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Hosidax

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  1. I also finally relented and made my basement a seperate cell. I did it by duplicating the Breezehome cell and and renaming it "WhiterunBreezehomeBASEMENT *" . In the duplicate I then deleted most of the objects and walls (not everything, see below) from the main house leaving only my basement and it's contents. Then I went in to the main "WhiterunBreezehome *" cell and deleted all of the basement and it's contents. I left the Breezehome main house improvement I had added (fireplaces, clutter, weapons racks, etc...). Then I tested the main house in game -- and it worked! Now Breezehome doesn't crash! So the lesson here is that there is something fatal about the default Breezehome cell that doesn't like having too much stuff added to it. I'm like you in that I hate the idea of a trapdoor. But honestly I've spent way too much time on this already, and I wasn't able to quickly find a compact stairwell that I liked, so I went with a trapdoor. :/ I made my own trapdoor (I hate the supplied ones) by resizing and framing a WR double door under the stairs where my stairwell had been and then did the teleport thing to my new basement cell (following the wiki). In the new basement cell I still wanted the stairway, so I left the kitchen walls and objects that could be seen from the basement (and enclosed what couldn't be seen so the lighting was similar). So now when you open the door from the basement cell you get a glimpse of the "kitchen" just before teleporting into the real Breezehome cell. For the kitchen door heading down to the basement I just used the "load" version of the door, cause I was afraid not to delete the entire basement from the cell, so unfortunately there is no way to see a basement mock-up before the teleport like I did in the basement, but at this point I'm ready to compromise for now. (I hope that's clear). If you find a suitably compact and appropriate looking stairwell, add it to this thread. As far as the default Breezehome objects are concerned, I had deleted some stuff and that was also causing problems in-game (apparently the save file still calls the deleted stuff up, and since it no longer has location data it just clusters around the 0,0,0 point in the cell, in this case poking through a wall in-game. If you've made the mistake of editing or deleting a default game object in a cell and want to bring it back, look here (use the Ignore function in the Details... dialog), then move any unwanted re-appeard objects into a cluster a short distance outside the house. I've found it's also possible to replace (cntl-f) default objects. I did a replace on most of the default furniture and changed it to it's Noble equivalent. None of that stuff has come back to haunt me. At some point in the future I might attempt to make my Breezehome house all in one cell. But for now, unfortunately, I don't think there is any other choice.
  2. Ok, I had a look, WHAT THE HELL HAPPENED ???? It looked like a bomb had gone off. No wonder the game CTD. Didn't really find anything wrong, apart from several things missing. It's generally not a good idea to go messing with the in-game sets. Add a few thing, sure, but don't start taking the house apart. That's just asking for trouble. If you want to expand, Its better to add another cell expansion, rather than adding to the existing cell. Even removing a piece of flooring and expand downstair. Oh,...and get that mess cleaned up. :D lol yeah, I guess it is kind of a mess. There is a lot of stuff floating around outside. I've since cleaned that up. I also added some "start" objects to cover the ladder hole in the floor, and junk-up the new fireplaces, but they don't appear in the fully decorated house. Since then I have figured out how to set item for "ignore" in the DETAILS dialogue from the CK data window, so I got a bunch of the phantom items back and put them outside where they wont appear in the floor anymore. Beyond the extra items, I really think the CTD has more to do with the esp file size + whatever change data gets stored in the save file when you leave something behind, and that somehow messes with loading the cell outside in front of the house. I don't know much about programming, but it's got to be significant that if you turn off "save on travel", you get dumped into a gray void. Something is messing with initializing the cell outside the house. I'm working on re-building the basement space in a new cell, though I really don't like that option. It's not as elegant as having it all one space. I know I just posted that I was giving up, but it just keeps calling to me....
  3. Well I don't know how to solve the problem, but I think I know what is causing the CTD on exiting my modded Breezehome. Plus I found some other weirdness. Somehow it's related to the bookshelves, When I delete the bookshelf containers I built from the house mod, I no longer get the crash when I exit. Here is another thread that mentions the same problem (there a few, do a forum search for "Breezehome" to find more). Need help with Door Problem That thread mentions that people have reported problems with Breezehome when you add more bookshelf activators or ambient light sources. I found another separate thread that mentioned that any Breezehome house mod esp that was larger than 125k would CTD when you try to exit. I found that to be exactly true in my case. I deleted a bunch of clutter additions from my mod, and deleted all but one of my bookshelf containers - the mod file was 120k or so and I could exit. If I added a couple of bookshelf activator/container groups and the esp file size went above 125k, then I got the crash again. Even with the smaller version however, if I filled the shelf container left with any books then I would still get the CTD when leaving the house. I also tried creating a separate esp that stacked with my house and only had containers in it -- each esp smaller than 125k, but the results were no different once I loaded a few books into a container. This made me think that the problem has to do with AutoSave on exiting (files size changes seeming to be a common variable for the crash/no-crash on exit), so I turned off "Autosave on Travel" in the game settings menu. Now when I exit the house there is no CTD, but I am dumped into a grey void that looks like an empty cell. All Whiterun sound is still present - it was raining and and I could get hear myself running - and I could get the console to come up, but it was all in a grey void, I had no 3rd person view either. Then just for kicks I consoled "COC Whiterun", and was immediately popped outside in Skyrim as if nothing had happened. I fast traveled back to the gate, but then CTD'd when I attempted to re-enter Breezehome. I have repeated this a couple of times, so it is consistent. I've also tried older saves from lower levels, waiting ten days, running to distant cells, and fast traveling away and back again. The results are the same. Anyway I just wanted to relay my experience here to help anyone else that might contemplate wasting their time trying to figure this out. I'm just going to dump all my books in a pile on the floor (maybe on that stupid f*ing fire pit) and go back to playing the game. I'm done with modding for now. I hope Beth or someone can fix this. This has been not at all rewarding.
  4. No prob, just upload it somewhere and post a link. I'll take a look at it. (probably others as well) Thanks TambO, When I posted earlier for some reason I didn't see your post. I've attached a zip file my previous post above this.. i'll keep an eye on this spot, so if you are able to give any advice it is much appreciated. Cheers.
  5. Thanks for your reply, Ayameep. I'm betting there is something going on with modding pre-existing player home cells, like once they reach a certain level of complexity they just crap out. I saved progressive versions of my esp over the week or so while I worked on it, so I was able to go back and look at the differences between the copies that are crash-on-exit, and the earlier versions that are still good. Here's what I have found so far: The wacky containers (duplicated weapons plaques and unresponsive copied bookshelves) exist in both the "non-exitable" and the "exitable" versions - so that ain't it. The unaltered navemesh version crashes just liked the re-meshed version (btw unresponsive housecarls in re-meshed houses seems to be a known bug that dates back to Fallout) - so that ain't it. The version from before I moved the house (about 500 "clicks" -- <select all, and drag>) crashes just like the moved version - so that ain't it. It's all inconclusive, but i don't have a command of most of the capabilities of the CK, let alone a deep understanding of what going on inside the esp. I think MAYBE (...?) The one big difference between the esp file that crashes on exit and the one that does not, is the amount of complexity and detail I've added. My non-crashing version has deleted stuff, and a full open basement, but not a lot of stuff in the basement yet (5 mannequins and chests), and the file size is about 108meg. The crash-on-exit version has 5 Noble book-cases with 11-13 "activated" books spaces on each shelf (almost 300 book spaces, I think) a lot more clutter, another fireplace, and full lighting -- the filesize for that version is 166megabytes. I've attached a zip file with the crashing and non-crashing versions. I invite anyone who might have more experience than me to look at the files and tell me what's gone wrong... CK is cool and everything, but I really feel like I've wasted my time and I don't feel much like even going back to the game right now...
  6. No, It's the first major work I've done, and it has a few other flaws (like wacky weapons plaques). Here is a screen shot of the main floor from the kitchen area next the Alchemy room. I shortened it and took the stupid fireplace out of the floor. The basement stairs can be seen as well. I had hoped to eventually upload it as a mod on the Nexus. If I put it up somewhere, is there a chance someone could troubleshoot the problem for me?
  7. I have just had the exact same experience. Very frustrating. What you wrote was precisely what I was just getting ready to write. our situations are identical, I am sad to say. I have some questions for you: Did you delete any of the pre existing elements of the breezehome house? I did, and found that they came up through the floor in in spite of the fact that they did not exist in my mod. For instance if you delete the fire in the floor and re enter the house with a save the fire will still be in the floor. So the lesson there is not delete any elements but simply to move them out of the house or replace them with new objects that you're going to use in the mod. Did you move the house wholesale to any other place in the cell? I did. In order to get away from the fire in the floor. Did you modify any other parts of the house besides cutting out a spot int the floor and adding a basement? I did. About the only thing that is the same as the original breezehome in my mod is the walls are mostly the same. Did you keep, replaced, reconnect the enable activation feature for any items in the house? (They connect to the red x's) I tried to keep all of those connections at their default and match my additions to what was appropriate for the original. But I did change many of them. Did you redo the navmesh? I did. I wanted my follower and the house carl to follow me down stairs. I understand there are problems with a navmesh mods. I'm going to experiment with backing out of my changes a little at a time and see if any of them fix the situation. It's a very disappointing to be able to go into the house and poke around but then have the game crash when I try to leave. If I learn of anything I will post it back here. I sure would like to know what the heck is going on so that I can avoid it and use the cool house I made.
  8. I feel so guilty about the debacle with the lighthouse that I want to go back up there and re-light the thing, but it's not possible. Can someone make a mod that will allow you to re-light the Solitude Lighthouse, or just have it lighted when the mod is active? It sure would ease my conscience if I could arrange to have the light blazing again... TIA.
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