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

Post » Tue Jun 19, 2012 11:16 am

Is there a video of the difference between the two behaviors of the havok-engine? (maybe even a example with a difference between them in the same situation would be interresting) And is this "dirtier" behavior of havok better or worse than in Oblivion?
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john page
 
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Post » Tue Jun 19, 2012 4:40 pm

I'll post one as soon as i get chance.
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Izzy Coleman
 
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Post » Tue Jun 19, 2012 10:56 am

Is there a video of the difference between the two behaviors of the havok-engine? (maybe even a example with a difference between them in the same situation would be interresting) And is this "dirtier" behavior of havok better or worse than in Oblivion?

I rode around on a horse and run around for a bit, haven't noticed any difference yet. This video was made with the fix enabled:

http://www.youtube.com/watch?v=eMb3jn1m7QE&feature=youtu.be
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Kara Payne
 
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Post » Tue Jun 19, 2012 4:52 am

Absolutely fantastic and beautiful, thats art that is!

(We need to talk, how the heck did you get the map to show like that?)
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Gen Daley
 
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Post » Tue Jun 19, 2012 4:51 am

(We need to talk, how the heck did you get the map to show like that?)
I'm guessing your map just shows you floating high in the sky in the middle of Skyrim? You need to set the usable demensions (All of this is in the World window for your worldspace) to 0 (Both x and y) then set the 4 NE, NW, SE and SW coordinates to you worldspace. This is what appears to limit the cameras ability to pan around. (So you want to make the boundaries just within your land, so the player can go look off the edge of your world into undeveloped land) Make the world map scale 1, and you're good to go. It should now properly show your map. Simple change the corner coordinates until you're happy with how far the camera can pan and you're done. :D
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katie TWAVA
 
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Post » Tue Jun 19, 2012 12:56 pm

A couple of issues for me then relating to this:

1. ESM needs to be linked to the Skyrim.esm or causes a crash. However by linking this causes the player to appear in some Skyrim hall when I try to go into a mesogea save.

2. adjusting the values as you say AJV isnt possible for me as my world etc is in a esm. I cant adjust the esm and save as an esm can I? If i do this as a plugin then I cant as yet merge esp to esm until there is a working merge tool etc.

I can view the map actually, I hadnt tried. doh! However the world appears huge, the clouds appear quite low down the mountains and I can only view a central square of the entire mesogea map.

This is a real learning curve isnt it.
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TIhIsmc L Griot
 
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Post » Tue Jun 19, 2012 12:19 pm

And I have High Hrothgar clouds where no High Hrothgar exists...

http://img853.imageshack.us/img853/9263/screenshot8rt.jpg

1. ESM needs to be linked to the Skyrim.esm or causes a crash. However by linking this causes the player to appear in some Skyrim hall when I try to go into a mesogea save.

This does not happen when the ESM is linked to Skyrim.esm by saving it in CK with Skyrim as master instead of using an external tool, I think. But I guess the Mesogea worldspace would be too big for that because the CK is simply not made for such a thing.

Does anybody know an external tool, that would work for that?
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Emma
 
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Post » Tue Jun 19, 2012 12:24 pm

I believe the world map clouds are a .nif file that you can specify in the ini file.

[MapMenu]
sMapCloudNIF=youtouchmytralala.nif

Dunno if there's a way to have worldspace-specific cloud nifs.

Here's a mod that edits the world map clouds, as an example.
http://skyrim.nexusmods.com/downloads/file.php?id=6411
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Cat
 
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Post » Tue Jun 19, 2012 7:07 am

Can you save and link and .esm file in the CK? I thought that we could only save an .esp file in the CK. How do you link to a master anyway. Would I be able to load it up as a .esp, then save it linked to the skyrim.esm, then convert to a master and avoid the bug that way? Its a fairly big file.

Maegfaer, how have you done the merp esm to avoid the bug?
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Baylea Isaacs
 
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Post » Tue Jun 19, 2012 9:45 am

Can you save and link and .esm file in the CK?

When I create an ESP with TESAnnwyn, I can load it in CK (as active of course) with Skyrim.esm also checked. Now when I save this whole thing then Skyrim.esm becomes its master. This seems not to be possible with a 256x256 worldspace, only up to 128x128 (-64 - 64), probably because the CK is no 64bit software (like the Cryengine for example).
So if your worldspace is 128x128 then the procedure you discribed should work, since this is the way I've done it.

@ Thingy Person

I removed the clouds with

[MapMenu]
sMapCloudNIF=0

thanks!
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Alina loves Alexandra
 
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Post » Tue Jun 19, 2012 8:47 pm

Hmm that could be a problem then with the esp size as it is. There's no way to avoid it unless someone comes up with another idea.
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Damned_Queen
 
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Post » Tue Jun 19, 2012 4:45 am

Very Happy this has been fixed. Thank you very much ShadeMe cudos to you. Someone mentioned trees and foilage. looks like its time to dust off Speedtree CAD and get to work.
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XPidgex Jefferson
 
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Post » Tue Jun 19, 2012 10:00 am

Definitely yes, get those trees underway, how desperately does this game need something more than the pines, pines, pines and more bloomin pines!
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Nitol Ahmed
 
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