How to fix a broken house mod? (post 1.5)

Post » Wed Jun 20, 2012 6:40 pm

The situation is probably well known:

I have downloaded a mod that uses Update.esm as a master. The mod in question adds another room in the basemant of Proudspire manor.
But after Patch 1.5, I get CTD's whenever I exit and re-enter Proudspire manor.
I already pinpointed the cause of the crashes to that mod, by doing the following:
* De-activating all other mods still CTD's the game upon re-entry.
* Using a new character in combination with the above also results in CTD's.
* De-activating the mod allows me to exit and enter Proudspire as much as I like.

A quick search through multiple forums told me that this crash problem is caused by a Navmesh problem.
My question is: Can I fix a mod that is plagued by this issue? If so, how do I do that?

I contacted the creator of the mod in question, and because he has not much free time, he gave me permission to sort this problem out, so I can update the mod accordingly.

Thanks in advance
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Wed Jun 20, 2012 5:15 am

At this time it is doubtful. The problem is being heavily discussed here http://www.gamesas.com/topic/1358688-navimesh-bugs-2/page__fromsearch__1. Since it is a problem introduced in the latest patch, and no work-around has been found yet.......you may be wasting your time.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Wed Jun 20, 2012 1:34 pm

Ah, ok. So its basically waiting for someone to find a solution, then.
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Wed Jun 20, 2012 6:06 pm

If you UL/Link it, it's possible I could fix it with an ONAM list, but you'd be locked out of it as the CK won't set it as "Active" with its ESM flag on. Worth a shot for science?
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Wed Jun 20, 2012 2:36 pm

Whats an ONAM list?
User avatar
Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Wed Jun 20, 2012 9:44 am

http://i.imgur.com/VaIrx.png It's discussed more thoroughly in the aforelinked thread.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Wed Jun 20, 2012 4:25 am

The link to it is below. One warning, this mod can be considered semi-NSFW to some, as it adds a room with working wall-shackles to Proudspire. (But reasoning like that would also make the entire game NSFW, as the Thalmor basically have the same thing.)

http://skyrim.nexusmods.com/downloads/file.php?id=12189

If you succeed, can you tell me how to do this myself so I can try to temporarily fix other mods encountering the same problem?
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Wed Jun 20, 2012 1:25 pm

http://www.mediafire.com/?qsaufy4x97xbcxv with some stuff in the ESM http://i.imgur.com/y2hmj.png.

Oh, you'll probably want to change the voices folder to the ESM's name as the INFO's are all [02]'s
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Wed Jun 20, 2012 11:59 am

If you don't want to go the ONAM list, delete ALL (and I mean all) of the navmesh info with TESVSnip and redo it manually.

Not fun, but it will work.
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Wed Jun 20, 2012 6:53 am

All navmesh info. Is that all NAVM records, and the NAVI too?
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Wed Jun 20, 2012 8:05 am

If you don't want to go the ONAM list, delete ALL (and I mean all) of the navmesh info with TESVSnip and redo it manually.

Not fun, but it will work.
i've tried that. it doesn't work for me
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Wed Jun 20, 2012 3:43 pm

http://www.mediafire.com/?qsaufy4x97xbcxv with some stuff in the ESM http://i.imgur.com/y2hmj.png.

Oh, you'll probably want to change the voices folder to the ESM's name as the INFO's are all [02]'s

What do you mean? I only know the basics of the CK and some basic NifSkoping, nothing more. Sorry :tongue:
But still thanks for helping
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Wed Jun 20, 2012 7:33 am

If you don't want to go the ONAM list, delete ALL (and I mean all) of the navmesh info with TESVSnip and redo it manually.

Not fun, but it will work.
Tried this, it doesn't work.
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Wed Jun 20, 2012 8:43 am

The new beta for 1.5.26 reverts the changes they made to navmeshes. We still have all the old navmesh problems but this should at least take care of the CTDs.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Wed Jun 20, 2012 6:27 pm

Yep, CTDs fixed, but all navmeshes in-game are broken as they were in 1.4. Which I guess is tolerable if your mod has a small enough navmesh for this to go unnoticed :P
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Wed Jun 20, 2012 12:03 pm

Indeed, I will contact the author that the problems are fixed. I am glad Bethesda took relatively swift action.
But thanks for your time
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Wed Jun 20, 2012 10:03 am

I've been building my own dungeon mod and been able to test it fine up until the latest 1.5.26 update. Now when activated, the game CTD before the main menu even loads. I can't even test it now. Should I go through and remove all nav meshes and do them by hand?
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Wed Jun 20, 2012 6:34 am

If you don't want to go the ONAM route, just rename the esp from housemod.esp to housemod.esm. Open it up in the CK, set as active file, save it. CK might crash. Should still work. Will resolve any navmesh issues, for the most part.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Wed Jun 20, 2012 8:21 pm

If you don't want to go the ONAM route, just rename the esp from housemod.esp to housemod.esm. Open it up in the CK, set as active file, save it. CK might crash. Should still work. Will resolve any navmesh issues, for the most part.

this only works if there are no vanilla navmesh edits. from my understanding, if an esm is editing records from another esm (such as skyrim esm), it needs ONAM
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Wed Jun 20, 2012 5:11 pm

Was able to test it. Thanks for the advice. but from this point on, I'll have to edit the esp, then convert it to esm when I want to test it? does that sound about right? I'll do some research on ONAM for a longer term solution. Thanks all!
User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Wed Jun 20, 2012 7:57 pm

Hmmm...Deus Mons edits vanilla navmesh around a portion of the exterior and it uses both esm and esp files....AI seems to work fine. Perhaps I'm not editing enough of it?
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm


Return to V - Skyrim