2026-05-24T02:16:17 Getting the hang of this still and I can install most mods, but this one specifically is a bunch of folders and stuff that OpenMW does not recognize and I cant seem to activate it in the content files section of OpenMW despite placing the main folder within my data directories. does this get installed directly into OpenMW somehow or something? https://www.nexusmods.com/morrowind/mods/57257?tab=description 2026-05-24T02:16:17 https://cdn.discordapp.com/attachments/260443579908882434/1507930204767780874/image.png?ex=6a13b0f0&is=6a125f70&hm=195548facc9b3fa146aa5df1c7477d2adffb33b04f964e348f84c03169f536ca& 2026-05-24T02:16:27 wrong pic 2026-05-24T02:16:52 https://cdn.discordapp.com/attachments/260443579908882434/1507930351052390420/image.png?ex=6a13b113&is=6a125f93&hm=defd1c22eaa936d1a4031afc07731b29a2afe1a4afaa2eca9feb290b4be0db38& 2026-05-24T02:17:03 ^this is what I meant 2026-05-24T02:17:25 the readme doesn't really help 2026-05-24T02:30:07 <.gordonfreakman> Is there a way to help fps at night time? In Narsis in the day I get a good 55-60 (technically less with all my lua mods but I'm working out what I can), but at night time it is sub-30. I'm guessing it has to do with all the shadows? 2026-05-24T02:41:53 .omwscript folds should show up in your launcher, they should have a check on the box. If not, it’s not enabled 🤔 2026-05-24T03:11:06 I wasn't aware that I needed to have the actual folder the ESP's are in, rather than just the main folder of the mod. I think it's working well now 👍 there doesn't seem to be an issue with just having every folder in the mod in the data directories. it does kind of take forever though 2026-05-24T03:12:02 yes you gotta pay attention to some mods as they have dozens of folders before the actual mod 2026-05-24T03:14:00 a few mods i got included instructions to add lines into the openmw.cfg thing. i did both and it seems fine 🤷 lol 2026-05-24T03:14:21 so long as it works and there's no errors right 2026-05-24T11:35:23 worst case you use an invisible static and remove it 2026-05-24T11:35:43 if you search collision I think there are walls from OAAB 2026-05-24T11:35:47 maybe even vanilla 2026-05-24T15:15:33 Anyone kind enough to help me troubleshoot a CTD during combat? 😢 Seems to be related to > [17:13:07.215 W] Warning: detected OpenGL error 'invalid operation' at after TransparentDepthBinCallback::drawImplementation 2026-05-24T15:15:33 https://cdn.discordapp.com/attachments/260443579908882434/1508126314639524131/message.txt?ex=6a146795&is=6a131615&hm=f797470ec0a962ba905721e22d6f1365fe7f4d52b79fd9725ac2cb65957c5927& 2026-05-24T15:18:33 <.hemaris> did it generate a crash.dmp? 2026-05-24T15:20:31 Unless the file is generated in the openmw directory where cfg, logs etc are.. then no, cant find such file 🤔 2026-05-24T15:21:29 <.arrean> The log doesn't contain much in terms of what could be happening. Only those OpenGL errors. The rest if benign UI logspam 2026-05-24T15:21:54 that's what I thought, I can't parse out why it would crash.... 2026-05-24T15:22:39 <.arrean> I'm half sure that crash dump would be in your tempdir 2026-05-24T15:22:44 <.arrean> but like don't quite me on that 2026-05-24T15:22:54 at first I thought it was because of something with spellcasters in combat, but I slapped someone in the mages guild so they would attack me and so far nothing they do causes a CTD so that cant be quite it 2026-05-24T15:23:03 <.hemaris> it's supposed to generate a crash.dmp file in the same directory as openmw.log 2026-05-24T15:23:31 OK Hold on I'm going to replicate the CTD again 2026-05-24T15:23:42 and screen record 2026-05-24T15:24:51 <.hemaris> if the engine is crashing then you're supposed to fill out the bug report form on gitlab so that the handful of people who can read a crash dump can do so and fix the engine 2026-05-24T15:24:58 <.hemaris> https://wiki.openmw.org/index.php?title=Bug_Reporting_Guidelines 2026-05-24T15:25:55 <.hemaris> when it doesn't generate a crash dump, uhh… that's very unusual and bad 2026-05-24T15:27:19 Found it 2026-05-24T15:27:19 https://cdn.discordapp.com/attachments/260443579908882434/1508129274744275116/openmw-crash.log?ex=6a146a56&is=6a1318d6&hm=872137e8ef26cb9c006e11d08ce0a8b6c3601a05bc2f9135e661a1d17062df18& 2026-05-24T15:30:54 <.hemaris> ohh, okay, yeah i don't think they have a working crash dump tool for macos 2026-05-24T15:31:10 <.hemaris> the crash log is probably better than nothing though 2026-05-24T15:31:31 I'm uploading footage of the CTD 2026-05-24T15:31:55 The good news is it may be a mod-added item that is causing the crash 2026-05-24T15:32:12 That sounds obvious lol 2026-05-24T15:32:30 What I mean is, non of the vanilla creatures/NPCs cause the CTD when in combat 2026-05-24T15:33:11 https://www.youtube.com/watch?v=r-egoKLbhg8&feature=youtu.be 2026-05-24T15:33:17 <.arrean> segmentation violation, beautiful :doitswit: 2026-05-24T15:34:39 Did you read that from the logs? What does that mean? 😅 2026-05-24T15:35:27 <.arrean> Signal 11 is a unix thing SIGSEGV. usually happens when a programm tries to access invalid memory location 2026-05-24T15:36:22 <.arrean> or more likely a memory location that was not assigned to it. I couldn't tell you why it happens here specificaly, but it was literally first thing in the log 2026-05-24T15:36:49 <.arrean> Your best best is still probably creating a ticket on the tracker with all the info you can provide 2026-05-24T15:41:31 <.hemaris> if you can figure out exactly which modded creatures can/can't trigger the crash, it will also probably help them pinpoint what aspect of those models is breaking something 2026-05-24T15:41:46 Replicated again. So yeah, entered a modded player home, entered combat with 3 clannfears and 1 daedra and 1 runestone thing. After taking damage from them for a few minutes, CTD 2026-05-24T15:41:46 https://cdn.discordapp.com/attachments/260443579908882434/1508132911860289597/openmw-crash.log?ex=6a146db9&is=6a131c39&hm=c8e9dd49bcc9e048e5f98036071658ab0f8e5aad59e3c4ec34f791a9fefac676& 2026-05-24T15:42:04 I'm trying to isolate if its the sentry unit causing it 2026-05-24T15:42:42 Because that's the only non-vanilla creature in this specific combat. Like I said, I tested against Guild of Mages to isolate spellcasters in general and they didnt seem to be causing it 🤔 2026-05-24T15:44:32 <.hemaris> oh wow, i just realized how much warning spam is in the log in your clip 😰 2026-05-24T15:45:35 oh yeah 🫣 2026-05-24T15:46:23 OK good news: its not the Clannfears 2026-05-24T15:50:09 Even better news: it doesn’t seem to be the Daedra causing it either (he’s been hitting me for the last 5 minutes and that OpenGL Error isn’t showing 2026-05-24T15:50:39 Which means: it’s the modded Sentry 🤔 2026-05-24T15:52:48 With this information: would it be safe to just not include this mod in my list? Or do you guys think this error could potentially happen either way, at some point, and I should dig deeper? 2026-05-24T16:33:20 <.hemaris> well, for the practical goal of "getting to have fun playing the videogame on a Sunday without it crashing to desktop" i think what i would do in your situation is attach the creature's meshes and keyframe file (creature.nif, xcreature.kf, xcreature.nif) to the bug report, and then deactivate the mod which adds it to the game. 2026-05-24T16:34:32 I linked the mod in the bug report And yeah definitely deactivating this one for my playthrough…. 2026-05-24T16:35:17 <.hemaris> the openmw devs take it as a personal affront when their engine dares to crash without permission, so i'm sure the root cause will get fixed in due time. but like, probably not today 2026-05-24T16:53:21 i found out the meshes are from OAAB 2026-05-24T16:54:16 does that mean any mod using OAAB data and using this specific mesh potentially will cause a CTD? 🤔 If so, thats quite unfortunate.... 2026-05-24T17:01:52 <.hemaris> well, OAAB is a big collection of meshes, and they probably don't all have whatever property is crashing OpenMW. 2026-05-24T17:12:15 <.gordonfreakman> Hmm... any idea on how to track down an issue when it looks fine in the CS but doesn't work in-game? I'm trying to load the Death and Taxes - Ashfront Patch. The "Dagon Fel Lighthouse, Underground Stairwell" cell looks fine in the CS, but in-game, I get this 2026-05-24T17:12:15 <.gordonfreakman> https://cdn.discordapp.com/attachments/260443579908882434/1508155679209292009/image.png?ex=6a1482ee&is=6a13316e&hm=7b4c91e41c92f90ab4ca70d0892f405818781daafa73f29cc56caee2ee1c07b7& 2026-05-24T17:12:26 <.gordonfreakman> I have tried loading with just the required masters and same issue 2026-05-24T17:42:52 I'm getting these errors being spammed into my logs from the N'garde and Staves mods, anyone use them and can help me figure out how to fix this? [18:07:01.360 E] L@0x26d41[scripts/omw/combat/interface.lua] eventHandler[Hit] failed. Lua error: [string "scripts/ngarde/controllers/parry.lua"]:983: attempt to index field 'activeParryConfig' (a nil value) [18:07:01.360 E] stack traceback: 18:07:01.360 E:983: in 2026-05-24T17:42:53 function 'onHitHandler' 18:07:01.360 E:19: in function <[string "scripts/ngarde/fencer.lua"]:15> 18:07:01.360 E:122: in function 'callEventHandlers' 18:07:01.360 E:130: in function 'onHit' 18:07:01.360 E:158: in function <[string "scripts/omw/combat/interface.lua"]:158> 2026-05-24T17:54:02 <.arrean> Something screwed up the equipment between npc raising parry, and you hitting them 2026-05-24T17:54:34 <.arrean> meaning - line 983 can never be reached if activeParryConfig is nil 2026-05-24T17:55:16 <.arrean> come down to running mods tho, this is for general openmw troubleshooting 2026-05-24T17:57:43 ok no worries 2026-05-24T18:16:33 <.sszark> What is the correct way to replace data from the loading, so it only loads what I'm providing through the CLI? Instead of appending it. 2026-05-24T18:32:32 --replace data --data /some/path 2026-05-24T19:14:22 hey hey so uh on 0.51, and uh some scripts dont have...options? they blank 2026-05-24T19:14:22 https://cdn.discordapp.com/attachments/260443579908882434/1508186413261262869/image.png?ex=6a149f8d&is=6a134e0d&hm=34d8414e3ee19aad3020b249f1bc98e1cae95ce0fff83ac4a6a1a42a96301ecb& 2026-05-24T19:14:23 https://cdn.discordapp.com/attachments/260443579908882434/1508186413995397150/image.png?ex=6a149f8d&is=6a134e0d&hm=604551039849511f971c8c2d33e925fe728713a0129c817ea7ccf7ef8fdddc12& 2026-05-24T19:34:19 are you sure you installed the whole mod 2026-05-24T19:34:57 Some scripts don't have options 2026-05-24T19:35:07 Do their mod pages say hey have options? 2026-05-24T19:35:07 these ones do though 2026-05-24T19:35:35 I can confirm that Third Person Alt Attacks should show more options than that 2026-05-24T19:35:43 Check OpenMW.log 2026-05-24T19:35:47 >serverquote paths 2026-05-24T19:35:51 You can post it 2026-05-24T19:37:05 yeah double check that everything is in your cfg file like it should be, check the log, because you definitely should have more options and its not an OpenMW 0.51 issue that's causing it (I also run 0.51) 2026-05-24T19:39:45 its def all installed and yeah lemme find the log 2026-05-24T19:40:51 https://cdn.discordapp.com/attachments/260443579908882434/1508193080786812978/openmw_LOG.txt?ex=6a14a5c3&is=6a135443&hm=6d1f5118c70266b5e4905af9270092a89ba5006c401b6c98413d0514744b54eb& 2026-05-24T19:44:23 I run 0.51 2026-05-24T19:44:24 https://cdn.discordapp.com/attachments/260443579908882434/1508193969337794718/Zrzut_ekranu_1.png?ex=6a14a697&is=6a135517&hm=abe44bbbdda0a147f7956f2c5cefb5eb89a679af9234f4a47cdd2a9c717690f8& 2026-05-24T19:46:52 so then what theeeee ajfds;lsakdfsaf;djlka ;-; 2026-05-24T19:50:27 okay uh i updated suns dusk just in case 2026-05-24T19:50:30 now everythings appearing fine 2026-05-24T19:50:32 but..... 2026-05-24T19:50:47 https://cdn.discordapp.com/attachments/260443579908882434/1508195570789908590/image.png?ex=6a14a814&is=6a135694&hm=15b6c1203a16240a8b8431f0bd8211cd184ffaaa5c2f58895a06a12727e4799a& 2026-05-24T19:50:49 xdddddd 2026-05-24T19:51:26 oh wait nevermind got rid of it 2026-05-24T19:51:28 seems alls fixed 2026-05-24T19:51:29 blah 2026-05-24T19:51:32 idk why it acted up 2026-05-24T19:51:34 sorry for wasting time 2026-05-24T19:51:35 😭 2026-05-24T19:52:45 Got another insane glitch. There are areas around Mamaea where if my PC steps into it, or jumps over it etc. The entire model freezes, and in first person it starts spinning 1000 mph like a vortex, very trippy. It like completely takes control of the camera, i've broken free but it seem to have to do with where on the map im running around. Does anybody have experience with this kind of glitch and what 2026-05-24T19:52:46 should be done to fix it? 2026-05-24T19:55:59 At first I thought it could be an animation bug, like maybe a turning animation wasn't available so it made my model frooze and spin around. 2026-05-24T19:56:08 It's a symptom that something very bad happened, it's not an issue of its own, you need to provide the logs 2026-05-24T19:56:18 Alright will do. 2026-05-24T20:00:51 Here you go, I started a new load so hopefully it's not stuff with filler 2026-05-24T20:00:52 https://cdn.discordapp.com/attachments/260443579908882434/1508198113721188483/message.txt?ex=6a14aa73&is=6a1358f3&hm=41fb753abba5988bd0c4cdeae214baaeadf593ff0b38bfe307d72966f170aa0f& 2026-05-24T20:02:47 Lots of your Lua mods are kind of busted, it's difficult to narrow down the exact cause 2026-05-24T20:03:11 How do you tell they're busted? Errors? 2026-05-24T20:06:18 One thing to try is updating Greater Intervention. The script shouldn't be breaking what it breaks, but it looks like something that the author patched 2026-05-24T20:06:46 Absolutely I'm on it. 2026-05-24T20:07:13 It doesn't seem like you're using the latest version, at least. That might fix some of the breakage. Please provide the updated log after. 2026-05-24T20:07:25 Alright 2026-05-24T20:10:16 https://cdn.discordapp.com/attachments/260443579908882434/1508200484127641711/message.txt?ex=6a14aca8&is=6a135b28&hm=8a9f30b8018f32266057c2650b26c003eef8d68f9abf1fb414df20f55f96e2cc& 2026-05-24T20:10:30 Well I see a lot of errors at the end lol 2026-05-24T20:10:49 Looks like it's from Pursuit 2026-05-24T20:11:18 Hey, at least it's clearly not Greater Intervention. :todd: 2026-05-24T20:11:28 1 down 2026-05-24T20:12:42 I assume the idle animation is still not playing? 2026-05-24T20:14:10 Well usually I'm jumping around so my model is actually froze in mid air, and the camera moves around but it's on a weird... The camera just moves weird lol, and in first person it just spins and spins. Eventually if I spam buttons enough it'ss unfreeze for a second and go back to spinning 2026-05-24T20:16:05 To explain what you see, the rotate controller (the thing that rotates the first person arms to the angle they should be rotated) expects that an animation will reset the transformation it works with before it works with the character, and if the animation is not playing (this could happen if something interrupted the game mid-frame) the rotation is applied to a node that has already been rotated, causing this 2026-05-24T20:16:14 Like when my model is frozen, I can make the camera flip upside down lol 2026-05-24T20:16:52 Wait, you seem to be explaining something different... Well, either way, mid-frame exceptions are up to no good 2026-05-24T20:17:42 I can send a screenshot here in a sec that'll hopefully show what I mena 2026-05-24T20:17:46 Random things can happen. We should make them actual critical errors that exit the game but then people with busted mod setups will complain until all the things that were exposed are fixed 2026-05-24T20:18:08 I, uh, don't really care about how it looks like, the log is enough 2026-05-24T20:19:45 Yeah it's a thankless job lol. Do you think my save is beyond repair or should I trail and error to see which exact mod is responsible? 2026-05-24T20:20:35 > Error in frame: class does not have creature stats in other words, this basically means that some script caused an entire frame update to be aborted. No, your save should be fine. I'm trying to figure out the mod responsible. Something should be introducing actors_reaction scripts. 2026-05-24T20:21:11 The exact error means that something tried to do something actor-specific with an object that isn't an actor. Usually recovering its stats. 2026-05-24T20:21:30 Perfect thank you, I'll trial and error every LUA if I need to. 2026-05-24T20:21:49 Uhh well I just jumped off of my SkyShip before I had this issue 2026-05-24T20:22:35 What mod is adding the scripts/actors_reaction directory? 2026-05-24T20:23:18 Potion drinking animation mod is completely broken, for the record, though it's not what's doing this. 2026-05-24T20:24:38 <.arrean> It looks like it's pursuit 2026-05-24T20:24:45 <.arrean> Are you using latest version? 2026-05-24T20:25:04 <.arrean> > [16:09:48.528 E] L0xab000002[scripts/pursuit/return.lua] onUpdate failed. Lua error: class does not have creature stats 2026-05-24T20:25:26 This is a stupid question, but how do I find that? Using powershell in the mod directory? 2026-05-24T20:25:58 YEsd I believe so ill double check 2026-05-24T20:26:16 Yep newest version 2026-05-24T20:26:31 Also thank you, that could bethe issue 2026-05-24T20:26:38 No, wait, not completely broken. @sosnoviybor it looks as if the actor script in potion drinking assumes the actor has an animation. This isn't guaranteed, e.g., the actor might be disabled or come from a different cell (if I remember correctly) 2026-05-24T20:27:39 <.arrean> Well, try disabling it 2026-05-24T20:27:43 It looks like it's this https://www.nexusmods.com/morrowind/mods/54711 2026-05-24T20:28:24 Oh really? I've used that forever. I'll be back in like 20 minutes and I'll try taking that and pursuit out and see what happens 2026-05-24T20:28:41 <.arrean> Do them one by one 2026-05-24T20:30:19 <.arrean> which potion drinking you're using btw? Bor's or Fox's? 2026-05-24T20:38:32 @.lelimule for this part of your mod above: > or not Actor.isInActorsProcessingRange(Vict) then -- or defensor isn't in the scene (aggressor is treated below...) I'm not exactly sure how a non-actor ends up here but I guess it somehow does, it's possible that Pursuit adds a package with a non-actor target (???) You might want to add some graceful handling for the situation. It's not what breaks the game 2026-05-24T20:38:32 for the user above but it does cause some error spam 2026-05-24T20:39:37 My current theory is that Pursuit creates a combat package with a non-actor target and the current combat package doesn't expect that at all 2026-05-24T20:39:51 The latter is a fact, the former is speculation 2026-05-24T20:40:50 <.arrean> I'm not sure it does, that may have broken n'garde too. I read combat package targets and send events to them, and was fine with pursuit 2026-05-24T20:41:23 <.arrean> and some other processing, although I may just be lucky and dont' anything actually actor specific 2026-05-24T20:46:54 Maybe it's not that, but if anything ever manages to add a combat package with a non-actor target, fireworks will occur 2026-05-24T20:47:06 The API doesn't guard against that 2026-05-24T20:50:04 Why does Murphy's law apply to the weirdest situations :sadcat: 2026-05-24T21:03:24 Ok, I'm back. I'm using te new potion drinking one from Sosnov, and the Consuming animated mod from Foxunder. Sosnov says they're compatible in his mod page iirc. 2026-05-24T21:03:33 Now to test 2026-05-24T21:05:19 <.arrean> > Probably compatible with Drinking Animated by Foxunder, but you really shouldn't use them together. 2026-05-24T21:05:59 <.arrean> I mean - probably will nothing blow up, but the two are doing the same thing. Except Fox later added food consumption animations too 2026-05-24T21:08:23 Oh crap does it really say that 2026-05-24T21:08:47 Thank you, I'll see which one I want more 2026-05-24T21:11:10 This is the log with no "Indifferent actors", nothing changed on the gameplay side 2026-05-24T21:11:10 https://cdn.discordapp.com/attachments/260443579908882434/1508215808457838712/message.txt?ex=6a14baee&is=6a13696e&hm=8cadbee013ee60f1d45dea691a96ccb078297238afba90efd9e59233dc42fd7b& 2026-05-24T21:12:04 <.arrean> you sure you've disabled it? > L@0x195e5[scripts/actors_reaction/actor_react.lua] eventHandler[combat_detected] failed. Lua error: Actor expected 2026-05-24T21:12:29 Wait I did disable in mo2 but hang on I'm dumb 2026-05-24T21:12:36 It's not the cause for breakage, it's a symptom that acts like evidence for my theory 2026-05-24T21:12:36 It didn't ACTUALLY disable it lmao 2026-05-24T21:12:39 1 sec 2026-05-24T21:14:03 Something started a combat package with a non-actor target, it causes the reaction mod to spam errors, but the mod should be tame otherwise 2026-05-24T21:14:50 Hmm, that's weird. Whats your theory on what mod could be the culprit? 2026-05-24T21:16:19 I have an idea 2026-05-24T21:19:45 Find scripts/omw/ai.lua (it's a built-in script, should be in resources/vfs) Replace the block that starts with args.type == 'Combat' with this: if args.type == 'Combat' then if not args.target then error("target required") end if not types.Actor.objectIsInstance(args.target) then error("target must be an actor") end self:_startAiCombat(args.target, cancelOther) 2026-05-24T21:19:57 Dunno if you still need this but this is without Pursuit and Indifferent actors. 2026-05-24T21:19:58 https://cdn.discordapp.com/attachments/260443579908882434/1508218018281427106/message.txt?ex=6a14bcfc&is=6a136b7c&hm=1bb46c91186ac8f48a3d5021d607564fc33deb0139ba95c029ac5d27354d5fad& 2026-05-24T21:21:37 This would either confirm or disprove my theory 2026-05-24T21:21:57 I'm sorry I'm such an amatuer, where is this at? 2026-05-24T21:22:08 Again, resources/vfs/scripts/openmw/ai.lua 2026-05-24T21:23:23 Don't replace the entire thing, just the part that ends with _startAiCombat 2026-05-24T21:23:48 Yes but is this in mydocuments/openmw? Or, I'm sorry I don't understand the structure. 2026-05-24T21:24:00 OpenMW/resources/vfs 2026-05-24T21:24:07 Not in documents 2026-05-24T21:24:10 <.arrean> it would be where you have the game installed 2026-05-24T21:24:53 Ahhhhh I found it thank you 2026-05-24T21:26:51 A thing to note is that it might not fix a save that already has a borked AI sequence for some actor, it's only supposed to break the script that tries to do the evil thing early, if it already got its chance to do the evil thing some other method would need to be used 2026-05-24T21:28:03 Alright I believe I've got it 2026-05-24T21:28:04 https://cdn.discordapp.com/attachments/260443579908882434/1508220058416058378/image.png?ex=6a14bee3&is=6a136d63&hm=7a7a80be0d2dd51f24773f7d1a19c839fba5b1caf3f45cebf4d0dfa87f60db99& 2026-05-24T21:28:09 ALSO I SHOULD SAY 2026-05-24T21:28:26 No not like this 2026-05-24T21:28:37 https://www.nexusmods.com/morrowind/mods/58699 2026-05-24T21:28:48 I am using that build. I don't know if that matters or not. 2026-05-24T21:28:58 Ok, never mind, it's fine, just bad indent 2026-05-24T21:29:29 In this specific case it shouldn't matter 2026-05-24T21:29:47 Ok good. So should I boot up and see what happens? 2026-05-24T21:30:47 Yes, though again, not guaranteed to do something if the package was added before the game was saved 2026-05-24T21:31:29 Absolutely and again thanks for helping me with this 2026-05-24T21:31:51 Even if we can't fix it i'll try and stay away from mamaea 2026-05-24T21:32:16 Ideally if you could go there in a new game... 2026-05-24T21:32:47 Or with a save that was made before you ever visited the problematic place 2026-05-24T21:33:16 Anyway, the log might be useful anyway if some script tries doing it again 2026-05-24T21:34:26 Here is the log, I will now boot up a test character and coc to memaea 2026-05-24T21:34:27 https://cdn.discordapp.com/attachments/260443579908882434/1508221663538577508/message.txt?ex=6a14c061&is=6a136ee1&hm=0e2af381e56b4330fd6ba32f0c655059d9e7551dbb85f3298fa34b515c03777f& 2026-05-24T21:36:25 Nothing useful. You might want to re-enable the mods you had disabled 2026-05-24T21:36:34 It could be one of them 2026-05-24T21:40:30 Big news, the test character did not glitch out. 2026-05-24T21:40:30 https://cdn.discordapp.com/attachments/260443579908882434/1508223188335595644/message.txt?ex=6a14c1cd&is=6a13704d&hm=01f1bb4b3ede5dd0cc16b49221ec036c63f174cd5cb9ecaffd1d0c272c64f472& 2026-05-24T21:40:46 Now reenabling Pursuit and Indifferent actors and going back 2026-05-24T21:46:07 Another clean run with everything enabled. No glitches 2026-05-24T21:46:08 https://cdn.discordapp.com/attachments/260443579908882434/1508224605284860007/message.txt?ex=6a14c31f&is=6a13719f&hm=3b88bbb96e8ac3e485ba7c2e8f5afe73e4e79d18e62e0afac2606a5738646460& 2026-05-24T21:58:11 are these mods legit? ' I'm used to Rimworld mods that promise "free FPS" but the code is messy and its only a placebo effect 2026-05-24T21:59:21 Yeah I'm pretty sure one of the guys in here reccomended it to me, it's not giving me an extra 20 frames or anything but I think there's a slight difference. (maybe cope) 2026-05-24T22:00:06 <.arrean> It's not a mod, it's an engine fork that implements some features that are currently not present in mainline engine. It diverges over time, and I've no idea when latest fork was made 2026-05-24T22:00:09 <.arrean> but it works, kinda 2026-05-24T22:00:18 In Narsis I was getting like 17 fps, now I'm almost a silky smoothe 28 2026-05-24T22:17:56 can you try loading the problematic save 2026-05-24T22:19:36 Yep 2026-05-24T22:23:12 Ohhh also in the meantime I disabled a few mods, and then the glitch stopped happening, here I've got the log from that too 2026-05-24T22:23:12 https://cdn.discordapp.com/attachments/260443579908882434/1508233934863995085/message.txt?ex=6a14cbcf&is=6a137a4f&hm=f730bfff1a17ed3e3317f3a65810c6ef3555ea42736257a3f831d11ebba77f50& 2026-05-24T22:23:57 Those are the mods I disabled, I assume it's gotta be one of those? 2026-05-24T22:23:57 https://cdn.discordapp.com/attachments/260443579908882434/1508234122412163133/image.png?ex=6a14cbfc&is=6a137a7c&hm=029124d41af76f01c0ef3994dee09d8c13a966ca1fb2ca436bcf291b385cc071& 2026-05-24T22:25:30 Not necessarily. Oh well. I can't think of a way to narrow down the exact mod that caused it without looking at all the vaguely relevant scripts manually 2026-05-24T22:27:33 Bruh.. 2026-05-24T22:28:19 I think it just works, grabbing log 2026-05-24T22:28:34 https://cdn.discordapp.com/attachments/260443579908882434/1508235286436511934/message.txt?ex=6a14cd11&is=6a137b91&hm=701180b537100822d629f5e7645a4b7bd9b9da3c7f69e3d4c9eac3e3f8e093ac& 2026-05-24T22:28:51 But yeah, didn't glitch, wtf. 2026-05-24T22:29:36 The only thing that might be different is pursuit and Indifferent actors may be lower on the load order. 2026-05-24T22:35:11 Not finding anything in the Nexus Lua dump which includes a bunch of relevant mods. A way out there guess is that it's theoretically possible for the RefNums of an actor and an item to match and Lua wouldn't be able to tell between them and when Pursuit recreates the packages things go wrong. 2026-05-24T22:38:01 Not that it's difficult to prevent the issue from happening and fix existing saves, but if the above is the case... ok, really there's not a lot to do to work around the possible remaining weird issues that could arise except fixing the content, and finding the relevant content could be a literal search for a needle in the haystack 2026-05-24T22:42:38 Ok so basically cross my fingers and hope it doesn't start happening again? Do you think I should just go ahead and disable Pursuit or does it not matter? 2026-05-24T22:45:28 If it's a RefNum conflict Pursuit is the suspect because it recreates all packages, so if the process is lossy due to RefNum conflicts it might produce a corrupt package This is purely an educated guess though The AI interface tweak should prevent the most sus thing from reoccurring at the cost of sometimes breaking the script responsible; fixing this during runtime/in existing saves would require C++ changes 2026-05-24T22:46:50 I know nothing in this makes sense to a layman 2026-05-24T22:47:04 Alright, thank you for trying bro somehow it's working for the moment, which honestly was more than I expected when it started happening lol. 2026-05-24T22:47:18 Yeah I'm trying not to sound too dumb lol 2026-05-24T22:58:05 shot in the dark 2026-05-24T22:58:11 maybe stormrider expanded 2026-05-24T22:58:40 some (older) omwaddon mods can cause this 2026-05-24T22:59:04 but specifically mods that, like, put stuff into the game world 2026-05-24T22:59:05 Well I do have a skyship in the air right above Mamaea 2026-05-24T22:59:13 So that could have something to do with it 2026-05-24T22:59:38 the fancy skyship mods are mostly omwaddons from after this bug in our editor was fixed 2026-05-24T22:59:47 but maybe 2026-05-24T22:59:52 But that's not actually storrider it's a different mod 2026-05-24T22:59:56 yes 2026-05-24T23:00:00 But heck I'll check it out 2026-05-24T23:00:40 the airship could be worth looking at too tbh 2026-05-24T23:00:49 who knows what editor versions were actually used to make what 2026-05-24T23:01:31 Yeah it's amazing I have no clue how it works as well as it does lol. I'll deff do some testing if I ever get that glitch to reoccur again 2026-05-24T23:01:51 usually it's rather nightmarish 2026-05-24T23:01:56 I imagine it'll pop back up 2026-05-24T23:02:41 Yeah these glitches on this save have felt like nightmares, I had literal oblivion gates opening up behind me in ascadian isles for no reason last week lmao 2026-05-24T23:03:07 But I am determined to ill Dagoth Ur for the first time on this save and I'm doing it damn it! 2026-05-24T23:43:56 @Capo Ok after more testing I can say it's almost definitely on Pursuit. That seems to be the common mod that causes the bug to happen or not. Outside of that one very first attempt after using the test characters. I can't explain that. But for now it seems to be Pursuit. I'll disable and carry on.