and have encountered a perplexing issue. When I initially disable and Z drop (either -10000 or -30000) some static references (see below) they still appear in their original spot in a new test game. Another example (not included) is a park bench when three others disabled fine. For the record I've probably initially disabled and Z dropped approx 50 other references with no issues including other Dead Sassafrass trees, litter, dirt piles etc. I've checked FNVEdit and can't see any scripts or other reasons why they would still appear and my research has turned up dry. References: dlc04streetlitter01 - 00173ddc, 00173de0, 00173ddd, 00173dde, 00173ddf NVSassafrasDead05 - 00173dae Any thoughts or ideas are appreciated. SOLUTION - I stumbled across the solution in FNVEdit when I noticed some deleted references. Cleaned up all the deleted references and problem solved.
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- geck
- initially disabled
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Just trying to download using vortex and all I keep getting is this error in the link.
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- bug
- download problems
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