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Podo
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Werewolf Crashing

Is there a fix for this yet? The first time I turn into a werewolf, I get to run around like, 3 minutes after the transformation, then it crashes. Every. Single. Time. No matter how many times I quit and reload, and I even tried uninstalling and reinstalling Oblivion, still didn't stop the crashing. Please tell me if there is a fix for this, and if not, why hasn't this been fixed yet?

I've finished the Morrowind main questline and the Tribunal one, and now I can't continue because of the crashing. I became a werewolf the standard quest-line way and waited.

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Edited by: Podo on 07/31/2016 - 07:32
superliuk
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Try to heal your character

Try to heal your character from lycanthropy and see if it freezes ..... perhaps lycanthropy has nothing to do.

Podo
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I loaded a save from before I

I loaded a save from before I transformed, and cured myself. I'll just have to save the werewolf-questline for a different playthrough when they eventually debug Bloodmoon, or someone else releases a fix. And it's going just fine, so bugs in the Lycanthropy IS what's causing the crashes

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I can verify that my game

I can verify that my game crashes when in Werewolf mode too.  I think it may be the fbmwBMWerewolfPC script... I'm trying to verify if it is the script, and if so, I'll try to insert some "breakpoints" to narrow down what's crashing.

** Crashing for me happens within 2-3 minutes of the first werewolf transformation.  I do notice a significant change in performance -- it could be heap related, will do further testing.

Podo
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I've tried turning the

I've tried turning the settings all the way down, still crashed.

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Update: I've verified that

Update: I've verified that crashing is tied to the fbmwBMWerewolfPC script running and I can fix the crashing by rewriting/disabling script... still trying to narrow down what exactly is causing the crash.  Specifically: it's the portion of fbmwBMWerewolfPC which runs when in werewolf mode. 

If I use 'set gamehour to 8' console command, the script properly switches me back to non-werewolf mode and the game does not crash.  It will consistently crash for me within about 2 minutes of being in werewolf mode Correction: this is only with a modified script.

CORRECTION: ok, it's not the actual code in the script that is causing crashes but it appears another script is accessing the "iswerewolf" variable.  This unknown script is what crashes the game after a number of minutes if "iswerewolf" is set to 1. 

I've made a temprorary workaround for debugging/testing purposes which adds a few extra lines of code that duplicates "iswerewolf" in a variable called "isreallywerewolf".  When the script is not running, thre real value of "iswerewolf" is copied to "isreallywerewolf" and then "iswerewolf" is set to zero.  The real solution is hunting down what the unknown script is and fixing it.

EDIT: I've also added a bug-fix so that killing someone after reloading a game will count towards the werewolf bloodlust -- allowing you to use the rest key (the ondeath handler was previously not being activated for the condition of reloading a savegame where you are already a werewolf).

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Podo
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It stopped it from crashing,

It stopped it from crashing, but now it doesn't make the werewolf sounds anymore, just normal people sounds

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That's a great clue -- that

That's a great clue -- that may be where the problem code lies (in the dialog scripts).

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Unfortunately, I couldn't

Unfortunately, I couldn't track down where the code is which changes people combat grunts to werewolf growls.  There's a good chance that this is the source of the crashes when "iswerewolf" = 1.  If anyone has knowledge on where to look, please let me know.  Otherwise, I'm at a deadend for this part.

However, while debugging and testing the fbmwBMWerewolfPC script, I was able to track down another bug and add a missing feature:

1. Werewolf blood lust -- previously, you only needed to kill one person as werewolf (ever) to satisfy blood lust.  Fixed the code so that you have to kill one person per transformation to satisfy the blood lust.
2. Added a werewolf form spell which modifies the Character attributes and skills similar to Morrowind.  Please see UESP page on bloodmoon werewolves for reference.
3. PC now changes back to human form without anything equipped.

I need to proof-read and debug the new stuff I added prior to posting an updated ESP.  Until then, here are the commands for testing out Werewolf mode from the console:
1. "startquest fbmwBMAAAImAWere"
2. "set gamehour to 21"
then wait a few seconds for the script to update.

llde
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Werewolf script is actually a
Werewolf script is actually a total unmaintenable mess, however is crashing only for a minority of people. I was really a newbie when I wrote it. However I think the issue started only when the script got merged in the master becouse I never got a similar report before. Oblivion scirpt are supposed to run sequentially, so I wonder how a race condition on a variable can occur. MAybe an issue with critical sections? I also want to do a patch for Oblivion Reloaded dual combat I planned to rewrite it but always got RL issues, The real issue is Hircine's ring transformation. 1)Thanks to spotting this bug. I really didn't understood event handlers that time. But now I do. 2)good work 3)Yes I know. I actually wanted to make this configurable. Thanks. When I will retest bloodmoon and start work on werewolf again I will integrate your bugfixes.
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llde wrote:Werewolf script is

llde wrote:

Werewolf script is actually a total unmaintenable mess, however is crashing only for a minority of people. I was really a newbie when I wrote it.

Well I think what you've done so far is pretty awesome! And it's no worse than the original Bloodmoon scripts in terms of messiness.  Bug-fixes/patches are an inevitable part of living in a world of steam and windows auto-updates.

I'm splitting my "work-around" patch and my bugfixes into separate spells/scripts to modularize for easier updating and customization.  I'll have another version of the ESP ready for testing by this afternoon.

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I've added a few new things

I've added a few new things to the werewolf ESP I had before and made 3 versions: (1)CTD workaround + new features, (2) new features without CTD workaround, (3) bug-fixes only.

Bug Fixes:
1. Can no longer unequip or drop claws.
2. Werewolf bloodlust is renewed every night.
3. Reloading from a savegame in werewolf form should restore werewolf state appropriately.

Added Features:
1. Can now access map menu, character menu and active effects menu.
2. Messagebox notification appears after satisfying bloodlust.
3. Werewolf stats similar to Bloodmoon.
4. Armor rating of Werewolf PC added to try to be equivalent to Bloodmoon (testing for game balance needed).
5. PC returns to normal form naked.

Known Issues / To do:
1. CTD during werewolf mode (workaround causes change to normal grunts instead of werewolf growl during combat).
2. Werewolf bloodlust/hunger in Bloodmoon causes a significant health loss every hour.  Current effect in Morroblivion is less significant.

Please help me test these if you (anyone) can.  There may be bugs especially in the versions without the work-around.  I have trouble testing those versions since I get a CTD after 2 minutes of werewolf mode.  Thanks!


EDIT: there were a number of bugs in the updated ESPs I posted.  I will post a new update soon.  Thanks.

 

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UPDATE on CTD Bug:

UPDATE on CTD Bug:

I've figured out a key behavior of the CTD bug in werewolf mode:  It occurs at the start of a new hour when iswerewolf=1.  I still can't track down where the code is, but it looks like there is something that only runs while in werewolf mode when the Gamehour variable starts a new hour.  The only reason I can think of to run code at this time would be to update the werewolf hunger effects, but there is no script in the standard Morrowind_ob.esm (v0064) that does this.  Which makes me wonder, is there some remnant compiled script code which is not in sync with the actual script text?

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I posted the latest version

I posted the latest version of my werewolf update and CTD workaround here: https://tesrenewal.com/forums/morroblivion-development/werewolf-esp-update-features-and-bugfixes