Trykz Posted January 20, 2013 Author Posted January 20, 2013 Please note: I'm only showing male characters because the females always cause a CTD. Why? Not sure' date=' still figuring out the reason, may be the .hkx files. [/quote'] For what it's worth, I've found that almost ALL CTD's at the female race creation screen are due to too many hairs. Disabling one or two hair sets usually gets me limping along. Near as I can make out, it's a bug in the core (Skyrim) code, and nothing anyone can fix. This would also explain why males don't CTD, as there aren't many large-scale male hair mods out there. Thanks for the response! I'll try to disable the hairs I don't use. Apachii is probably the first to go... Edit: So I got this now >.> I only disabled Apachii.... Yaksha Female Yaksha Female Hmm..... still no eyes though. Still working on it though. I'm currently re-installing EVERYTHING after my CK blew up, and somehow a Dawnguard strings file went missing, throwing errors at the CK and causing it to crash every time I tried to load any mod into it. The tards at Bethesda SERIOUSLY need to start putting up complete patch notes for both the game and CK. I have no idea what they changed to cause everything to become so screwed up. I'm not seeing any issues popping up with other races on Nexus, so I'm now suspecting that ALL of my mods may need to be rebuilt from the ground up (which means a metric ass-ton of work) I'll know by tomorrow for certain after I completely rebuild the Yaksha race from scratch under the newer RaceCompatibility files. Trykz
« Broken ‡ Mirror » Posted January 20, 2013 Posted January 20, 2013 Hmm..... still no eyes though. Still working on it though. I'm currently re-installing EVERYTHING after my CK blew up' date=' and somehow a Dawnguard strings file went missing, throwing errors at the CK and causing it to crash every time I tried to load any mod into it. The tards at Bethesda SERIOUSLY need to start putting up complete patch notes for both the game and CK. I have no idea what they changed to cause everything to become so screwed up. I'm not seeing any issues popping up with other races on Nexus, so I'm now suspecting that ALL of my mods may need to be rebuilt from the ground up (which means a metric ass-ton of work) I'll know by tomorrow for certain after I completely rebuild the Yaksha race from scratch under the newer RaceCompatibility files. Trykz [/quote'] Ouch! Beth has really screwed up big time with Skyrim and it's compatibility with modders. >.> Well, I look forward to whatever news you have later on and now, back to my extensive coding project! xD
Trykz Posted January 20, 2013 Author Posted January 20, 2013 Ouch! Beth has really screwed up big time with Skyrim and it's compatibility with modders. >.> Well' date=' I look forward to whatever news you have later on and now, back to my extensive coding project! xD [/quote'] I think I figured it out..... the version of RaceCompatibility.esm I have installed no longer uses the GenericRaceController.pex file like the original mod did. It uses a completely different script (with a completely different name) to register the new race with the proper formlists. If I'm right in my suspicions, this means that I simply need to delete all the race controllers and re-script each race. It also means that I "should" be able to remove the Dawnguard requirement from ALL of my races, as well as the alternate vampire ESPs as they'll no longer be necessary We'll see. Yaksha now loaded up for the first run... fingers crossed Trykz
Trykz Posted January 20, 2013 Author Posted January 20, 2013 So my initial attempt failed as it seems the latest version of Skyrim also broke this RaceCompatibility mod (which is what I was working with). However..... I DID manage to get the Yaksha Race working again with another version. Now I need to do a couple more races to see if they conflict. But I'm pretty tired after going at this for the last 2 days straight, so I'll get back on it tomorrow and should have more news tomorrow evening. Trykz
« Broken ‡ Mirror » Posted January 20, 2013 Posted January 20, 2013 So my initial attempt failed as it seems the latest version of Skyrim also broke this RaceCompatibility mod (which is what I was working with). However..... I DID manage to get the Yaksha Race working again with another version. Now I need to do a couple more races to see if they conflict. But I'm pretty tired after going at this for the last 2 days straight' date=' so I'll get back on it tomorrow and should have more news tomorrow evening.[/center'] Trykz No need to hurry man! Great that you're making progress but don't overwork yourself. It's not good, I've been there multiple times, never seem to learn >.<
NexusCron Posted January 20, 2013 Posted January 20, 2013 Trykz. Look up Coolster's Drakian Race, I'm not sure what RaceCompatibilityESM he uses, but It litteraly runs like a bleeding CHARM with Dawnguard, to the point that there are few issues with becoming a vampirelord.
Dyyrken Posted January 20, 2013 Posted January 20, 2013 I'm now suspecting that ALL of my mods may need to be rebuilt from the ground up (which means a metric ass-ton of work) Crap... So I gather this means an additional wait on the DovahTeens NPC edition. Well, sorry to hear about your latest snag. Keep up the good work though!
MrAnon101 Posted January 20, 2013 Posted January 20, 2013 Hey there Trykz, sorry if I am a little late to the party here but the RaceCompatibility version that seems to work is this: http://skyrim.nexusmods.com/mods/24168 It is set up for the latest skyrim update, contains both vanilla and Dawnguard variations and even has optional scripts for the USKP and UFO plugins. I would try that if I were you, it has worked on all my private custom races. I am able to turn into a vampire and back again, retaining face slider settings and the like with no issue (also feeding works as it should). On a side note, when I upgraded mine to this plugin I did not need to rebuild my races - Simply overwriting the old expired plugin/scripts was enough.
NexusCron Posted January 20, 2013 Posted January 20, 2013 Yeah, What MrAnon said. Trykz, you should be able to solve this with that mod.
« Broken ‡ Mirror » Posted January 20, 2013 Posted January 20, 2013 By the way, just went on my Frost Elf and she has black eyes too, doesn't seem to affect my Nord though...
Trykz Posted January 20, 2013 Author Posted January 20, 2013 Hey there Trykz' date=' sorry if I am a little late to the party here but the RaceCompatibility version that seems to work is this: http://skyrim.nexusmods.com/mods/24168 It is set up for the latest skyrim update, contains both vanilla and Dawnguard variations and even has optional scripts for the USKP and UFO plugins. I would try that if I were you, it has worked on all my private custom races. I am able to turn into a vampire and back again, retaining face slider settings and the like with no issue (also feeding works as it should). On a side note, when I upgraded mine to this plugin I did not need to rebuild my races - Simply overwriting the old expired plugin/scripts was enough. [/quote'] Aye... this is exactly what I switched to last night before I took that screenshot. I still have a couple of concerns though, so hopefully you can answer these for me: First, are you running multiple races under the same RaceCompatibility.esm? Second, did you confirm at character creation that there were no conflicts between the races, such as those previously described? And finally, did you include Dawnguard.esm as a Master when you built the private races you mentioned? I'm about to load up and re-script another of my races to try and confirm these issues resolved. But the main reason for rebuilding my races is that many of them don't have a vampire race variant as I was relying on an alternate ESP to handle the vampire and undead keyword additions. Additionally, the race controller scripts are packed into BSAs, so I need to repack them anyway. TIA for anything you can answer, Trykz
Trykz Posted January 20, 2013 Author Posted January 20, 2013 So far, NO good Multiple races conflict, because the last race loaded to override any others. Meaning that the maker of this newer RaceCompatibility.esm actually broke that function in the GenericRaceController.pex script or the RaceCompatibility.esm (which are both included with the mod and overwrite the original files created by expired). I'll try and look into what changes were made, but I can't promise anything (never messed with scripting or script creation). I had a feeling this was too good to be true Trying another race to at least confirm beyond any doubt. If the result is the same with yet another race, then I'm at a complete loss. At which point I may seriously consider giving this shit up at least until Bethesda stops updating the game and constantly breaking my mods with every patch. Trykz
Trykz Posted January 20, 2013 Author Posted January 20, 2013 Confirmed..... just scripted a brand new race using the latest RaceCompatibility.esm and GenericRaceController.pex, and it also conflicts. Also, I had it backwards in my previous post.... the last race to load is actually the race that gets broken, while the race before it works fine. Very odd indeed. I'll take a look at all the scripts, but again, I can't promise anything. Trykz
Trykz Posted January 20, 2013 Author Posted January 20, 2013 On a whim, I decided to try something different concerning the GenericRaceController.pex file: First, I tried swapping in expired's original file and re-scripting a race. No go. I got all kinds of errors when trying to add a new race controller script. Second, I swapped the newer GenericRaceController.pex file back in, re-scripted another race and all went well. As before, all but the first race to load were broken. Finally, I simply swapped expired's original file back in, and loaded Skyrim to the character creation screen. EVERY race worked, with each having all of the customization options they should. However, I'll need to create a character, load into the game, and test everything to confirm it all works (AFTER I first look into the differences between the two GenericRaceController.pex files). I'm suspecting the problem lies with the races all being added to the PlayableRaces Formlist causing them to conflict. Which is what I also suspect expired's file does NOT do. I'm expecting that removing this change from the newer script will cause issues, but we'll see. Trykz
NexusCron Posted January 20, 2013 Posted January 20, 2013 Okay Trykz? Can I say how wierd this is? I'm not actually sure what Pex and ESm The Drakian race and Dagi-Raht races use (And Dryad, and Obscuuri, and Siren..) but i've used all those together without any wierdness. So...i'm lost and confused as to why its giving you so much trouble.
Trykz Posted January 20, 2013 Author Posted January 20, 2013 Okay Trykz? Can I say how wierd this is? I'm not actually sure what Pex and ESm The Drakian race and Dagi-Raht races use (And Dryad' date=' and Obscuuri, and Siren..) but i've used all those together without any wierdness. So...i'm lost and confused as to why its giving you so much trouble. [/quote'] I don't think the problem presents itself with already created races. So unless you built those races yourself, I don't think you'd see any oddities because in all actuality, you're replacing the RaceCompatibility.esm with a newer version, and the previous GenericRaceController.pex (which was baked into the ESP when the race was created) doesn't have much of an effect But my testing confirms that once you actually build a "new" race under this new GenericRaceController.pex, all hell breaks loose if you load it with other preexisting races, because the race controller is brand new and freshly created. And depending on where it resides in the load order (ie: if it's loaded first), it breaks every race loaded after it (if loaded last, it only breaks the newly created race). I just got back home, so I'm looking at the differences between the two GenericRaceController.pex files now. Trykz
MrAnon101 Posted January 21, 2013 Posted January 21, 2013 /le 'snip Aye... this is exactly what I switched to last night before I took that screenshot. I still have a couple of concerns though' date=' so hopefully you can answer these for me: First, are you running multiple races under the same RaceCompatibility.esm? Second, did you confirm at character creation that there were no conflicts between the races, such as those previously described? And finally, did you include Dawnguard.esm as a Master when you built the private races you mentioned? I'm about to load up and re-script another of my races to try and confirm these issues resolved. But the main reason for rebuilding my races is that many of them don't have a vampire race variant as I was relying on an alternate ESP to handle the vampire and undead keyword additions. Additionally, the race controller scripts are packed into BSAs, so I need to repack them anyway. TIA for anything you can answer, Trykz [/quote'] Sorry for the late response.... sleep and all (also sorry to hear you are still having issues). Q: First, are you running multiple races under the same RaceCompatibility.esm? A: Yes, I am running the Obscuura race from the nexus (after a fair bit of tweaking as it is quite broken), plus 2 private races. Q: Second, did you confirm at character creation that there were no conflicts between the races, such as those previously described? Not that I have noticed. Again, the Obscuura had a lot of texture issues and could not travel between vampire and standard races without tweaking. This is because Xenius made mistakes in formlists and a few other places though. Besides that, one of my private races (much older, made in about 1.4xxx or what-have-you) gets a black head bug with the complexion slider. This is fixed by reselecting a preset however and I suspect this is my own fault somewhere. The second race works flawlessly as far as I can see (except Skyrim doesn't seem to load my desired skintone that I selected in the preset. still available via the sliders though and they work - Again, likely something on my end I configured wrong). ^As a note, the second race was made in 1.6 if it means anything to you. Q: And finally, did you include Dawnguard.esm as a Master when you built the private races you mentioned? A: Actually no I didn't. When I made both these races I did not have the Dawnguard DLC. I made these with the old scripts and .esm. I updated them with each skyrim version upgrade (including mounted combat, etc). All was good until I think about 1.7 when I tried playing a race. The morphs were completely off and I was actually getting errors show up whenever I tried vampire morphing. That led me to the newer plugin which I simply dropped in and it worked. I copied over the old .esm as well as the old GenericRaceController/Housekeeping/etc scripts with the new ones. That fixed the morph issues as well as the Vampire issues. Later I purchased Dawnguard (during the steam xmas sale actually) and updated the .esm and scripts to the appropriate version. I haven't since made changes to my race/s so it doesn't have DG as a master. ^The only masters are skyrim.esm and the RacialCompatibility.esm. I don't even use the Update.esm. If you want, I can provide a copy of my race/s for you to dissect. I would have to do it via PM and I ask that you don't distribute them as there are no permissions for the textures/morphs. EDIT: A Screenshot of race creation working fine: A screenshot of vampire morph also working fine: (Clicking on them obviously takes you to the site for a better look. Clicking on them again on the site gives the full res image.)
Trykz Posted January 21, 2013 Author Posted January 21, 2013 Q: And finally' date=' did you include Dawnguard.esm as a Master when you built the private races you mentioned?[/b'] A: Actually no I didn't. When I made both these races I did not have the Dawnguard DLC. ^The only masters are skyrim.esm and the RacialCompatibility.esm. I don't even use the Update.esm. This is where I supsect the issue lies. Simply updating the RaceCompatibility.esm and all related files (especially GenericRaceContoller.pex) with a previously created race has no real effect on it's headparts formlists. Which is why you (or anyone else I know of) aren't having any noticable issues. Because no significant changes are made to the race itself because it was built under a different version. These new files are actually making changes in the gameplay compatibility, rather than in the structural makeup of the race. But..... actually "building" a race under this new version actually bakes formlist changes into the ESP. Changes which affect not only character creation, but most likely gameplay as well. These new versions of RaceCompatibility.esm and GenericRaceController.pex, while great for fixing issues with a race built under the older versions, are actually problematic when creating a new race (or even simply re-scripting an existing race), because they use additional script entries that affect the formlists of any other race built under the same version. When I change only the GenericRaceController.pex (replacing the new file with expired's original) ALL issues vanish, and everything works fine. However, the original file cannot be used to actually script (or re-script) the race, because it's incompatible with the newer RaceCompatibility.esm file. This actually causes a LOT more work for race modders, because you need to build a race under the old version, and then swap in the new files after the race is created for it to work with other races during gameplay. The whole point of expired's original mod was to eliminate conflicts between races at the race creation stage, with no further steps required at the gameplay stage to make them work together. In a nutshell, you can't build multiple races under this new version without causing conflicts between them. You can only use it to resolve conflicts with races built under the old version. I think to fully understand what I mean, you would need to actually build a new race (or at least re-script a race controller) under this new version, and add it to the load order. I do have one last thing to try: Today, I'm going to remove the Dawnguard and Update masters and try building a new race with these new files to see if it makes any difference. I'm not expecting it to, but you never know. And I want to be sure. Trykz
MrAnon101 Posted January 21, 2013 Posted January 21, 2013 In a nutshell' date=' you can't build multiple races under this new version without causing conflicts between them. You can only use it to resolve conflicts with races built under the old version. I think to fully understand what I mean, you would need to actually build a new race (or at least re-script a race controller) under this new version, and add it to the load order. Trykz [/quote'] Hmmm I see what you are getting at there.... And it sounds to be a real thorn... I suppose I will have to take you up on that and do two new builds and see how I go. To be specific, what faults in particular are we looking for? CTD's (the main one I assume), texture issues, strange morphing... vampirism failure? I'll make some with the new version and if they are a success I can always give you a copy to peek at. Either way, that is a job for tomorrow... Getting a bit late in the evening here for that now
Trykz Posted January 21, 2013 Author Posted January 21, 2013 To be specific' date=' what faults in [i']particular [/i]are we looking for? CTD's (the main one I assume), texture issues, strange morphing... vampirism failure? I'll make some with the new version and if they are a success I can always give you a copy to peek at. Either way, that is a job for tomorrow... Getting a bit late in the evening here for that now No rush..... but specifically, you'll be looking for load order oddities that cause various issues with the other races you already have installed. Mainly, as detailed in my earlier post, certain races won't work properly at character creation (no eye or hair selection mostly), depending on the newly created races' position in the load order. Use expired's original GenericRaceController.pex and swap it in, but don't swap in his RaceCompatibility.esm file (I've attached the file you'll need below, but be sure to back up your newer file). At that point, everything should start working properly (at least in character creation.... I've yet to test gameplay elements) for both the new race, and any previously created races. Build and script the new race using what you have installed now, and then test character creation for all of your installed custom races (one or all may be broken depending on the new races' load order position). Then try the attached file and test character creation again, and everything should work normally (eyes, hair, etc.). scripts.rar Trykz
NexusCron Posted January 21, 2013 Posted January 21, 2013 This is frustrating, Especially cause. Guess what comes out either the 3rd or 5th Next month for PC? Dragonborn.
Trykz Posted January 21, 2013 Author Posted January 21, 2013 This is frustrating' date=' Especially cause. Guess what comes out either the 3rd or 5th Next month for PC? Dragonborn. [/quote'] Agreed..... which is why I'm not rushing this. It's quite likely that anything I fix now will only be broken again with the next game update. For now, I just want to resolve the multi-race conflict problem. With Dragonborn less than 3 weeks away, my races are going to remain unchanged until I assess any additional damage. I also won't be releasing anything new until sometime after Dragonborn's release. Trykz
Trykz Posted January 21, 2013 Author Posted January 21, 2013 So I went ahead and confirmed a few things, and managed to work out a solution that seems to work. So bear with me as this might get a bit confusing..... First, building multiple *NEW* races under this version of RaceCompatibility by TMPhoenix work fine *IF* you build them under the included Vanilla version of RaceCompatibility.esm. *DO NOT* build them under the included Dawnguard version of this newer mod. Doing so breaks all compatibility with previously built races. Second, *DO NOT* build *new* races under this version of RaceCompatibility by expired6978, because you'll only need to re-script the race under the newer version anyway. Essentially, this version is now defunct. Third, to achieve FULL compatibility (when creating new characters) with Dawnguard between newer and older races, the older races *MUST* have their race controllers re-scripted under the newer files mentioned above, with the Dawnguard files being swapped into the load order *AFTER* the race is re-scripted and ALL dependencies apart from Skyrim.esm and RaceCompatibility.esm are removed. Essentially requiring anyone wanting to build new races to constantly swap RaceCompatibility.esm versions in and out (it sucks, but it works). So for race modders, here is the process we need to employ to provide *FULL* compatibility for ALL users, regardless of what DLC's they have installed: 1} Load the Creation Kit with *ONLY* Skyrim.esm and Update.esm loaded. Create your race duplicates (normal and vampire) and rename them to your new race. Loading Update.esm insures that your new race has the mounted combat data required. Save the plug-in and exit the CK. 2} Re-open the CK and double-click RaceCompatibility.esm as well as your plug-in, setting your plug-in as the active file. 3} In the list of masterfile dependencies, select the Update.esm dependency and press *ctrl + delete* to remove the dependency. 4} Insure that TMPhoenix's *vanilla version* of RaceCompatibility.esm is in the Data folder *prior* to building ANY new race, OR when re-scripting an existing race. DO NOT use the Dawnguard version, because it WILL add Dawnguard AND Update.esm as dependencies to the race, making it essentially useless to everyone without Dawnguard. 5} Build your new race (or re-script your existing races) as you normally would. 6} Package and include TMPhoenix's ENTIRE RaceCompatibility mod with your race, and let users pick the RaceCompatibility.esm and necessary scripts for themselves. It's a simple drag and drop process. Finally, I'm expecting that this process will work with the Dragonborn DLC, as there don't seem to be any indications on the Beth forums that files relevant to races are due to undergo any changes. However, I cannot say if it may have an effect on any newly added quests. But we'll know soon enough. Trykz
cretin Posted January 21, 2013 Posted January 21, 2013 Thanks for sleuthing that out, Trykz. So, as a user, I've had your Dawnguard-updated races (primarily Moonshadow, Demoness, and Dovahteens) loaded with TMPhoenix' Dawnguard RaceCompatibility.esm for a while now... I haven't had any problems, but I suspect as a *user* and not race modder I wouldn't have needed to worry about it. Uh... right? I never have played a vamp or werewolf with any of your races yet, so there's that. /eh, not the most useful post here, but thanks again!
Trykz Posted January 22, 2013 Author Posted January 22, 2013 Thanks for sleuthing that out' date=' Trykz. So, as a user, I've had your Dawnguard-updated races (primarily Moonshadow, Demoness, and Dovahteens) loaded with TMPhoenix' Dawnguard RaceCompatibility.esm for a while now... I haven't had any problems, but I suspect as a *user* and not race modder I wouldn't have needed to worry about it. Uh... right? I never have played a vamp or werewolf with any of your races yet, so there's that. /eh, not the most useful post here, but thanks again! [/quote'] It seems I got excited too soon..... after re-scripting a third race, I'm right back to where I was when I started with the last race in the load order being broken So as of now, I'm at a total loss. I could make them work individually, but that's not what I set out to ultimately accomplish, which was to eventually repopulate Skyrim with ALL of my races. And that meant all loaded together AND playable. For me, that was the ultimate reward for everything I was putting into this. And now it simply seems unattainable. For the time being I'm simply frustrated beyond comprehension, and after re-installing the game, Creation kit, and all of my races three times in the last two days, I have no desire to continue hammering away at this issue. I've spent about two-thirds of my Skyrim time just modding, and about one-third actually playing. So I'm going to have one final play through before I shelf the game (and modding) until a reliable method of achieving what I initially set out to do presents itself. All of my mods are currently set to private, and unavailable for any purpose at this time (so please don't redistribute them in any manner, for any reason, here or anywhere else). I'm sorry for any disappointment this may cause. But I've simply had enough. Thank you to all who have enjoyed and supported my mods over the past year plus. Trykz
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