Difference between revisions of "Talk:Disable - ObjectReference"

1,687 bytes added ,  08:09, 31 August 2017
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Problem solution
imported>Wbunkey2244
imported>MBlacktalon
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Hi!, try removing the line to disable the sound file and get back to me. - Wbunkey2244
Hi!, try removing the line to disable the sound file and get back to me. - Wbunkey2244
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Howdy,
I've had an almost identical issue to this one for a long while now, and I think I've finally tracked down the culprit - the water. It seems that the game has issues performing certain operations on water objects (enable/disable, but also stuff like moving the object within a cell).
Like the original comment here, I tried a huge batch of possible solutions to no avail. Regardless of what I did, the same crash would occur: I could load the cell fine the first time, but after performing the change on the water, entering that cell again would instantly crash to the desktop. I also noticed that if I performed the action on the water from a different cell *without* first loading the water cell, I could enter that cell just fine and see the water disabled compared to how I had placed it in the CK. Exiting the cell, re-enabling the water, and entering the cell again caused the crash.
I imagine the issue comes from how the game handles the area below the water plane as being 'underwater'. Changing that within a cell that's loaded in memory may be causing problems for the engine.
So unless someone has found a workaround, I think we just have to find ways of avoiding performing actions on water. For me, that means having two copies of the area I have the water in, and using two doors placed directly on top of each other to access the areas individually. The script that would disable the water instead swaps the doors, creating the same overall effect. Obviously that doesn't work for a lot of cases, so you'll have to find your own solution.
Anonymous user