Amethyst Deceiver: I agree with RealmEleven in that the next step would be to discern the differences in the process you used versus my above test process which you said worked as expected. Theoretically, if you repeat the exact process in your mod as that successful test, and it still causes the bug, then something other than navMeshes may be to blame for your particular problem. I assume you didn't originally create the mod preCK, right?
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The problem my little experiment showcased was the fact that we can all temporarily fix the bug by doing different things or, if we all do the same thing, we get different results. http://www.gamesas.com/user/764276-sluckyd/, someone said that because you have an outdated chipset, we can throw your experience of the matter away. I couldn't disagree more and, frustratingly, I can't say more than that - not without saying something I might regret. Firstly, the difference in bug behavior had your machine tagged as fairly new and high performance (which is why it is so difficult for you to reproduce the bug on your machine). My machine is more in the middle of the road, where I like to keep it to get the best of both worlds (i.e. gaming AND testing). So I see diverse results on a problem like this, which points to a resource management issue - if we assume that
all our hardware can't have decided to fail at the same time.
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RealmEleven: Regarding your buggy mannequins, I released a fix for those problems weeks ago, located here - http://skyrim.nexusmods.com/downloads/file.php?id=10652. (it has since been improved to v2.0, with help from Daemonjax - who also released an alternate version which goes even further than my generic fix) Them mannequins acting a fool doesn't necessarily have anything to do with navMeshes, as my fix only alters the Vanilla script. That isn't to say buggy navMeshes aren't the cause of the actual 'wandering' (mannequins across the room or floating when you return)... but I know my fix works around the issue (as well as other issues). [if you want to fix it yourself, simply change "onCellLoad" to "onCellAttach" - but the other mannequin bugs will still affect you. The source IS included with that fix, if you want to mess with it or recompile for reassurance.]
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I downloaded your http://skyrim.nexusmods.com/downloads/file.php?id=10652 some time ago, but I somehow managed to miss the source code. I will take another look for it because I am interested in what else you did. I think I recall http://www.gamesas.com/user/766649-amethyst-deceiver/ telling me about that change from the
OnCellLoad event to the
OnCellAttach event which you are talking about. But, somewhere between the plug-in and my hardware, the OnCellAttach solution got broken. In previous incarnations of the game, there was a need to http://www.creationkit.com/MoveTo - but whether I put all this in the correct order will probably require quite a bit of testing.
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It almost sounded like you got your mod's navMesh working though (by deleting a map-marker-linked object I think you said?). If you think the bug is still there because of the mannequins' strange behavior, try that Script Fix and then retest your mod. Also, thanks for jumping in here trying to help sort this out! Another rational and patient mind is always welcome.
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I just deleted just the link. Both the object and the formerly linked MapMarker are still there. Moreover, this is in an outside cell, whereas those mannequins are in an interior cell, admittedly, an attached interior cell. I'm yet to toss your plug-in in the grinder - but I will get to it.
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Also, by deleting the navMesh data, I use TESvSnip; the entire NAVI grup, and each NAVM record contained in each one of your areas' cells. The areas' cells are located under the CELL and WRLD grups, just keep expanding the branches until you see REFs and NAVMs. I don't know if the CK deletes all the data, so I use the 'Snip' method to ensure thoroughness... should I have to resort to such measures. [one last thing: the CK crashing probably has little to do with anything... it crashes for many people - myself included. Usually it's when I compile a script several times... eventually it comes up with some error then CTD. Just fire it back up and save frequently! ..and for most script testing/tweaking, don't load any plugins or skyrim.esm - just open the CK and the Papyrus manager.. so much quicker][...]
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The
Creation Kit (SkyCK?) crashes less than the
TESIV Construction Set, for which I am truly grateful. It's the question of exactly
when it happened to crash in my little experiment which is, perhaps, potentially amusing - or even interesting. When I mod, I take my time. I make sure that I am aware of whether or not I have made a change and, when I decide to make a change I check the title bar to make sure that the tool hasn't misinterpreted input and made changes of its own - in which case I restart
SkyCK without saving and then implement the change. Once I implement a change, no mater how small, I save. I try to remember to backup the current version every time an in-game test of a given change succeeds - but that's a habit I developed monkeying around with the
Fallout: New Vegas GECK which used to http://forums.nexusmods.com/index.php?/topic/310206-unknown-errors-with-probable-consequences/page__p__2838858#entry2838858 when there were too many exterior cell changes for it to keep track of. In any case, I'm hanging out for Elminster's
TESVEdit when it comes out as it will, no-doubt, identify a multitude of problems - and
TESEdit has always been a very effective and reliable tool to make sure that
TESnip edits do not mess up other things.
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For building websites I might only trust
Microsoft's plain old annoying Notepad (stock standard with every
Microsoft operating systems since
Windows 3.0) but for
Papyrus scripts, I use http://www.creationkit.com/Notepad%2B%2B_Setup. It's a dream compared to what used to happen in the
Construction Set. It was not just the crashes, but the stress of knowing that the thing could crash at any moment and one still can't find the error preventing one from compiling so one can save the script before it's gone to
Oblivion; forever and ever, arrrghhhh!-men. It was enough to make one want to resort to swearing in Latin which would require that one learns to
speak Latin; a bit hard given that the language is long dead, if uninterred. So much for my rationality. What was I writing about? That's right (or left): the whole thing of using another program to edit those scripts prevents those
SkyCK crashes from intruding upon indecisive scripting moments and that http://www.creationkit.com/Notepad%2B%2B_Setup is magic once it's set up correctly.