Fixing the 64x64 cell havok bug. For when you just want a bi

Post » Tue Jun 19, 2012 2:03 pm

[HAVOK]bUseCharacterRB=0
Add the above bit to your Skyrim.ini file - It ought to 'fix' the bug. I'm yet to fully understand what the issue is, but I think it's related to Bethesda's implementation of rigid bodies for characters (bhkCharacterRigidBody). It appears that the landscape MOPP generation code doesn't correctly queue welding tasks for cells outside the -64/64 range, causing CRB entities to 'hop' about (due to collisions with the terrain mesh's triangles). The INI tweak causes the physics engine to fallback to the older (and less efficient) AABB-phantom (bhkCharacterProxy) character controller implementation.

I'll pass along my findings to the devs - If I'm right, it would be a relatively easy fix for them.

PS: There may be side effects to this workaround, so keep an eye out.

:banana: :banana: , shadeMe saves the day again, thank you so much :thanks:
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Danny Warner
 
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Post » Tue Jun 19, 2012 11:21 am

Yeah you can stop pulling your hair out now. :biggrin:

Havent got much.

BTW, Bethesda, if this is a complete fix without the side effects being that the game goes all to pants, maybe "Cheques in the post" to Shade-me might be included in the podcast. Hmm? eh? eh? hmm?
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Karen anwyn Green
 
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Post » Tue Jun 19, 2012 12:40 pm

Time for a new gripe. Wheres the decent trees! Bloody pines and more pines and then some pines. Shade me could you..... no never mind.

;)
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Johnny
 
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Post » Tue Jun 19, 2012 4:52 pm

The INI tweak causes the physics engine to fallback to the older (and less efficient) AABB-phantom (bhkCharacterProxy) character controller implementation.

PS: There may be side effects to this workaround, so keep an eye out.

Wait... immediate elation has calmed some... so, the above quoted section... can you explain that a bit more please? By 'less efficient' are we losing some aspects of animations/havoc interactions? Slower responses from NPCs/Critters?

Are there any specific example of 'side effects' you can think of off the top of your head we need to be on the lookout for?
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Lexy Corpsey
 
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Post » Tue Jun 19, 2012 5:32 pm

Time for a new gripe. Wheres the decent trees! Bloody pines and more pines and then some pines. Shade me could you..... no never mind.

:wink:

Where's the Nord mead?? This calls for a celebration!
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jessica sonny
 
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Post » Tue Jun 19, 2012 10:08 am

Where's the Nord mead?? This calls for a celebration!
Quick, somebody make Common Skyrim (COSK) so we can have some beer.

Damn bees and their stupid honey....
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Avril Churchill
 
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Post » Tue Jun 19, 2012 7:44 am

[HAVOK]bUseCharacterRB=0
Add the above bit to your Skyrim.ini file - It ought to 'fix' the bug. I'm yet to fully understand what the issue is, but I think it's related to Bethesda's implementation of rigid bodies for characters (bhkCharacterRigidBody). It appears that the landscape MOPP generation code doesn't correctly queue welding tasks for cells outside the -64/64 range, causing CRB entities to 'hop' about (due to collisions with the terrain mesh's triangles). The INI tweak causes the physics engine to fallback to the older (and less efficient) AABB-phantom (bhkCharacterProxy) character controller implementation.

I'll pass along my findings to the devs - If I'm right, it would be a relatively easy fix for them.

PS: There may be side effects to this workaround, so keep an eye out.

Tears in my eyes.

This is great, shadeMe, I'll definitely see if I notice any oddities that arise and come back here with them.
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Daniel Lozano
 
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Post » Tue Jun 19, 2012 9:05 pm

Bit of trouble here since loading the latest path. Whenever I try to load up mesogea.esm that has previously worked fine, it now crashes if I load a saved game and shows errors on making a new one, something about myholdlocation or somesuch. The ini tweak hasnt caused it as I tried this with the old ini.

Maegfaer, any problems loading up? Are you running Merp as a plugin? mine is a master. Skyrim master no longer shows up in the load order. Perhaps a patch change>?
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Sunny Under
 
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Post » Tue Jun 19, 2012 7:37 pm

I'm in offline mode so haven't updated for a few weeks now. Can you post the exact error message?
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CHARLODDE
 
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Post » Tue Jun 19, 2012 7:13 am

What is the loss of efficiency that comes with this? Are there any critical bugs that it may cause? I might run the tweak on my game for a while to test.
Wait... immediate elation has calmed some... so, the above quoted section... can you explain that a bit more please? By 'less efficient' are we losing some aspects of animations/havoc interactions? Slower responses from NPCs/Critters
Actually, strike that - Seems like the proxies support threading as it is. Realistically speaking, you won't notice any difference.

Are there any specific example of 'side effects' you can think of off the top of your head we need to be on the lookout for?
Creatures/NPCs being extremely jittery, projectiles not colliding correctly and suchlike - General physics wonkiness. At any rate, I'll see if I can fix the CellMopp code (assuming my theory isn't bugger-all to begin with).
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Cameron Garrod
 
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Post » Tue Jun 19, 2012 6:16 pm

I'm in offline mode so haven't updated for a few weeks now. Can you post the exact error message?

Slight off thread, but best place for this at the moment,

Updated via steam, latest update.

load screen options no longer show skyrim.esm and update.esm in load list.
other master files and plugins appear and can be checked. Load order can be adjusted (not sure if that was there before)

1. Load mesogea.esm and nothing else.

Try to load save game and immediate crash on starting from save game.

Try to start new game, 3 errors appear and have to be clicked OK:

"WETRIGGER Script 01099883 warning oninit() myhold location property has not been set, this will cause errors"
Click OK
"WETRIGGER Script 018D13EA warning oninit() myhold location property has not been set, this will cause errors"
Click OK
"WETRIGGER Script 01099883 warning oninit() myhold location property has not been set, this will cause errors"
Click OK

Game hangs on loading screen, music continues.

2. Load mesogea.esp

New game loads ok
Saved game (no mesogea content) loads ok.

Seems as if using anything as an esm now causes errors.

Shakes head. One step forward, then Bethesda get involved, one step back.
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Emma Louise Adams
 
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Post » Tue Jun 19, 2012 6:34 pm

I don't think I'll have that issue, since MERP uses a stripped down Skyrim.esm. All scripts in it are gone, the file is only 6 MB. Just static resources for world development and races left.
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TIhIsmc L Griot
 
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Post » Tue Jun 19, 2012 2:01 pm

Might be worth looking at. Actually I could do with doing the stripped down version myself as much of it is pointless to my project anyway. I'll PM you.
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Cody Banks
 
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Post » Tue Jun 19, 2012 3:18 pm

[HAVOK]bUseCharacterRB=0
Add the above bit to your Skyrim.ini file - It ought to 'fix' the bug. I'm yet to fully understand what the issue is, but I think it's related to Bethesda's implementation of rigid bodies for characters (bhkCharacterRigidBody). It appears that the landscape MOPP generation code doesn't correctly queue welding tasks for cells outside the -64/64 range, causing CRB entities to 'hop' about (due to collisions with the terrain mesh's triangles). The INI tweak causes the physics engine to fallback to the older (and less efficient) AABB-phantom (bhkCharacterProxy) character controller implementation.

I'll pass along my findings to the devs - If I'm right, it would be a relatively easy fix for them.

PS: There may be side effects to this workaround, so keep an eye out.

You sir.. are a jedi master...
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Ross Zombie
 
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Post » Tue Jun 19, 2012 8:47 pm

[HAVOK]bUseCharacterRB=0
Add the above bit to your Skyrim.ini file - It ought to 'fix' the bug. I'm yet to fully understand what the issue is, but I think it's related to Bethesda's implementation of rigid bodies for characters (bhkCharacterRigidBody). It appears that the landscape MOPP generation code doesn't correctly queue welding tasks for cells outside the -64/64 range, causing CRB entities to 'hop' about (due to collisions with the terrain mesh's triangles). The INI tweak causes the physics engine to fallback to the older (and less efficient) AABB-phantom (bhkCharacterProxy) character controller implementation.

I'll pass along my findings to the devs - If I'm right, it would be a relatively easy fix for them.

PS: There may be side effects to this workaround, so keep an eye out.

Here's hoping that really was the solution.
And if it turns out to true, then all I can say is: You rock!!
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DeeD
 
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Post » Tue Jun 19, 2012 7:04 am

Wow... If shademe is right, then Bethesda owe him BIG TIME! The future of Skyrim modding depends on this bug being fixed. In any case, great work by ALL involved in testing and attempting to fix this bug. Cheers to the OP for creating a thread and ensuring that people are aware of this problem. ALL HAIL THE MODDING COMMUNITY!!! :banana:
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Jonathan Windmon
 
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Post » Tue Jun 19, 2012 8:37 pm

Slight off thread, but best place for this at the moment,

Updated via steam, latest update.

load screen options no longer show skyrim.esm and update.esm in load list.
other master files and plugins appear and can be checked. Load order can be adjusted (not sure if that was there before)

1. Load mesogea.esm and nothing else.

Try to load save game and immediate crash on starting from save game.

Try to start new game, 3 errors appear and have to be clicked OK:

"WETRIGGER Script 01099883 warning oninit() myhold location property has not been set, this will cause errors"
Click OK
"WETRIGGER Script 018D13EA warning oninit() myhold location property has not been set, this will cause errors"
Click OK
"WETRIGGER Script 01099883 warning oninit() myhold location property has not been set, this will cause errors"
Click OK

Game hangs on loading screen, music continues.

2. Load mesogea.esp

New game loads ok
Saved game (no mesogea content) loads ok.

Seems as if using anything as an esm now causes errors.

Shakes head. One step forward, then Bethesda get involved, one step back.

I was afraid this would happen. You need to read this http://www.gamesas.com/topic/1353517-important-load-order-and-you/. And then please let Wrinkly know and get some testing underway. With the latest patch Bethesda is now using plugins.txt to maintain your load order, which is good, but master files get deselected from your load order. Currently it's just the Skyrim.esm and update.esm, but it might be other masters and your problem seems to indicate that that might be the case.
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Stephanie Nieves
 
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Post » Tue Jun 19, 2012 1:44 pm

With the new settings fixing the X co-ordinates, might it be a good idea to just check the Y is still working ok to put our minds at rest? Just in case it affects that in some way, like some polar reaction or something.
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Susan
 
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Post » Tue Jun 19, 2012 7:09 am

:bowdown:
Thank you so much shadeMe. It seems that half of the MERP Team already did this, but we cannot praise you enough for your solution. You saved our mod :smile:
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jessica breen
 
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Post » Tue Jun 19, 2012 7:05 pm

Thanks a lot ShadeMe! You've just become one of my heros of TES modding :)
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Amie Mccubbing
 
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Post » Tue Jun 19, 2012 8:27 pm

I really hope that it is as easy to fix as shadeMe said, a dev will listen to him and implement this fix as fast as possible and then give him the title "Modding Genius" instead of master ^^
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Carlitos Avila
 
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Post » Tue Jun 19, 2012 4:44 pm

:bowdown:
Thank you so much shadeMe. It seems that half of the MERP Team already did this, but we cannot praise you enough for your solution. You saved our mod :smile:

Haha, yes, thanks very much sir!
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Melis Hristina
 
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Post » Tue Jun 19, 2012 3:24 pm

@ShadeMe: Many thanks from my Team for fixing that bug. :)
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Daniel Brown
 
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Post » Tue Jun 19, 2012 11:00 am

haha, can't believe it's such a tiny thing to fix it too. ShadeMe, you sir are a gentleman and a scholar.

since in the past couple of days we seem to have fixes for both the 64x64 issue and correct landscape LOD generation, it's looking good. I'm about to move onto object LOD and region generation, but I think I'll give that it's own thread - stops people getting confused while searching on the issues they're likely having.

Once we've confirmed all our methods are working, should we possibly put together an in-depth worldspace creation tutorial? What with coordinate issues, texture issues, the awful CK and LOD stuff spread out over several threads, I can see how someone new to this might find it incredibly daunting and hard to get info.
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Code Affinity
 
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Post » Tue Jun 19, 2012 6:40 am

[HAVOK]bUseCharacterRB=0
Add the above bit to your Skyrim.ini file - It ought to 'fix' the bug. I'm yet to fully understand what the issue is, but I think it's related to Bethesda's implementation of rigid bodies for characters (bhkCharacterRigidBody). It appears that the landscape MOPP generation code doesn't correctly queue welding tasks for cells outside the -64/64 range, causing CRB entities to 'hop' about (due to collisions with the terrain mesh's triangles). The INI tweak causes the physics engine to fallback to the older (and less efficient) AABB-phantom (bhkCharacterProxy) character controller implementation.

I'll pass along my findings to the devs - If I'm right, it would be a relatively easy fix for them.

PS: There may be side effects to this workaround, so keep an eye out.

Such an important post and yet so modestly put? I had to read it twice before I realised he'd fixed it as it just kind of came out of the blue, no trumpets, no fanfare, no starting a new thread? How cool is that? Very imo, and what makes the modding community such great people.
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Emily Shackleton
 
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