Difference between revisions of "Talk:Disable - ObjectReference"

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imported>LeianneG
(Desperately need to know why simple enable/disable script causes CTD's.)
 
imported>LeianneG
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No errors in TES5EDIT - no missing assets - no conflicts ... no errors in papyrus, the log simply 'ends' with the last entry prior to re-entering the room or house - no errors in the CK. And I make good use of occlusion planes.
No errors in TES5EDIT - no missing assets - no conflicts ... no errors in papyrus, the log simply 'ends' with the last entry prior to re-entering the room or house - no errors in the CK. And I make good use of occlusion planes.


Now for the wrench in the works .. I created a LARGE interior space (home) with three floors, several occlusion planes (as usual), three quests and MANY enable/disable scripts - one the EXACT same one I'm having a problem with now (and the one I had a problem with last year)... it NEVER crashes. What the heck?
Now for the wrench in the works .. I created a LARGE interior space (home) with three floors, several occlusion planes (as usual), three quests and MANY enable/disable scripts - one the EXACT same one I'm having a problem with now (and the one I had a problem with last year)... it NEVER crashes. What the heck? Two significant differences - a very large home, and I had an NPC in the shower who activated it (disabling it) prior to the player killing the NPC and receiving the home as a reward.  This mod has never failed - it has never crashed.


I don't understand. I don't drink ... but if I can't found out WHY this is happening ... I may have to start.
I don't understand. I don't drink ... but if I can't found out WHY this is happening ... I may have to start.
Anonymous user