tolerance Posted November 11, 2022 Posted November 11, 2022 ok, so like 2 outdoor cells in my own worldspace crash ingame but not in construction set, i was tired of finding the culprit nif, so i just copied all items and npcs to an indoor test cell, and it booted up just fine. the only things i did to these 2 cells is edit their editorIDs in tesedit, but i did that to another cell that loads fine, i don't have any scripts that call for the cells' old IDs (wilderness). can these cells be the problem , and can i fix them?
tda2 Posted November 11, 2022 Posted November 11, 2022 (edited) 1 hour ago, tolerance said: ok, so like 2 outdoor cells in my own worldspace crash ingame but not in construction set, i was tired of finding the culprit nif, so i just copied all items and npcs to an indoor test cell, and it booted up just fine. the only things i did to these 2 cells is edit their editorIDs in tesedit, but i did that to another cell that loads fine, i don't have any scripts that call for the cells' old IDs (wilderness). can these cells be the problem , and can i fix them? It looks strange, I have not seen anything like it, although I made a bunch of mods with scripts, animations and new models ... In addition to the worlds, however, I had crashes when the NPC packages were configured incorrectly (with vanilla settings) - this can really happen. If for you it is fundamentally possible to test your original mod on my system. Edited November 11, 2022 by tda2
fejeena Posted November 12, 2022 Posted November 12, 2022 Yes wrong AI packages can crash the game and can crash the CS. I once created AI packs with TES4Edit and then I load the Mod in CS and the CS just crashed, it didn't even finish loading. World cell do not like wrong placed trees. In the DibellasWatch Mod was a cell that crashed often, sometimes even when you were in the neighboring cells. So it took me some time to find the bad cell. In one cell was an NPC but otherwise just rocks and trees. But is was a cell with only rocks and trees. The only "wrong" thing were 2 trees that were in the wrong cell. esm and esp cell were different. Then I checked other mods that often crash in some places and found more "moved out of the original cell" trees. I moved the trees back to their original cell, or deleted them in the esp and added a new trees. Since then I always make sure not to change the cell of trees of the esm in an esp. And my game became more stable. But this "bug" doesn't always crash the game when you enter the cell. In some places with trees in "wrong" cell I never had crashes. ------------------ And old deleted mods can crash your game. Have you tried the cell with a new game, new character? Not an old save with a character that has been in the cell before. If in your save is an old ref but the Mod of the ref was deleted the gane try to load the ref ... and crash. Like the Bruma hero statue if you wear armor and weapon of a Mod during the Bruma Oblivion gate quest and then you use othe armor/weapon and delete the no longer needed Mod. Also deleted companions, slaved, ... who had been waiting in a cell and are in your save can crash the game. This "bug" will always crash your game.
tolerance Posted November 13, 2022 Author Posted November 13, 2022 (edited) Daedric Paeridise chunk.esp ok so there may be some missing textures and some nonexistent placed items( i don't know how to clean these up without removing them one by 1) but this should be pretty stripped down, the 2 cells being whorsebarn <3,5> and a0palaceofmadness <3,6> yes, i used a fresh character, and all the copied rocks and trees and 2 npcs work in the test cell Edited November 13, 2022 by tolerance
fejeena Posted November 13, 2022 Posted November 13, 2022 The cells work. Not CTD no problems. I walked, ran and flew in the cells. No, I did not test swimming. Spoiler Do you have a mesh replacer installed for CathedralAkatosh01.nif ? Or a CathedralAkatosh01_far.nif ? If so, then delete it and test if the cells work with vanilla CathedralAkatosh01.nif ------------------ Other things: Two errors in the NQD Wilderness Quest. twice GetInFaction NULL - Null Reference [00000000] AI Package: you changed vanilla BanditBossWanderInterior [PACK:0003DC4F] So you change all vanilla BanditBoss NPCs and all Mods that use the AI Pack. The same with the vanilla TrigZoneOblivionRD002Eruption [SCPT:0000CCFA] You change all vanilla and Mod TrigZones that use this script. Why not create a new trigger zone with own script? And you changed more than 30 vanilla Weathers. Why?
tolerance Posted November 13, 2022 Author Posted November 13, 2022 huh, ok, the models work elsewhere, it must be the faction or ai interacting wierdly with the cells, i swore i tested them by disabling the npcs, ah well, thanks for the help. ... although, maybe its the far mesh... i cant remember if i added that recently, oh, do you know if you need anything special to make far meshes for your own buildings?
fejeena Posted November 13, 2022 Posted November 13, 2022 There is no NPC in the cell, so no AI pack or faction can crash the game in the stripped down esp you uploaded. When I looked at the esp in TES4Edit I thought it might be the weather or the regions crashing your game. Then I did the in game test and had no crashes. So it must be something else. Yes AI packs can crash the game. Faction ? ... don't think so. Maybe factions with "NULL - Null Reference [00000000] " in the Relation section. ------------------------------------------------------------------------------- far nif best will be to make a new nif with Blender... but I can not use Blender. far nif don't have Tangent space (binormal & tangent vectors) , collision, BSXFlags, NiStringExtraData If I make a far nif I use the normal nif and delete all Tangent space (binormal & tangent vectors) Then I delete the collision, BSXFlags, NiStringExtraData Then I copy the textures and scale them very small. Put the new textures in the LowRes folder and change the textures path in the _far.nif The resulting nif is still quite large, but that's about all I can do with NifSkope. If you do it with the 2326kb vanilla cathedralakatosh01.nif you get a 1570kb far.nif But a real far nif from a far nif mod is only 19kb Here the 19kb far nif I use and the lowres textures cathedralakatosh01_far.7z
tda2 Posted November 13, 2022 Posted November 13, 2022 (edited) 12 hours ago, tolerance said: Даэдрический Paeridise chunk.esp 839,02 Кб · 1 скачать Хорошо, так что могут быть некоторые отсутствующие текстуры и некоторые несуществующие размещенные элементы (я не знаю, как очистить их, не удаляя их один на 1), но это должно быть довольно урезано, 2 клетки - это whorsebarn <3,5> и a0palaceofmadness <3,6> Да, я использовал свежий символ, и все скопированные камни и деревья и 2 npc работают в тестовой ячейке I ran almost everywhere with companions, there were no visible errors. Edited November 13, 2022 by tda2
tolerance Posted November 14, 2022 Author Posted November 14, 2022 oh my bloody goddess, there was a failed test car that i thought i set to "initially disabled" and moved far enough underground it didn't render. ...i did not disable it x_x on a related note, any automobiles out there that are stable, working and easy to replace meshes?
fejeena Posted November 15, 2022 Posted November 15, 2022 (edited) Automobile? Car? DukeCity: it is a bad nif, no texture, no Tangent space (binormal & tangent vectors) but it works. ( but you should add NiStencilProperty and clean the nif with "Crop to Branch" function ) A jeep https://www.nexusmods.com/oblivion/mods/45767/?tab=files Or in Apocalypse Now the same nif: boot and helicopter https://www.nexusmods.com/oblivion/mods/46444 Also kingkong has made a helicopter nif https://www.loverslab.com/files/file/2029-fantesy-house/ There was a Mod with a car wreck, but I can't remember the name. Or maybe a motorcycle https://www.nexusmods.com/oblivion/mods/35978 Or a locomotive from DwemerSubway https://www.nexusmods.com/oblivion/mods/18203 EDIT: And DukeCity has some nice pictures Spoiler Advertisement from the Fast Food Shop Edited November 15, 2022 by fejeena 1
tolerance Posted November 16, 2022 Author Posted November 16, 2022 (edited) ah, that betty's jeep was so close, after fixing the creature having a skeleton that wasn't in the same folder as the folder that came with the esp, i got a summonable car... that i couldn't ride, maybe i should try using fenrir as a base again... the honda motercycle seems wierd, lots of nifs, lots of script, i could try the train, does it need the rails, i wonder if no turning animations could be a problem... anyway thanks for giving me the courage to test my mesh with other skeletons, maybe some day.... Edited November 16, 2022 by tolerance
tda2 Posted November 16, 2022 Posted November 16, 2022 (edited) 8 hours ago, tolerance said: ah, that betty's jeep was so close, after fixing the creature having a skeleton that wasn't in the same folder as the folder that came with the esp, i got a summonable car... that i couldn't ride, maybe i should try using fenrir as a base again... the honda motercycle seems wierd, lots of nifs, lots of script, i could try the train, does it need the rails, i wonder if no turning animations could be a problem... anyway thanks for giving me the courage to test my mesh with other skeletons, maybe some day.... Actually, you need to make a simple animations for the car, BUT with a double skeleton (like in the vanilla horse animation). Those. the double skeleton is only needed to CREATE the animation, otherwise it's just like a horse. In other words, you need to correctly assemble the skeleton for creation anims, like with bows, books, etc. And how this skeleton looked at the developers is sometimes difficult to understand ============================== There are no problems with the train either - several animations on the spline), except for the main one - it should not move from collisions with actors - I don't know how to do it. And animations for the train are very easy to make. Edited November 16, 2022 by tda2
tolerance Posted November 16, 2022 Author Posted November 16, 2022 i just had the dumbest idea: the car as an amulet, wich forces a sitting animation and makes noise when you move... possible?
tda2 Posted November 16, 2022 Posted November 16, 2022 (edited) 52 minutes ago, tolerance said: i just had the dumbest idea: the car as an amulet, wich forces a sitting animation and makes noise when you move... possible? This idea is really stupid. It is possible, but you will need to write scripts that will include these animations and they will need to be synchronized in frames (their switching and control. With a horse car, this is not necessary, everything goes through animation. In any case, you need to make an animation ... And also, if it will be an amulet - all your animations should be without keys for moving along the Z axis on the main bone. In general, this is an extra hemorrhoid ... As an example - switching animations with movement in the world. There is a complex script tied strictly to the time in the animations Edited November 16, 2022 by tda2
fejeena Posted November 17, 2022 Posted November 17, 2022 Most Mods use "creatures" , like the honda, DwemerSubway, carriage Mods and all new rideable creatures Mods. They have a skeleton and ride animations. You mount the "Horse" and use a ride, sit or stand animation. The animation use bone from the human and "horse" skeleton ( like the real horse riding animations ) And you move/ride the "horse" like a real horse.
xartom Posted November 30, 2022 Posted November 30, 2022 Another possible way would be to follow how Midas handled polymorph spells in his mod maybe, you temporarily turn into the car monster, and then you turn back (makes sense seeing how some people drive).
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