Gamebreaking bug for worldspaces bigger than 4 quads in widt

Post » Mon Jun 18, 2012 12:52 pm

By all the land around it you mean the whole 2/3 of Tamriel LOD, or just until the LOD starts (and if so, where is that point?)?

yeah. I just looked it up.
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Laura Simmonds
 
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Post » Mon Jun 18, 2012 10:14 pm

yeah. I just looked it up.
Uh, sorry, I don't understand, that was an either/or question.
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Neliel Kudoh
 
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Post » Mon Jun 18, 2012 6:53 pm

Uh, sorry, I don't understand, that was an either/or question.

I meant, Skyrm and all the land around it...the 2/3 of Tamriel, all fit within 4x4 quads.
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lolli
 
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Post » Mon Jun 18, 2012 9:48 pm

I meant, Skyrm and all the land around it...the 2/3 of Tamriel, all fit within 4x4 quads.
Thanks. That's a reasonable amount of space, but for some projects I know it just won't be enough (including new province mods if they want it in the one worldspace), and that svcks. Really hope they fix this.
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Mandi Norton
 
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Post » Tue Jun 19, 2012 12:23 am

Thanks. That's a reasonable amount of space, but for some projects I know it just won't be enough (including new province mods if they want it in the one worldspace), and that svcks. Really hope they fix this.
Unfortunately, it's not really a useful space. I haven't compared in exact detail, but Western Morrowind would be OK, just, but none of Vvardenfell. Practically none of High Rock fits, and less than half of Hammerfell. Most of Cyrodiil fits, apart from a little of the East and maybe the Western tip. Anvil should be inside - barely. Elsweyr will fit, Valenwood would probably lose Woodhearth, and Black Marsh is about as badly supported as Morrowind.

We need this fixed if players are to be able to travel freely across Tamriel - especially using ship mods. The only way round it I can see would be a scripted solution divide the world into "timezones" and transition worldspaces when one is reached - but that sounds horrible, and all worldspace modding would have to cease until it was proven to work
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Brian LeHury
 
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Post » Mon Jun 18, 2012 5:02 pm

Clearly an uncaught bug, not surprising given the size of world Beth tends to work with these days. Hopefully Beth will continue to demonstrate their commitment to supporting the modding community and find the error and fix it. Large landmass mods and tcs have so much potential it would be a massive shame if they where hamstrung like this (although I guess a very long and thin landmass is still possible). I messed around quite a bit in the Mesogea mod for Oblivion and even though it was very very far from release ready when I tried it the potential of a massive landmass really struck
me.

Come on Beth show us the love! :)
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leigh stewart
 
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Post » Tue Jun 19, 2012 12:53 am

Bump. This is a real mod breaker. The CK can be patched very easily via Steam (one bonus) so if the Devs can fix this then the update could be before any major patching allowing many mods to progress. There are numerous mods that fall out of a new landmass, extended landmass so even those who think it wont affect them now, may very well find it causes them problems later.
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Kira! :)))
 
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Post » Mon Jun 18, 2012 3:00 pm

Not quite sure exactly what thekarithian means to say here, but the sentiment is exactly right. This is not a CK problem, though. This is a game engine problem, so it's Skyrim that needs a patch.

This has a massive impact on most of the serious mods that will take months or years to build and we can't even plan how to start without a fix. I can't begin to use the CK until this engine bug is fixed: there's exactly nothing I can work on, because I don't know whether I'm working in the context of an enlarged Tamriel or one of many separate split worldspaces.

I'm sure my position is a minority one, but to me the CK is worthless until this game engine bug is fixed, or a fix has been ruled out.
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Kelly Osbourne Kelly
 
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Post » Tue Jun 19, 2012 2:52 am

Sure, the small mods and armor sets are good fun for those who already play Skyrim, but these bigger mods could actually bump up sales quite a bit. Would be a shame if they didn't happen, all parties would sort of lose..
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Lauren Graves
 
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Post » Mon Jun 18, 2012 2:19 pm

Pretty much exactly what I am saying, sorry, should have said the game can be patched very easily and happens automatically so is no problem to anyone and a benefit to everyone.

What I mean about affecting more than just the mod makers, this will cause reduced interest in modders resources, new animals and creatures, new bolt on space to Skyrim, new islands, interiors, basically anything that wants to extend much beyond the borders of Skyrim, as has been said this will just about get some of the neighbouring lands into the game but anything beyond that would have to be dead LOD. Skyrim isnt that big, it only takes a couple of city mods and the place will get cramped. Remember the sense of walking out of the Imperial city in OBlivion and straight into a goblin camp, then a hundred yards on there is an Ayleid ruin, then round the corner.....it wont take long for Skyrim to feel squeezed in, once the mods start really flowing.

Want to do an island off Skyrim, tricky....
Want to do Tamriel? sorry, much is off limits
MERP
Mesgoea
and any other new land space you can think of. Cant.
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joannARRGH
 
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Post » Mon Jun 18, 2012 5:33 pm

In that case - yup: +1 everything thekarithian just said!

Since it does seem that the devs are watching us - this has just jumped to the top of the priority list as far as many of us are concerned (whether they know it or not!) and is sitting there waving a flag.
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The Time Car
 
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Post » Mon Jun 18, 2012 10:49 pm

True. If I could make one request of Bethesda that would be fulfilled, it's a fix for this bug.
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Kate Norris
 
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Post » Mon Jun 18, 2012 1:16 pm

We need to try to get one of the Devs to say whether this is actually feasible or not at all.
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Karl harris
 
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Post » Mon Jun 18, 2012 9:09 pm

tweet @BGS_Devs perhaps?
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ONLY ME!!!!
 
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Post » Mon Jun 18, 2012 3:15 pm

If anyone can do that, I am at work for a couple of days and wont be in the office.

We also need to keep the problem visible in the forums, bumping it back up regularly. i would have for an update to come out and find no-one even knew about this bug.

This video highlights the problem: http://www.youtube.com/watch?v=qndePb5jEO4&feature=youtu.be

Bug occurs anywhere east or west of the current Skyrim landmass: MERP map showing affected quads http://img13.imageshack.us/img13/8141/problemarea.png
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Alyna
 
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Post » Mon Jun 18, 2012 8:26 pm

This, the Navmesh issue, and the animation import issue should (hopefully) be their top concerns right now,
if they're goal was for the big mods to attract new sales over the next 5-6 years.

I was pretty pumped at the prospect of seeing the Beyond Skyrim flesh out. This mod/resource in and of it self has the
potential to attract large amounts of mod teams of all sizes.

Wouldn't be surprised if somewhere there's hardcoded values that sets the range that high quality collision
detection is active within. Purely optimistic speculation :blush:. Hope it gets patched.
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SamanthaLove
 
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Post » Mon Jun 18, 2012 12:24 pm

This has to be fixed. Surely? The reason I still play Morrowind today, and am excited about Morrowind's future, is because of same-worldspace mods like http://img835.imageshack.us/img835/1196/morrowind20120103205337.jpg, http://img806.imageshack.us/img806/9335/scampshot9.jpg, and http://i766.photobucket.com/albums/xx304/LestatDeLioncourt1872/ScreenshotForest.jpg.

The reason I still play Oblivion today, and am excited about Oblivion's future, is because of same-worldspace mods like http://tes.nexusmods.com/downloads/images/27235-1-1286028715.jpg, http://tes.nexusmods.com/downloads/images/25023-1-1264707651.jpg, and http://tes.nexusmods.com/downloads/images/29688-1-1265054619.jpg for exploration.

The reason I look forward to Skyrim's future is for all the talented modders who will expand on the provinces beyond Skyrim, and create a fully explorable, seamless Tamriel just like the previous two games in the series. This CK issue would make me forget Skyrim pretty quickly if we're limited to only one province. Bethesda claim they recognize that mods extend the life and popularity of their games. Now is their chance to prove that by addressing this issue.
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Sun of Sammy
 
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Post » Mon Jun 18, 2012 5:58 pm

Very well said. The issue may only affect a relatively small number of mod teams, but a large amount of players.

Anyway, I don't expect Bethesda to fix the bug if I look at their track record... There have been and still are horrible bugs in all their games that affect a far larger group of people and sometimes the core of the vanilla game as well, and they don't fix it. Unless there has been a drastic change in management attitude at Bethesda, they probably don't care enough to assign manpower to fix this. My hope is that we, the modding community can somehow patch it up. "We" have been far better at fixing bugs than Bethesda in the past games.
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Lory Da Costa
 
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Post » Mon Jun 18, 2012 8:46 pm

Is everyone else starting to feel like demanding their money back. The CK is the worst crud I have used in ages. Bugs galore.

CK is FREE first of all, and was never a tool you neccesarily Purchased (Just requires you have the game on steam) So, if you dont like it, stop using it. :stare:
I for one am loving it.

On topic. Noted. Very odd.
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Alexander Horton
 
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Post » Mon Jun 18, 2012 12:50 pm

This has to be fixed. Surely? The reason I still play Morrowind today, and am excited about Morrowind's future, is because of same-worldspace mods like http://img835.imageshack.us/img835/1196/morrowind20120103205337.jpg, http://img806.imageshack.us/img806/9335/scampshot9.jpg, and http://i766.photobucket.com/albums/xx304/LestatDeLioncourt1872/ScreenshotForest.jpg.

The reason I still play Oblivion today, and am excited about Oblivion's future, is because of same-worldspace mods like http://tes.nexusmods.com/downloads/images/27235-1-1286028715.jpg, http://tes.nexusmods.com/downloads/images/25023-1-1264707651.jpg, and http://tes.nexusmods.com/downloads/images/29688-1-1265054619.jpg for exploration.

The reason I look forward to Skyrim's future is for all the talented modders who will expand on the provinces beyond Skyrim, and create a fully explorable, seamless Tamriel just like the previous two games in the series. This CK issue would make me forget Skyrim pretty quickly if we're limited to only one province. Bethesda claim they recognize that mods extend the life and popularity of their games. Now is their chance to prove that by addressing this issue.

SIlgrad, Valenwood and the forthcoming Black Marsh mod and the unmentionable mod, you pretty much have 1/2 of Tamriel already.
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Louise Dennis
 
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Post » Tue Jun 19, 2012 3:38 am

The problem is that Bethesda have known for a long time there are large world mods in the making, especially those that extend the TES borders and its starting to look like they did this on purpose, to hamstring beyond skyrim mods, that way they are short sightedly cutting off competition. Perhaps they are testing the water with SKyrim and intend to do other provinces. No good making a gift of the CK to such modders. I have my suspicions that the delay for 3 months was partly due to hamstringing.
Seriously? Is your favorite hat made of tin foil?
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yessenia hermosillo
 
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Post » Mon Jun 18, 2012 5:08 pm

Why not create another worldspace for the other provinces? Because of the sheer size, a load screen would seem reasonable to me.
I am working on project that had taken this approach. Seems ok, so far.

Bugs that affect me are; this one (have a work around as above), the Navmesh bug, and the animation import issue.

I have contacted Gstaff. I suggest if you truly want this fixed, rather than whine here, you get in touch. The more peeps that he hears from, the better (but still small) chance that Bethie actually fixes it.
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Je suis
 
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Post » Tue Jun 19, 2012 3:44 am

@Severed Skullz - I think you misunderstand thekarithian's point. I genuinely would not have bought Skyrim without the promise of a fully functional CK - and, mistrustful wotzit that I am, I did not buy it until that promise was given a release schedule. If I hadn't bought it when I did in order to get prepared for modding then the current problems would definitely stop me buying it now until and unless they are fixed.

The game itself is actually a minor part of what I get from a TES purchase: I seriously would not have bothered to buy Skyrim without the promise of modding.

The CK is part and parcel of what I bought - if there are enough bugs in it to make modding impractical then it's not fit for purpose and I deserve my money back.

Won't get it, of course.
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TIhIsmc L Griot
 
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Post » Tue Jun 19, 2012 3:38 am

I have sent the following tweet. If this issue is important to you, and you have a twitter account, can you copy paste so the Beth devs see it's important to us. @ Beth devs - hope I'm allowed to solicit tweets ....

@BGS_Devs: Cells beyond -64

Please note - retweets are only seen by your followers - you know who you are, but thanks for trying!

Cut'n'paste, please!
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Charleigh Anderson
 
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Post » Mon Jun 18, 2012 2:43 pm

It's worth a try I suppose.
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Benito Martinez
 
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