A little help from the greybeards here (review my mod for is

Post » Fri Nov 16, 2012 2:26 pm

Hey Gang! You all have been extremely helpful so far in helping me with my first mod.
I just threw it up on Nexus: http://skyrim.nexusmods.com/mods/19481 in hidden mode, but I think you should be able to find it on Nexus.

This is my pre-Beta, with the navmesh are working and the exterior is fully cluttered. There is no interior at this point , save the Kitchen / Quartermaster building.

All looks good, except...
I still am not able to determine why I get the repeatable CTD in and around cell -2,2.
I have also gotten a repeatable crash heading out the Whiterun gates out west past where the Khajiit caravan sets up, head over the stream and BANG, CTD.

I have not seen it occur anywhere else, and I've spent several hours cruising all over the Labyrinthian / Morthal region, and West of the DovKroniid redoubt along the ridge line.

Any help on what I am doing wrong would be appreciated.

Thanks!!
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leni
 
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Post » Fri Nov 16, 2012 12:38 pm

The file is hidden. Nobody will be able to see it unless you select their Nexus username and give them permission.
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Julie Serebrekoff
 
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Post » Fri Nov 16, 2012 11:28 am

Darn, let me throw it open for a day or two.


EDIT: Done.
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tegan fiamengo
 
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Post » Fri Nov 16, 2012 10:02 pm

I would be most grateful if anyone fires this up in the ck and sees if there are any glaring issues.
There are probably some dirty edits but ahem ensued when I attempted to cull them out in the ck.
Some are a result of penalizing the mesh in adjacent cells. some are a result of copying items from warehouses . None should be serious , but what do I know- I've only been modding for about four months .

The only significant problem i can see in game is the ctd around cell -2,2 but I'll be darned if i can find a reason for it.

Thanks in advance!
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katie TWAVA
 
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Post » Fri Nov 16, 2012 9:54 pm

The only saves I have at the minute that are really stable are really low-level. Is that going to be an issue for testing?
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Christina Trayler
 
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Post » Fri Nov 16, 2012 11:29 am

I have been testing with New characters lvl 1 or 0.
It might be overpowered at that level.
I am mostly looking for examination via ck to see if I've committed any unpardonable Modding sins.
: )

Still, a blind playthrough would be fun and challenging, the bandits are set on hard, but should level. Lotsa archers , very few mages .
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Kelsey Anna Farley
 
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Post » Fri Nov 16, 2012 7:48 pm

010175A6 (primitive with zero extents encounterd for reference..): Your Activator "DovKroniidAdvancedCampBanditTrigger" has no model assigned to it. I've never heard of this before, and don't know what the purpose of it is. If you were trying to make a trigger box, you'd click the 'box-T' on the toolbar; then scale and move it to order (and assign the proper collision layer to achieve what you want).

But deleting that REFR 010175A6 eliminates the CTD. I would replace it with a 'true' trigger box as explained above.

Not for nothin, but the navMesh in your cell DovKroniidEXT03 has tri's that need to be replaced/fixed. No big deal, but may cause pathing issues in some cases. What I do is delete the error-tri's, then create new ones in their place by highlighting the proper vertices and hitting 'a'. If you get the same errors on the same tri's, you may have to move those vertices a little because something's inverted or strange.
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Fiori Pra
 
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Post » Fri Nov 16, 2012 3:46 pm

@SLuckyD:

I think I copied in that triggerbox from WarehouseAmbushes.

>>Are you saying you eliminated the the CTD from cell -2,2 when you deleted that trigger? That would be HUGE news :smile:

(I don't think the trigger is necessay anyways - the bandits seem to trigger just fine when you come into missile range).

I will look at DovKroniidExt03 and check / path / finalize it again!
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Wayne W
 
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Post » Fri Nov 16, 2012 9:24 pm

Yup - the CTD stopped after I deleted that ref.

First I tried to assign an actual model to that custom Activator object, but it still CTD. I also saw some unfamiliar data in your mapMarker, and deleted it - but that didn't work either. So I looked at the ref that causes an error when loading the CK; and it uses that 'blank' Activator baseObject. It's set up like a trigger would be, but I think because it's got that strange baseObject assigned to it (rather than a box-T trigger box), it causes drama.

I try not to cut/paste ANYTHING Vanilla as I've heard dozens of instances where this causes problems that shouldn't really be happening. The only things I copy/paste are non-actor, non-marker refs which aren't linked to anything... such as the statics and loose items in the interiors of two Vanilla ships (for my Gokstad mod). If you copy/paste anything that is linked or has special/'unique' data attached to (eg: a certain questline or non-generic script), the odds of it not working as you want it skyrocket.

But that ref is actually in 0,0. The game will crash as soon as that cell is loaded - so any time you come near that vicinity, depending on how far your cellGrids are set to load, it'll crash (-2,2 being right 'down the street', it get's loaded). I used Snip to delete the ref, then used "cow tamriel -2,2" from the Title/Main Menu to test it quickly... because of ongoing contention with 3rd party apps (which I am a proponent of), I recommend you use the CK to do all your modding and adjustments. (at least until you are experienced enough to make your own decision, and potential bugs have been ironed out of the apps)

[EDIT: I think I know what you did now... you said you copied that trigger from the nilla warehouse, correct? Rather than copying the REF (actual thing placed in the renderWindow), it seems you copied the baseObject then placed a ref of THAT in the renderWindow. TriggerBoxes are generic and ALL use the same baseObject; then one would edit the ref and change the collision layer to suit one's needs. Next time, either copy/paste the actual ref next time, or create an entirely new one with the box-T thing.]

[EDIT2: I just remembered that ref that needs to be deleted seemed invisible in the renderWindow.. so you have to select it in the cellViewWindow. Sort the cells by coords, go to 0,0, and just look for the name 'DovKroniidAdvancedCampBanditTrigger' and delete it.

Also, about the navMesh; doing a check doesn't seem to work ALL the time. When you first load the plugin in the CK, write down those two tri's that show you errors, then manually find them. Of course there may be an easier way, or the 'check' may actually work.. sometimes I tend to do things the 'hard way', but my mods never have the obvious problems others do so...]
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Gill Mackin
 
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Post » Fri Nov 16, 2012 5:21 pm

I will look at this immediately when i get home today!! What you said matches very closely with what i was seeing - repeatable crashes starting around the east side of -2,2 and clustered around 0,0.
if this nails the problem i will be indebted!!
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laila hassan
 
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Post » Fri Nov 16, 2012 7:36 am

SLuckyD: You nailed it!! I owe you big time!
I will credit you in the Credit section in game.
I went to 0,0 and deleted the ref; fixed the tri 40 / tri 0 issue and it rocks now - no CTD in the area it happened repeatably!!
I really appreciate it; I would have never looked there and I assumed that warning thing was just the slew of warnings you get on start up (like all the autoloaddoor in faraway cells.

I think I can go beta on this now!! You rock!! Thanks!!

This modding community is so awesome!
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Amie Mccubbing
 
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Post » Fri Nov 16, 2012 7:20 am

Glad I could help! And it didn't even take but 10min either.. thankfully. Sometimes problems tke FOREVER to figure out.

Not for nothin, but generally speaking - ANY error you get when loading a plugin in the CK, BEFORE the following error, should be rectified. There are certain exceptions, particularly when loading individual cells (eg: shader error when the cell contains a custom mesh of a certain type, horse-harness-bone error near stables, etc).

"MASTERFILE: NavmeshInfo 00028e37 has no parent space, ignoring"

Once you see this Vanilla error, everything after it is almost always Vanilla (unless it was fixed with the new Skyrim Update, but I doubt that). Anything you see BEFORE this error, take note of and try to fix.

[EDIT: Once I see that nilla-navMesh error, I press 'yes-to-all'. If it shows any other errors after THAT, they are caused by your plugin as well, but that's pretty rare. Errors before the above though.. I always click 'yes' so I can see the extent and specifics of what should be fixed.]
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Ludivine Poussineau
 
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Post » Fri Nov 16, 2012 11:46 am

"MASTERFILE: NavmeshInfo 00028e37 has no parent space, ignoring"

Something I really wish they'd fix.
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Solène We
 
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Post » Fri Nov 16, 2012 5:32 pm

Yes, what does that really mean and does anyone really know what it affects?
Is it a legacy issue of the fix to Navmesh in 6.1?
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Floor Punch
 
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Post » Fri Nov 16, 2012 11:08 pm

It's an error that's been there since November I'd assume. It's always been there in the CK. They're probably not going to fix it though since updating Skyrim.esm would make a Steam patch rather big.
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Batricia Alele
 
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Post » Fri Nov 16, 2012 7:57 am

Those errors shouldn't affect anything in-game. To eliminate the errors on my own system when I load the CK, I altered the Update.esm to fix all of them - so now the only errors I get would be caused by my mod (if any at all). I alter the ONAM subrecord in the header to reflect the extra changes to existing records in Skyrim.esm.

The navMesh error is caused by an NVMI subrecord in the NAVI record, it points to a NAVM that doesn't exist. The fix is to create that missing navMesh from scratch, and assign it the proper formID. When the plugin is saved (before merging it into update.esm), a new NVMI is generated; which is altered to reflect the location of the new NAVM.

All the other errors are caused by door markers being placed INSIDE of an autoload door's green radius. Scaling does NOT work, so the fix is either to move each autoload door, or to move the door marker that is placed inside it. For my update.esm, I use both techniques depending on the layout for each instance.

I am considering releasing this as a mod on the Nex; obviously for modders only, as I don't think it affects anything in-game (though it may be what causes certain issues in areas like Helgen, but I doubt it). Before releasing it though, I need to do a bunch of in-game testing to make sure those autoload doors will still trigger properly. I would have tested this already, but some are quest-driven and hard to isolate the behavior to see if it's working or not. I also don't play the actual game, so don't really have a need to make sure the doors work heheheh.

[EDIT: why Ma Beth hasn't fixed these issues is beyond me.. I guess it doesn't bother them enough, or they haven't gotten enough complaints. But it only took me 10min to fix, after 5min of figuring out the problem.]
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Alexxxxxx
 
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