Castle Mod - having issues with static displaying and game c

Post » Tue Jun 19, 2012 3:10 am

I am building a Castle that is rather large interior wise and exterior. The castle will eventually have a working city and I want to involve a quest line that will carry on from the main storyline. right now I am just in the player house mod phase with this mod and having issues with minor things so the latter above will be way off but i still want to get this castle up and running.
one of the issues I am having is statics not displaying in game but displaying correctly in the creation kit. these are non-moveable statics. Exterior wise, The statics will not display at all even if you try to walk on them. its like there is an invisible floor. Sometimes they will show up and sometimes they wont in game. Interiors on the otherhand, certain ones like pillars and roofs wont show up at all but hallways will show up when you walk on them. if im walking down the hallway and the next static is not displayed but i walk torwards it as if it is there, it will display as soon as i touch it and the statics behind me i was just on dissappear to include most of the room! i can see the lights and everything from other rooms still. its like i walked into a portal. but this is not the intent in the creation kit. it is all seemless in the kit. i thought all this would go away but it hasnt.
Another problem i am having is the game crashing on me trying to enter another cell. the way the cells are set up is the castle and the city exterior itself is in the tamriel world. you can walk up to it and see it and its walls but to get in you have to enter through the front gate. its in tamriel im having issues with exterior static's. now once you enter the front gate it takes you to another worldspace, which shares landscape and LOD with tamriel (set to parent). currently i have no issues with this world not displaying anything. it works perfectly fine! now to get into the castle you obviously enter into a door that takes you into the interior. its the first interior (which is duplicated from WIndhelm's Palace of kings throne room) that i am having interior static issues. this takes you to an upper mid hall which is also duplicated from the blue palace in Solitude (but on a 2.0 scale). this room works fine.. However, I made another exterior world just for a courtyard that i wanted to indulge alot of graphics into. but i cannot seem to test this exterior in game because the only door i have which is through the midhall, the game crashes after one picture on the load screen. in fact there is a 20 second delay from me clicking to the load screen displaying then 5 seconds of load screen then crash to desktop. i had this exterior at one point in tamriel and then i moved it to the castle worldspace but to conserve ugrid loads when walking around, i moved it to its own worldspace and ever since ive been getting crashes when trying to test it. ive tried everything i could, deleted scripts that were on statics that i used.
I need help! i want to make this a public release mod in the future with all my plans but these things will make it useless if i cant get them fixed.
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leni
 
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Post » Tue Jun 19, 2012 8:15 am

If you copied an interior cell for your new interior, it sounds like the http://www.creationkit.com/Room_Bounds_and_Portal_Basics are giving you problems.

Click on View->Show/Hide window, and check "Portals and Rooms" to see them in the CK.
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Jonny
 
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Post » Tue Jun 19, 2012 7:51 am

If you copied an interior cell for your new interior, it sounds like the http://www.creationkit.com/Room_Bounds_and_Portal_Basics are giving you problems.

Click on View->Show/Hide window, and check "Portals and Rooms" to see them in the CK.

room bounds? is that for the statics not displaying?

EDIT: disregard see next post.
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Bird
 
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Post » Tue Jun 19, 2012 3:59 am

ok that fixed the issue with the interior statics not displaying in game. thank you! but i am still having issues with exterior statics not displaying and the crash i am getting on this. Update on this: i changed the worldspace the courtyard was put in to be its own "world" and not inherit anything from the other worlds. i went in and spent 45 minutes redoing the landscape and everything. I am still getting the crash. the crash happens during load screen trying to get to this world space. ive redone the door links and everything. checked to make sure no scripts were ausing the issue or markers.
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Steph
 
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Post » Tue Jun 19, 2012 2:50 am

WHAT THE HELL! so in efforts to try and troubleshoot this myself i was able to get into the worldspace in game. i went and made another door teleport into there, deleting the other teleport from the midhall and it didint crash WTF?! what on a door could cause loading of a cell to crash? BTW i am using the large dwemer door to do this.

PS: im still having issues with exterior statics....
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Helen Quill
 
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Post » Tue Jun 19, 2012 8:47 am

The issue of statics dissapearing is a well-known bug by now, and it seems that the only workaround until a fix comes out is to set it to "full LOD", which unfortunately puts it at full detail from any distance, which can clog up your game if there's too many things using it, but willhave to do.
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flora
 
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Post » Tue Jun 19, 2012 2:38 am

ah good to know. but i am still at square one with the crashes. so i was able to utilize another door in another interior and get into the worldspace i wanted to get into. no crashes nothing. so i figured it was a door issue and deleted the old one. and it prmpted me about references associated with this door. it seems that even though it wasnt told to teleport it, it was still referenced to all the doors i had set it to in the past. so i deleted both in hoping that i could resolve that issue and replaced it with the dwemer load door instead (the other one was the regular door which swung wide open). i did this on both sides and im still getting a crash. i can teleport to any other interior from this cell but i cant seem to teleport to the exterior i made through this interior. im gonna go in later to see if i can teleport to any other exterior from this cell to see if its exterior teleportation issue but otherwise i am at a loss right now.
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Nienna garcia
 
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Post » Mon Jun 18, 2012 8:43 pm

So i went in and tried setting the door to teleport to other exterior cells and i keep getting the crash but other interior cells ive made work fine. would could be causing this cell to crash when you try to leave it to an exterior cell? interior cells work fine!

EDIT: I also tested other types of doors too it wasnt specific to doors. I also just confirmed my error on the interior cell. I created a new interior from duplicating a dwemer interior. deleted EVERYTHING and put in what was needed to link the interior to the exterior. played in game no issues! what is causing this interior to crash when loading exteriors?
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Trista Jim
 
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Post » Tue Jun 19, 2012 6:59 am

i was going to start my own topic on a situation very similar to this, but your issue is close enough i think. i too have a near finished house mod (a reworking of a little used quest location into a viable player house), that despite everything working crashes the game when i try to leave the cell to the exterior. to be clear, entry to the house from the exterior is fine, leaving the house through the same doors crashes the game.

i actually built this mod from scratch twice, as the first time i wasn't sure what i'd done wrong. the newer, totally clean version, still crashes, but i have managed to work out that its the mannaquins, book shelves and weapon racks that seem to be breaking things. i have everything set up excpet the display activators (which are static placeholders atm) and the doors work fine. but add even one display activator and it goes pop as soon as i try to leave. it doesn't seem to matter if i copy the displays from another cell or make them myself, so i am begining to wonder if its just my straining pc after all. is there some memory dump thing that happens when you leave a busy interior cell for the exterior, that may murder an already stressed computer?

but thanks for posting your testing anyway, was very helpful, and the first time i'd seen this problem on the forums.
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kasia
 
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Post » Mon Jun 18, 2012 5:42 pm

i was going to start my own topic on a situation very similar to this, but your issue is close enough i think. i too have a near finished house mod (a reworking of a little used quest location into a viable player house), that despite everything working crashes the game when i try to leave the cell to the exterior. to be clear, entry to the house from the exterior is fine, leaving the house through the same doors crashes the game.

i actually built this mod from scratch twice, as the first time i wasn't sure what i'd done wrong. the newer, totally clean version, still crashes, but i have managed to work out that its the mannaquins, book shelves and weapon racks that seem to be breaking things. i have everything set up excpet the display activators (which are static placeholders atm) and the doors work fine. but add even one display activator and it goes pop as soon as i try to leave. it doesn't seem to matter if i copy the displays from another cell or make them myself, so i am begining to wonder if its just my straining pc after all. is there some memory dump thing that happens when you leave a busy interior cell for the exterior, that may murder an already stressed computer?

but thanks for posting your testing anyway, was very helpful, and the first time i'd seen this problem on the forums.

the room i leave does have mannaquins but at the time of me testing the issue i did not have any triggers or activators present on the mannaquins. the mannaquins were all just static displays the player could not interact with. i suppose i could try place a dummy mannaquin in another cell and see if i can leave that interior to another exterior.
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jess hughes
 
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Post » Mon Jun 18, 2012 10:12 pm

after a day of further testing, its really looking like its just the amount of stuff in the house thats causing the problem. i've got to the point where i'm just adding a bottle of mead, checking it, adding another. i cant find anything saying that this will happen if your interior cells are too busy, but i'm left with little else to blame. perhaps its just my pc (which has been making unhappy noises the last few days).

going to try to cut the thing in half and see if that solves it.
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Tanya Parra
 
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Post » Mon Jun 18, 2012 6:00 pm

after a day of further testing, its really looking like its just the amount of stuff in the house thats causing the problem. i've got to the point where i'm just adding a bottle of mead, checking it, adding another. i cant find anything saying that this will happen if your interior cells are too busy, but i'm left with little else to blame. perhaps its just my pc (which has been making unhappy noises the last few days).

going to try to cut the thing in half and see if that solves it.

at first i thought this was the case too. but when i looked at other interiors like some of the dwemer dungeons, there is alot of [censored] in there! in fact there is more than 3 times the amount of items in that interior than mine. there really isnt much to my interior other than alot of the statics are scale 2.0

I also did a bit of testing. I put some dummy mannaquins in another interior with no activators. tested in game. works fine i can go to an exterior just fine. i go in and add the activators, works just fine. so its not the mannaquins, at least not for the other interior cell i used.

i also placed a copied weapons rack from another instance and it still works fine.

I also went back and deleted all the mannaquins and weapons racks from my interior and redid the teleport. it still crashes! but here is something its doing new now! instead of getting a black screen delay i am getting a load screen render automatically but no loading smoke. that doesnt come in until right before it crashes.
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Oceavision
 
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Post » Tue Jun 19, 2012 9:28 am

i have disproved the mannaquins therory too, and managed to get a couple in to the house as well as a few display cases. not enough though, and the house is still not finished. it seems that if i add too many things at once the CTD happens when i try to leave the house, but only through the doors to the city cell. by leaving through the back door (tunnels) i can get back to the city cell by going though a few interior cells first just fine.

cutting it up in to two cells doesn't work either, and in fact breaks my current working mod as if i'd added a few more mannaquins. the problem is always, and only, leaving though the main doors back to the city cell, what ever i do.

my new plan, if you can call it that, is to finish the house on the inside so that everything is in place and working and hope that i can fix the problem at some point after that. if anyone knows if a memory issue can happen due to too much clutter please let me know, as i have been planing this mod since my first play through and i can't move on and build something else until i get this one finished. my desk has a new face shaped hole in it already.
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Miranda Taylor
 
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Post » Mon Jun 18, 2012 10:43 pm

i have disproved the mannaquins therory too, and managed to get a couple in to the house as well as a few display cases. not enough though, and the house is still not finished. it seems that if i add too many things at once the CTD happens when i try to leave the house, but only through the doors to the city cell. by leaving through the back door (tunnels) i can get back to the city cell by going though a few interior cells first just fine.

cutting it up in to two cells doesn't work either, and in fact breaks my current working mod as if i'd added a few more mannaquins. the problem is always, and only, leaving though the main doors back to the city cell, what ever i do.

my new plan, if you can call it that, is to finish the house on the inside so that everything is in place and working and hope that i can fix the problem at some point after that. if anyone knows if a memory issue can happen due to too much clutter please let me know, as i have been planing this mod since my first play through and i can't move on and build something else until i get this one finished. my desk has a new face shaped hole in it already.

do you use SKSE to run your game?
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rebecca moody
 
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Post » Tue Jun 19, 2012 3:36 am

not usually no. though i have tried it recently to see if it helped. no dice.

your totally right about the amount of clutter in some of the vanilla cells though, so i am kind of at a loss as to what is really going wrong. it certainly seems like adding more things to the cell causes the CDT, but because its only though some of the doors, and only in one direction (internal->external), i know something else is going on too. and if it was really just the clutter i'm sure there would be a lot more people with similar issues.

also, because splitting the cell in to two doesn't help either (and as i said, actually causes the CDT in an other wise clean esp), it doesn't seem to be the amount of things in the cell at all. unless a record of everything that was once in there is also saved somewhere, and then perhaps that is the problem.
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Marina Leigh
 
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Post » Tue Jun 19, 2012 4:38 am

i was actually able to split my cell into two. the front area where the door is that leads to my exterior was rather large so i just sectioned it off and created a whole nother interior using that section and connected them. it seemed to work and is working still.

I came across the following mod in nexus:
http://skyrim.nexusmods.com/downloads/file.php?id=9494

If you scroll down to the bottom it mentions something along the lines that they had issues with it crashing and it was due to SKSE installed in their folders. a simple update to the new release fixed the crash issue (if you CTRL+F "GRIMELVEN" you will find it). Now if you don't use SKSE as in click the launcher that utilizes it and only use the Skyrim launch, I do believe SKSE still has an effect on the scripts that run in your game even with it still installed to your game folder. when i get back to my room tonight i am going to test this theory out after updating to the new version.

Here it is if you were wondering:

http://skse.silverlock.org/

Also, I'm not totally ruling clutter out as there are types of clutter. IE, activators, scripts, etc. there may also been hidden scripts on some of our statics or clutter that are hidden that might be causing the issue. what type of statics are you using for your interiors? this room is using mostly Blue palace interiors with dwemer doors and door frame.
I am also going forward as planned until i find a fix or until someone comes forward with a known fix.
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Marquis deVille
 
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Post » Mon Jun 18, 2012 10:04 pm

alright so that idea is out the window. i updated SKSE to the current version - still crashed. i deleted SKSE and ran the game normal - still crashed. so its not SKSE. i think I'm just bound to utilize a secondary interior because that is the only thing that seems to work right now....
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Frank Firefly
 
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