Your modding facepalm moments.

Post » Tue Jun 19, 2012 5:26 am

3 hours of navmeshing then forgot to save....
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trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Tue Jun 19, 2012 3:52 pm

well, I was making some stuff in my mod... got in game only to find the scale was... well.. way, way, way off.
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Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Tue Jun 19, 2012 7:03 pm

Having my houses in the Tamriel over world appear fine in the kit but no matter what I do they disappear in-game. Spend a ridiculous amount of time trying to fix this and it's brought my modding to a standstill.
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Terry
 
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Joined: Mon Jul 09, 2007 1:21 am

Post » Tue Jun 19, 2012 6:47 am

I didnt know why my spell script wasnt working, and then suddenly I realised I hadn't assigned the property in the editor :P

also the whole save game script persistence thing had me stumblnig around for a long time.
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Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Tue Jun 19, 2012 2:34 pm

Alt-1 unhides everything thats hidden, pressing 1 will only change the visibility of things you have selected

Yes, but if the object isn't REALLY hidden, but you can't see it in the render window, you can select where it SHOULD be and hit 1 three times to make it visible. Definitely had that one several times, especially for large objects.

My best facepalm moment was spending an hour or so trying to figure out why my NPC wasn't appearing in-game. I had placed some new static meshes in an existing world cell and put my NPC on top of that. I TCL'd and found my NPC inside the statics because I forgot to alter the cell's navmesh. Yeah, that was a good one.
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Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Tue Jun 19, 2012 9:07 pm

Finishing my mod, firing up the game to test it, driving myself nuts trying to figure out why it wasn't working...

Then realizing I'd forgotten to activate the esp before I started... :wallbash:
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TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Tue Jun 19, 2012 10:41 am

Realizing that it's not possible to add brand new skills or perk trees, and Bethesda probably won't fix it.
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Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Tue Jun 19, 2012 10:12 am

As I was making my first mod, one of the first things I did was to add Disintegrate to Shock Rune, Intense Flames to Flame Rune, and Deep Freeze to Frost Rune, which required me to create new effects for the perks that used the"Target Location" type. Or rather, duplicate the Target perk and change the firing type. On making said effect I forgot to change the projectile type, so when I tested in game what resaulted was the spell firing 2 different projectiles at the same time. The rune was placed and at the same time the perk effect was firing a projectile which would immedietly trigger the rune and cause it to explode. I actually tried it with Shock Rune first and couldn't tell what was happening (since shock spells are insta-hit of course) but once I tried Flame Rune I could see the green illusion projectile firing

Then to fix the problem I changed the projectile type to the same projectile as the Rune, which in turn lead to another issue where the rune would get visually stuck on surfaces. In the end the solution (which took me days to find) was simply to remove the projectile entry altogether. D'oh.
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Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Tue Jun 19, 2012 8:19 pm

Upload a file to Skyrim Nexus without necessary scripts in the zip. Twice.
Getting frustrated with a script that just won't fire, only to realize that I don't have the mod turned on.
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Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Tue Jun 19, 2012 6:00 pm

Making a mod that encounters 3/5 of the critical CK bugs, which makes it about as useful to users as an esp that deletes the player reference.

Needless to say that won't be released for a while.
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RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

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