What is the 72 hours bug?, Is it like a 24 hour cold
virus?
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What is the 72 hours bug?, Is it like a 24 hour cold
virus?
| Splunge |
Aug 5 2005, 07:33 PM Post #1
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Adept Joined: 2-June 03 |
I've seen the 72 hour bug referred to in these
forums, usually regarding a companion. What exactly is it? Thanks! |
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| BluesTheSquirrel |
Aug 5 2005, 07:34 PM Post #2
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Disciple ![]() ![]() Joined: 11-April 04 |
If a companion, or any NPC is left alone for 72 game
hours their stats will revert to how they were when they were first
spawned.
-------------------- Just because I am American, doesn't make me a
moron. Dont forget, The Elder Scrolls III: Morrowind was made in America. |
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| Emma |
Aug 5 2005, 07:36 PM Post #3
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Diviner ![]() ![]() ![]() Joined: 8-October 02 From: Sweden |
When you have been separated from a npc for more than
72 hours, everything with them re-sets to what it was before you
met. A quest npc mght have forgotten that you ever met. Someone who was hostile to you have forgotten that he was angry. A companion might have losed all his acquired skills. -------------------- Emma's Elder Scrolls Site Memorial book and Memorial thread for Grumpy (March 18th 1950 - June 17th 2005) |
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| Emma |
Aug 5 2005, 07:36 PM Post #4
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Diviner ![]() ![]() ![]() Joined: 8-October 02 From: Sweden |
*deleted* (sorry, doubled posting This post has been edited by Emma: Aug 5 2005, 07:39 PM -------------------- Emma's Elder Scrolls Site Memorial book and Memorial thread for Grumpy (March 18th 1950 - June 17th 2005) |
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| Grundulum |
Aug 5 2005, 07:37 PM Post #5
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Disciple ![]() ![]() Joined: 19-November 02 |
Morrowind keeps track of a *lot* of things you're not
aware of. For instance, it remembers whether you've talked to an NPC or
not, among many others. All that data can seriously slow down your game,
to the point of CTDing it. Fortunately, there's a great way to clear all
that information from Morrowind's data stores: since the game only tracks
that data for the previous 72 hours, resting for three days clears the
stores and can lead to a much smoother game. This is the only 72 hour bug I know of -- I don't (yet) use companion mods, so I'm not entirely certain that this is the bug you were asking about. Edit: Blast! Beaten to the punch not once, but twice by the same person! This post has been edited by Grundulum: Aug 5 2005, 07:37 PM |
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| Splunge |
Aug 5 2005, 07:37 PM Post #6
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Adept Joined: 2-June 03 |
Thanks, BTS! I see why Emma's Laura mods have the telepathy ring! Shame to invest $$$ in advancing her skills to lose it all. |
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| Emma |
Aug 5 2005, 07:42 PM Post #7
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Diviner ![]() ![]() ![]() Joined: 8-October 02 From: Sweden |
QUOTE(Splunge @ Aug 5 2005, 01:37 PM)
Thanks, BTS! I see why Emma's Laura mods have the telepathy ring! Shame to invest $$$ in advancing her skills to lose it all. Oh no!!! Of course you won't lose any of Laura's skill! There is a backup-script keeping track of it all. So you should never have to worry. Same goes for my other companions, except for the oldest one, Witchgirl (who deserves an update). Their skills will always be restored the minute you meet them (or at least next time you check their skills) But... Laura's telepathy ring won't work if you are separated for her for more than 72 hours. This is why she also gives you another ring, that will always bring her to Vivec Foreign Quarter plaza, regardless of any 72-hours bugs. (No worries - the moment you meet Laura, the telepathy ring will start to work again). And as Grundulum says, "bug" is probably not a good word, as the 72-hours"bug" in many way can be very helpful. This post has been edited by Emma: Aug 5 2005, 07:44 PM -------------------- Emma's Elder Scrolls Site Memorial book and Memorial thread for Grumpy (March 18th 1950 - June 17th 2005) |
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| princess_stomper |
Aug 5 2005, 07:46 PM Post #8
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![]() Diviner ![]() ![]() ![]() Joined: 7-November 04 |
The 72 hour "bug" is usually a reference to The
Underground, where a very obscure glitch caused the game to crash for many
users exactly 72 game hours after leaving a certain point in the quest.
The crashes would increase in frequency until the mod was unplayable for
some. People who didn't kill all the spiders in one particular building
would be more susceptible to the bug than others. Qarl's attempt to fix this bug kinda sorta suffered 'mission creep' and will emerge as The Underground 2, with no bug and lots of lovely goodies! -------------------- tessource.net/princess Her Royal Ego |
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| Emma |
Aug 5 2005, 07:50 PM Post #9
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Diviner ![]() ![]() ![]() Joined: 8-October 02 From: Sweden |
QUOTE(princess_stomper @ Aug 5 2005, 01:46 PM)
The 72 hour "bug" is usually a
reference to The Underground, where a very obscure glitch caused the game
to crash for many users exactly 72 game hours after leaving a certain
point in the quest. The crashes would increase in frequency until the mod
was unplayable for some. People who didn't kill all the spiders in one
particular building would be more susceptible to the bug than
others. Qarl's attempt to fix this bug kinda sorta suffered 'mission creep' and will emerge as The Underground 2, with no bug and lots of lovely goodies! Uhm... people may refer to The Underground in connection with the 72 hour "bug", but... the 72-hourbug was generally known and refered to before I think Qarl had even joined the ES-boards -------------------- Emma's Elder Scrolls Site Memorial book and Memorial thread for Grumpy (March 18th 1950 - June 17th 2005) |
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| Grundulum |
Aug 5 2005, 07:53 PM Post #10
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Disciple ![]() ![]() Joined: 19-November 02 |
I believe calling TU2 a case of "mission creep" may
be the single most gargantuan understatement I have ever read on these
forums. And I've been reading for a while. Just so you know. |
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| ninefold |
Aug 5 2005, 08:37 PM Post #11
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Disciple ![]() ![]() Joined: 16-November 04 From: Nibiru |
In other words the 72-hour "bug" is really a feature
built into the game to clean up "garbage" every 72 game hours. -------------------- "I have walked in Shadow and the Light has not
beckoned me home." Check Out a New Male Companion and a Playable Race |
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| Splunge |
Aug 5 2005, 08:41 PM Post #12
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Adept Joined: 2-June 03 |
Thanks Emma. Sounds like companion mod making is a
sophisticated undetaking. Being aware of what is going on "behind the
scenes" as it were makes me appreciate the finished product
more. By the way. I'm upgrading from Laura 2.1 to 2.2. I haven't gotten very far, so I'm tempted to do a clean from 2.1 (drop all Laura related items, leave any cells with her or the cottage, save, disable 2.1, save) and then add in 2.2. Other than start the mod from the start, will that cause any problems (ignoring mod order ones!) Do I need to replace/upgrade the textures/sounds/meshes/etc, or can I simply replace the esp? |
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| Splunge |
Aug 5 2005, 08:50 PM Post #13
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Adept Joined: 2-June 03 |
Thanks also ninefold, grundulum,pricess-stomper and
BTS! (not looking to slight anyone) Grundulum, I used the enchanted editor to clear cells/NPC's affected to help FPS. Sounds like your 3 day vacation trick would work too (and not blank out my map!) |
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| DinkumThinkum |
Aug 5 2005, 08:51 PM Post #14
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Master ![]() ![]() ![]() ![]() Joined: 19-September 01 From: Luna Penal Colony |
QUOTE(Splunge @ Aug 5 2005, 02:41 PM)
By the way. I'm upgrading
from Laura 2.1 to 2.2. I haven't gotten very far, so I'm tempted to
do a clean from 2.1 (drop all Laura related items, leave any cells with
her or the cottage, save, disable 2.1, save) and then add in 2.2.
Other than start the mod from the start, will that cause any problems
(ignoring mod order ones!) Do I need to replace/upgrade the textures/sounds/meshes/etc, or can I simply replace the esp? The readme for Laura 2.2 has a section "5b - UPGRADING IMPORTANT!!! PLEASE READ!!!". That says it for upgrading from 2.0 and earlier, but it also applies to upgrading from 2.1 to 2.2. Follow those instructions: Emma is very good at making her mods upgradable safely. |
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| princess_stomper |
Aug 5 2005, 08:52 PM Post #15
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![]() Diviner ![]() ![]() ![]() Joined: 7-November 04 |
QUOTE(Emma @ Aug 5 2005, 05:50 PM)
Uhm... people may refer to The
Underground in connection with the 72 hour "bug", but... the 72-hourbug
was generally known and refered to before I think Qarl had even joined the
ES-boards I'm pretty sure it has been mentioned more in connection that one mod than I've seen it mentioned elsewhere, hence mentioning it because if someone's seen it referred to in that context and not in the other context (which I wouldn't refer to as a 'bug' - more a 'feature' or 'quirk') they might still be confused. Just trying to help... QUOTE(Grundulum @ Aug 5 2005, 05:53 PM)
I believe calling TU2 a case of
"mission creep" may be the single most gargantuan understatement I have
ever read on these forums. And I've been reading for a
while. Just so you know. I try. -------------------- tessource.net/princess Her Royal Ego |
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| Emma |
Aug 5 2005, 08:55 PM Post #16
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Diviner ![]() ![]() ![]() Joined: 8-October 02 From: Sweden |
QUOTE(Splunge @ Aug 5 2005, 02:41 PM)
Thanks Emma. Sounds like
companion mod making is a sophisticated undetaking. Being aware of
what is going on "behind the scenes" as it were makes me appreciate the
finished product more. By the way. I'm upgrading from Laura 2.1 to 2.2. I haven't gotten very far, so I'm tempted to do a clean from 2.1 (drop all Laura related items, leave any cells with her or the cottage, save, disable 2.1, save) and then add in 2.2. Other than start the mod from the start, will that cause any problems (ignoring mod order ones!) Do I need to replace/upgrade the textures/sounds/meshes/etc, or can I simply replace the esp? |