Big problem: the CK doesn't save properly (some things just

Post » Sat Nov 17, 2012 2:36 pm

Okay so here's the issue...
I can save fine (it says saving... done!) and it doesn't crash, BUT some things doesn't save.

For instance:
I create a new weather by duplicating an existing vanilla one, change some things, edit the name, etc... and after that I go to the regions tab and delete all vanilla weathers in a region and add my weather to 100 % chance. Everything looks fine. I save, still fine.
Then I start the game and nothing... my weather doesn't start. Now here's the strange part, I reopen the CK and load my recently saved weather .esp, and guess what? The changes I made to the region are gone. The vanilla weathers are still in the region. My weather still exists in the objects window, but it isn't added to any regions. It's as if the CK has some big trouble properly saving information.

Note that this doesn't happen all the time. One time I actually succeeded in saving my weathers into a region (they still existed in the region when I reloaded the .esp). Other times the results were the same...

A big CK bug? This is keeping me back from doing my weather mod atm sadly. I'll just do cloud textures in the meanwhile...

Another problem is that I can't force any weathers I add. I can see the form ID in the object window in the CK, and I use the fw command in-game... but nothing happens, as if the weather doesn't exist (even though I can see it in the CK). Sigh.

Can anyone test this and see if it happens on your computer too? Just duplicate a vanilla weather and go into the regions tab, scroll down to the Weather regions at the bottom, then go to the weather tab and delete the vanilla weathers and add your duplication; my advice is to do this to both the WeatherTundra region and another region of your choice (on my tests it seems for some reason that the tundra region had the biggest problems saving... it never saved once). Save it to a plugin and then quit the CK and reload your plugin and see if it saves.
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Symone Velez
 
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Post » Sat Nov 17, 2012 2:04 pm

Sorry.. I read that other thread before reading this one and posted my response there. http://www.gamesas.com/topic/1395016-ctd-and-papyrus-errors-after-v16-update/
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T. tacks Rims
 
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Post » Sat Nov 17, 2012 10:23 am

hlvr: The problem with weather has existed forever. The thing is that you cannot edit an existing weather type to create a new one (by changing the editorID). You have to r-click and create a new one, and even then it won't save your editorID name - that has to be set in a 3rd party app or it'll be blank (but at least your new weather form will exist).

I just tried to r-click and "duplicate" one and it worked to save the new form, but the formID began with FF- which usually indicates an object created dynamically in-game. This may cause in-game drama if the game-engine creates a dynamic formID that already exists. Strangely enough though.. if you reload the plugin in the CK, the formID is automatically foxed to 02- (if update.esm is set as an ESM dependency).. but you have to resave it for it to actually record that change. Also, you still can't change the edID.. you're stuck with whatever xxxDUPLICATE001 that you copied (unless you 3rd party app it).

But If you edit an existing to create a new (like most any other objectType), it never makes a new form but changes whichever existing form (presumably Vanilla, but the same would happen if you change someone's modded form). Your changes SHOULD be saved though - just to that existing record; essentially making it a 'replacer' plugin, which is probably not what you want.
Thanks for the reply!

Something that I didn't mention in the OP but that I perhaps should have mentioned is that I also tried to create a fully new weather (not a duplicate). It showed up one time when I put it in a region, but the other time it didn't show up. What's up with that? It worked one time but the other times it was never saved in the region...
Jjc71 (the creator of Climates of Tamriel) said I was doing the right things and nothing wrong and didn't know why this was happening.

About the editor ID, I managed to change it to whatever I wanted (my mod's name - SkyReal) by first right clicking on the weather name in the object window, and directly after that left clicking. There's a second delay after doing that but it works for me.
When I do this there's a pop-up window that basically says "Create a new object? (press yes). Pressing no will rename this object". If I press no to rename the duplication (which is what I want), it comes a new pop-up window that says "Are you sure? The object is currently in use by 0 objects and 0 references". I'm not sure if that means anything to you but I thought it could be worth mentioning; I've tried to press both yes and no on the pop-window and it made no difference.

My weathers' formIDs are usually 01000D62, 01000D63 etc...

Any help on what I should do is really appreciated, if there really is anything I can do at all. Btw, did you (or anyone else, please) did the test I wrote in the OP in this thread (put your own weathers into a region and save and reopen the CK)?
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ezra
 
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Post » Sat Nov 17, 2012 9:19 am

I never thought to change the editorID directly in the objectWindow instead of in the editor window (d-clicking to open it first)... that's cool that it works (no more need for 3rd party app to do it!). You don't need to r-click though.. just select the object, pause, then select it again and the text should be editable. For "create a new object", by selecting "yes" it creates a clone of the object, while "no" simply changes the name of THAT object.

As for the region thing.. I just tested it and see what you mean. At first, adding the custom weather to a new region, then selecting another region in the worldSpace, then selecting the custom region again - it disappeared. It was because I left the 'chance' set to 0... which apparently makes it get auto-deleted. Changing the chance to something else allows it to save properly.
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Phoenix Draven
 
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Post » Fri Nov 16, 2012 11:17 pm

I "solved" the region thing (a workaround). I'm almost positive it's a CK bug, at least in my CK.
I did over 7-9 tests (saved and reopened each time) and the results were the same all the time.

Firstly, about adding chances, I always added chances to the regions I changed but it didn't get saved. The reason was something else.

My tests showed that the weather-changes in a region aren't saved when you save the .esp if the region doesn't have a * star next to its name in the region list.
So then I tried to figure out how you get a * star next to the region name, so that my region changes gets saved. My first thought was that the star of course means that the weather is edited, but it's not entirely true...

For instance: to get a star for region A, I first have to edit region B [even if region B doesn't get saved]. I have to edit region B by adding a new weather and change the chance to something, THEN I have to click on region A and it gets a star and gets saved! Once the region has a star on it, it can be changed over and over again and again and be saved, so I simply have to do this with all weather regions.

This is really really strange, but I tested it 7-9 times and the results were always the same. So this basically means that if I want to edit region A and have those changes saved, I first have to edit region B (region B won't be saved though, unless I edit region C before clicking on region B]. This also means that it's impossible to change all weather regions in one save... I have to save it several times and to do several edits. What's good news though is that once a region has a star on it, it can be changed over and over again and again and be saved.

Can someone confirm this in their CK as well? Only takes five minutes max :tongue:
If this isn't happening for you, then there's really something weird with my CK... because this was the only way for me to get the changes saved. Extremely strange.
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Sian Ennis
 
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Post » Sat Nov 17, 2012 2:34 pm

One problem that I still can't solve though is that I can't force my weathers...
I can force the weathers in Climates of Tamriel but not mine.
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Rude Gurl
 
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Post » Sat Nov 17, 2012 7:17 am

As I said, my CK doesn't have that strange saving issue.. I checked the data with TESvSnip and it's all there and correct (and reopened in the CK, same).

As for forcing weather; if you have a custom worldspace, you can create a custom climate with your weather assigned to it, then assign that climate in the worldSpace editor. If you have just a specific region you want to force, are you sure that everything is set to 100%? Also, make sure no other weather-related regions overlap into that to-force region.

Another issue that I found in my early mods was that custom weather may not trigger when you want it to - and it may not shut off correctly either.. doing anin-game wait/sleep usually fixed it for me. You may also need some kind of scripting to trigger that custom weather as well. I'm not terribly familiar with regions in Skyrim yet, but my early stuff showed me that it IS a bit quirky to work as one would expect.
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Kate Schofield
 
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Post » Sat Nov 17, 2012 1:43 am

When I'm talking about forcing weather, I'm talking about the fw console command. The weather doesn't need to be assigned to any climate or region for that to work as far as I know. Forcing weather isn't related to regions I think, or the chances (but even still, I've tested to force weathers that are in regions and that have a chance of happening). It should work no matter what region you're in, and no matter what weathers are in that region.


I don't have a custom worldspace, since this is a weather mod meant to replace the vanilla weather completely so only mine is used and not the vanilla.

About triggering the weather no scripting will be needed. All I need is to add my weathers to the regions and they should (now that they can be saved!) appear in the vanilla world. It starts as soon as the first weather change in game so it's pretty simple. But... and a big but, there seems to be some minor issues with vanilla weather still appearing at rare times even though you only add your own weathers into the regions. Jjc71 have experienced this for his weather mod and we've talked about it a bit; he's going to look into it more. I think it's either scripts that are related to the vanilla weathers, or the weather system simply isn't bullet-proof when you walk around in the world...

You've been really helpful and thanks a lot for your time! I'm gonna ask jjc71 one more time about the forced weathers and make sure I'm not missing anything. Otherwise I really don't know why it's not working.
There's one last thing I wonder if you can check though. When you load Skyrim.esm and check in the in the object window go to Climate and then SkyrimClimate... what weathers do you see in the weather types window? I only see SkyrimCloudy at 100 % chance, but in video from another user I saw different weathers there, so that's why I'm asking.
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James Wilson
 
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Post » Sat Nov 17, 2012 1:20 pm

I only see skyrimCloudy too..

About fw though - http://elderscrolls.wikia.com/wiki/Console_Commands_%28Skyrim%29 says that sw and fw may not work properly if the area you are attempting it in is set to something which contradicts it. I haven't messed with it, but if a worldSpace that doesn't have any regions is where this happens then it's the default climate that can't be properly overridden. Otherwise, there may be some kind of scripting, trigger, or quest that overrides your override.

Have you tried using scripting to force the weather? It would be ForceActive (or SetActive for normal transitioning) and ReleaseOverride. Otherwise I dunno.
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Tracy Byworth
 
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Post » Sat Nov 17, 2012 12:37 pm

Thanks for doing that small test with the climate! Glad to know my CK isn't broken on that part...

I'm doing fw in the vanilla worldspace. And it works for the vanilla weathers and the Climates of Tamriel's weathers. It should work for mine as well...
I don't know scripting and I shouldn't need to... I mean, the console command works fine for all other weathers. I don't think any script, quest, etc is overriding it because fw is meant to override absolutely everything - regions, climates, quests.

Could you do me a favour and see if you can make the fw command work? All you got to do is to open up the CK, duplicate a vanilla weather (for instance thunderstorm weather, because that's easy to spot) by right-clicking it. After that, name it so anything you want. Then simply look at the form ID (it is visible right next to the weather's name in the object window), and remember it. When you're in-game (it could be anywhere exterior), just type "fw >insert form ID of weather<". If it works for you, then there's something wrong with my CK on this part as well.

I got two more things I can try but I don't have time to do it tonight. I'll do it tomorrow. It's simply to use a third party program to open up the mod and look at the weather ID. I know from Oblivion that the weather form IDs can actually change in time. My final thought is that the CK shows the wrongly ones for my new weather, which a third party program would detect. The other thing to try is to send the weather .esp to someone else so they can open it up in the CK and see if the form ID is the same.
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C.L.U.T.C.H
 
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Post » Sat Nov 17, 2012 6:59 am

fw xx999 , 999= id number , xx= load order, so if your mod that adds a new weather is 3rd in your load order "fw 03999" and you dont have to worry about the 0 because thats not read.

also yes if you try to call a weather in a area where that weather has 0% chance of happening like calling a ff weather in a tu area it only will last for like 10 seconds or however long the transition time you have for that weather to be.
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Felix Walde
 
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