Grey screen on coc to towns

Post » Wed Jun 20, 2012 11:49 am

I'm working on a custom interior.

coc from my interior to towns results in a grey screen (after the load screen). There is a compass, and I can escape to menu, but that's about it.

I don't have this problem with Skyrim or interior locations, only with towns (e.g. RiftenOrigin).

This matters, because travel to and from my interior is via a teleport spell (MoveTo has the same issue as coc).

I've seen http://www.gamesas.com/topic/1359040-black-screen-on-using-moveto-a-marker-in-specific-cells/page__p__20499389__hl__teleport__fromsearch__1#entry20499389, describing a similar problem, but the solution doesn't seem to apply.

Does anyone have any further insight?
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Queen Bitch
 
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Post » Wed Jun 20, 2012 7:12 pm

I get exactly the same with a non-Skyrim bound (no exterior positioning) location mod I've written. I too use a teleport spell to access it.

I've not been able to narrow it down any, apart from the fact that it also happens with 3rd party "property" mods that allow fast travel from within their interior. I've tried without the teleport function - simply by coc'ing and using fast travel to and from the modded location. At some stage during the process (fairly quickly if not within the first or second move) it goes to a grey screen after travelling - and, weirdly, not only that, but my actor's movement speed doubles up (even though my getav.speedmult remains at 100) and, after a few seconds of double-time movement, it CTD.
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Imy Davies
 
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Post » Wed Jun 20, 2012 7:06 pm

Well, I just removed all my bookshelf activators (I had 10 in all) and just spent 20 mins testing it using COC, fast travel and teleport spells... and everything was perfect.

So, I guess this means that, in some way, it could be the number (or even any) activators in your source cell could cause a real problem with travel... which means its more a game engine issue rather than a CK one.

Unless someone out there knows differently...

EDIT: just added one bookcase activator (full nord upper 4 shelf, 11 books per shelf), all seems to work fine. I have a feeling that there's a distinct limit of bookshelf activators that can exist in the same cell without it getting fubar'd. I also have several weapons rack activators, but I may need to look at splitting my world space into several cells in order to maintain some kind of game integrity.
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nath
 
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Post » Wed Jun 20, 2012 3:51 pm

Yes, deleting bookshelf activators was the solution in the previous thread, but I don't have any.

I do have a complete set of crafting furniture, but deleting it doesn't fix the problem, either.
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Oscar Vazquez
 
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Post » Wed Jun 20, 2012 6:24 pm

Strange... ok, probably a very silly question (for which I apologise in advance) but do you have several place markers, mannequins or X markers in your cell? If so, do you have a COC marker? I ask because I've also found that without an actual COC marker in the cell, that can cause similar (sometimes the same) problems. I also have a full set of crafting and smithing furniture (with an extra enchanting table), together with a "garbage disposal" unit which is script-based.

I didn't have a COC marker though; consequently whenever I COC'd to my cell, I ended up inside one of my mannequins and then when using the map marker to fast travel or COC out, I had a gray screen. Since adding one (overlaying my cell teleport-to X Marker) I've added a further 4 full 11x4 bookshelves, without any issues. I'll keep adding the bookshelves until I hit a limit...
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Angela Woods
 
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Post » Wed Jun 20, 2012 11:24 pm

No need to apologise - all assistance gratefully received!

Of the objects you mentioned, all I have is a COC marker and an X marker. I've tried recreating them from scratch, but the bug persists.
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Keeley Stevens
 
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Post » Wed Jun 20, 2012 4:52 pm

I've had this reported from people trying to enter my unique worldspace from modded interiors. I believe it's a bug of some kind.
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Nymph
 
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Post » Wed Jun 20, 2012 12:34 pm

Are you still having issues with this? I've confirmed through numerous tests now that there is indeed a limit on the number of activators/bookshelves etc that you can have in a cell before the grey screen starts to appear on coc and fast travel (the latter being the first to be affected). Someone somewhere here suggested that it may be because the game engine has difficulty in removing a huge amount of previous cell data from memory and doesn't do it fast enough to render the new location (although why this also affects the movement speed of the player, I don't know...) Upshot is that I managed to get 48 weapon racks, 8 mannequins and 5 11x4 (noble) bookshelf activators into my cell before the "greyness" started happening on fast travel from my cell. Adding another 2 11x4 bookshelves then caused it to happen on COCs.
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SamanthaLove
 
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Post » Wed Jun 20, 2012 7:10 pm

I think the guy to this mod found a way around the teleport to city issue. Something about doing a double load screen...Not sure, but you might want to give his teleport spell a look.

http://skyrim.nexusmods.com/downloads/file.php?id=9473
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Elena Alina
 
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Post » Wed Jun 20, 2012 10:09 am

Yes, I still have this problem.

Thanks for the update on the activator limit.

I've tried the following, without success:
  • Removing all activators (originally, 10 crafting stations and 5 chairs / beds). Since I'm still working on the cell, I've subsequently added 2 buttons, 29 doors and 3 containers, on the assumption that they're no big deal.
  • Upgrade to 1.5.0.26.5 from 1.4
  • Cell moved into the (X, Y) coordinate range +/- 4000 (following a suggestion in another thread).
  • Putting delays on the teleport script.
  • Generating and finalising navmesh.
  • Removing and recreating 3 markers
  • Refreshing all quest aliases and script properties (just in case, because I unintentionally created a duplicate cell at one point)
Still working on it...
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Rebekah Rebekah Nicole
 
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Post » Wed Jun 20, 2012 11:00 am

I think the guy to this mod found a way around the teleport to city issue. Something about doing a double load screen...Not sure, but you might want to give his teleport spell a look.

http://skyrim.nexusmods.com/downloads/file.php?id=9473
Thanks, that works around the problem neatly.

The solution is to jump to a cell which doesn't have the bug before jumping to the town destination:
Game.GetPlayer().MoveTo(dkeSafeCellMarker.GetReference()) ; a marker in a bug-free cellUtility.Wait(0.15)Game.GetPlayer().MoveTo(dkeSkyrimReturnMarker.GetReference()) ; teleport return destination marker

Ironically, this was the next item on my "things to try" list, but of course I will credit LFox for finding it first.
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Dina Boudreau
 
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Post » Wed Jun 20, 2012 1:01 pm

To optimise this solution, I made a "safe cell" containing nothing except an X-marker, which is only used for return to town locations:

; Fix a greysceen bug with jumping to towns by jumping to a safe cell first  if (Alias_dkeSkyrimReturnMarker.GetReference().GetCurrentLocation().HasKeyword(LocTypeCity))    aPlayer.MoveTo(dkeSafeCellMarker.GetReference())    Utility.Wait(0.15)  EndIf; End greysceen bug fix  aPlayer.MoveTo(Alias_dkeSkyrimReturnMarker.GetReference())

Of course, it might be more robust to do this unconditionally, in case the problem ever arises in a cell which isn't a town.

Also, it would still be good to find the root cause, as this is only a fix-on-fail.
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Mr. Allen
 
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Post » Wed Jun 20, 2012 8:38 pm

To optimise this solution, I made a "safe cell" containing nothing except an X-marker, which is only used for return to town locations:

; Fix a greysceen bug with jumping to towns by jumping to a safe cell first  if (Alias_dkeSkyrimReturnMarker.GetReference().GetCurrentLocation().HasKeyword(LocTypeCity))	aPlayer.MoveTo(dkeSafeCellMarker.GetReference())	Utility.Wait(0.15)  EndIf; End greysceen bug fix  aPlayer.MoveTo(Alias_dkeSkyrimReturnMarker.GetReference())

Of course, it might be more robust to do this unconditionally, in case the problem ever arises in a cell which isn't a town.

Also, it would still be good to find the root cause, as this is only a fix-on-fail.
Excellent! Thanks for posting this. I recently started having the exact same issue you described, and this fixed it for me as well.
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Ana Torrecilla Cabeza
 
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Post » Wed Jun 20, 2012 6:14 pm

I've got the same problem, but I was going to try and solve it a different way.
I don't know much about scripting, but will this let follower through as well ?
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dell
 
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Post » Wed Jun 20, 2012 9:42 am

I've got the same problem, but I was going to try and solve it a different way.
I don't know much about scripting, but will this let follower through as well ?
Honestly I find this solution to be plenty enough. If you're worried about the player seeing something he shouldn't, you could fade his screen to black before the move process occurs (it's what I do) and then take it away after he is moved.

I actually don't know too much about a follower coming with you by doing this, but I think if you want a follower to go through you would need to use the game.fasttravel command.

I'll edit my code to what it should look like for what you want to do. I'm assuming you know enough about properties that you can set up the IMod and keyword stuff yourself.

; Move the player to the specified object referenceFunction MovePlayerTo(ObjectReference LocRef)	; Fade the players vision to black	FadeToBlackHoldImod.Apply()	; In order to avoid a cell bug of unknown cause, we must make the player take a pit stop to a different cell if he is moving to a city.	; However, we want to bypass this check if the player is already in the same cell as his target location.	If (LocRef.GetCurrentLocation().HasKeyword(LocTypeCity)) && (Player.GetCurrentLocation() != LocRef.GetCurrentLocation())		Player.MoveTo(PitStopReference)		Utility.Wait(0.15)	EndIf	; Move the player to the target reference, but use fast travel to bring the follower.	Game.RequestAutoSave()			;If you want it to function as a normal fast travel, request an autosave.	Game.FastTravel(LocRef)	; Return the players vision to normal	FadeToBlackHoldImod.PopTo(FadeToBlackBackImod)	FadeToBlackHoldImod.Remove()EndFunction
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Laura Hicks
 
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Post » Wed Jun 20, 2012 1:34 pm

Honestly I find this solution to be plenty enough. If you're worried about the player seeing something he shouldn't, you could fade his screen to black before the move process occurs (it's what I do) and then take it away after he is moved.

I actually don't know too much about a follower coming with you by doing this, but I think if you want a follower to go through you would need to use the game.fasttravel command.

I'll edit my code to what it should look like for what you want to do. I'm assuming you know enough about properties that you can set up the IMod and keyword stuff yourself.


Thanks for taking the time. I actually found a way of getting the followers through and they end up at the proper exit, without fast travel
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Kira! :)))
 
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Post » Wed Jun 20, 2012 5:51 pm

Have you tried using COW instead of COC? Towns are "worldspaces" and not (technically) Cells.
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I’m my own
 
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Post » Wed Jun 20, 2012 7:43 am



Thanks for taking the time. I actually found a way of getting the followers through and they end up at the proper exit, without fast travel
What method did you end up using?

Have you tried using COW instead of COC? Towns are "worldspaces" and not (technically) Cells.

Hah, I didn't even know there was a COC scripting command. Thought it was totally restricted to the console. Though COC/COW is restricted to the cell/world itself, and cannot be used to move the player, or any actor for that matter, to specific locations like moveto can.
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vanuza
 
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Post » Wed Jun 20, 2012 5:13 pm

What method did you end up using?
I used a self activator trigger with a teleport script. Had to set up doors first to get the green tri's on the navmesh, then moved the doors and placed the trigger in the green tri.
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Sherry Speakman
 
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