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> Construction Set Master Error Crashing CS, NiControllerSequence:StoreTargets
mALX
post Oct 24 2013, 04:30 PM
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Please note: This is not effecting the game at all, just the Construction Set =

It is presenting 8 errors per every NPC in every cell, overwhelming the CS and crashing it in any areas with many NPC's (and making it impossible to move around in the CS).


Here is the error message:


NiControllerSequence:StoreTargets 'Characters\_Male\idle.kf'failed to find target with the following identifiers:

m_pcAVObjectNameBip01 Tackle
m_pcCtrlr Type NiTransformController
m_pcPropertyType (null)


Continue Playing?

"Yes to all" will disable all Warnings this session.


Ditto above except line 3 =

m_pcAVObjectNameBip01 Tackle1
m_pcAVObjectNameBip01 Tackle2
m_pcAVObjectNameBip01 Tackle3
m_pcAVObjectNameBip01 Tackle4
m_pcAVObjectNameBip01 Tackle5
m_pcAVObjectNameBip01 Tackle6
m_pcAVObjectNameBip01 Tackle7


I deleted every mod related .kf file (moved the folder to desktop) - didn't fix the issue.

I downloaded and installed a new "Universal Skeleton" - didn't fix the issue.

Urk - does anyone know any other solutions?


The odd part about this is - haven't added/modified any NPC's or animations before this started happening; this just popped up out of the blue.


*



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ghastley
post Oct 24 2013, 04:43 PM
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It's not totally clear whether that's the .kf file having entries for non-existent bones, or the other way round. It could be that the CS is telling you it doesn't have a controller for moving the new bone. Either way, it's just a warning, but it appears it's the flood that causes the problem.

If it doesn't happen without the new skeleton, I'd assume the latter.

Add one new thing at a time, and see which one triggers it.

If you downloaded a new skeleton which replaces skeleton.nif, rather than adding an extra one with a different name, that could be a problem. There's a good reason that skeletonbeast.nif has a separate name, rather than just live in a separate folder as skeleton.nif, like the creature ones.

This post has been edited by ghastley: Oct 24 2013, 04:46 PM


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mALX
post Oct 24 2013, 04:48 PM
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QUOTE(ghastley @ Oct 24 2013, 11:43 AM) *

It's not totally clear whether that's the .kf file having entries for non-existent bones, or the other way round. It could be that the CS is telling you it doesn't have a controller for moving the new bone. Either way, it's just a warning, but it appears it's the flood that causes the problem.

If it doesn't happen without the new skeleton, I'd assume the latter.

Add one new thing at a time, and see which one triggers it.




It was happening already, I downloaded the new skeleton trying to fix the issue.

(Also tried removing all the mod added .kf files by moving them to the desktop in an attempt to fix the issue)

This just started kind of out of the blue, the only thing I added was a bunch of MEO static food nifs.




This post has been edited by mALX: Oct 24 2013, 04:51 PM


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ghastley
post Oct 24 2013, 05:33 PM
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Rename any skeleton.nif under characters/_male and see if the problem goes away.


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mALX
post Oct 24 2013, 06:45 PM
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QUOTE(ghastley @ Oct 24 2013, 12:33 PM) *

Rename any skeleton.nif under characters/_male and see if the problem goes away.



I'll try that.


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mALX
post Oct 24 2013, 07:05 PM
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Still not working right. I am seriously considering reinstalling the CS or both Oblivion and the CS - make a clean install. Urk.



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ghastley
post Oct 24 2013, 08:34 PM
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Do you have any mod-related .bsa's? The resources that cause the issues could have been packed into one. In that case, you can't stop the CS loading them, short of renaming the files to something other than .bsa. It loads all the resources, even if the esp's not in the data list.

I don't like that decision, as mods you've installed, but aren't running, affect your mod-building.

This post has been edited by ghastley: Oct 24 2013, 08:35 PM


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mALX
post Oct 24 2013, 09:09 PM
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QUOTE(ghastley @ Oct 24 2013, 03:34 PM) *

Do you have any mod-related .bsa's? The resources that cause the issues could have been packed into one. In that case, you can't stop the CS loading them, short of renaming the files to something other than .bsa. It loads all the resources, even if the esp's not in the data list.

I don't like that decision, as mods you've installed, but aren't running, affect your mod-building.



In the Oblivion Data folder/OBMM: Yes, I have the (below) list:


Standing JOJO (not checked as active)
See You Sleep
Oblivion Sound Sets
Archive Invalidation
All Natural
Vilja (not checked as active)


- but all of them (except Vilja) have been there over a year, Vilja has been there at least a couple months (and I haven't activated it yet).


The only thing I've added right before these issues occurred was:

MEO Static Dishes
MEO Static Wine Cellar

RM Static Winery - (no ESP, only meshes and textures)

Mr. Silka's Market Resources







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