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Invisible Chair Markers Showing Up In-Game?


nt5raham

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I have a problem with a mod I installed (Rigmor of Cyrodiil) where about a dozen invisible chair markers scattered around custom cells are showing up in game. This can be on chairs, beds, bedrolls, stumps, logs, boulders, or whatever. The mod has over 100K downloads and there is no mention of this problem in the forum, so it has got to be on my end. I just have no idea how to diagnose something like this.

 

I'm a modder, not an author, so my knowledge of CK is very limited. Just to express my relative level of experience, I have over 6,000 hours in game between LE and SSE. I'm currently running over 1,400 mods in a stable game, over 600 hours into the current playthrough. To get a load order of this size to be stable I have implemented "Elminster's Method" of conflict resolution in xEdit, and also clean ITMs in all plugins (unless there are LOOT notes saying otherwise). So this unusually large, stable load didn't just accidentally happen. I'm not an expert by any means, but I've got enough experience to go beyond average.

 

Here are some key points, numbered for convenience of response:

  1. I have looked in xEdit and there are no conflicts - which is not surprising since these are custom cells and no other mod would even know they exist.
  2. I can't really try to fix this with load order because the plugin is an .esm, but I'm not even sure what a load order change would do anyway since xEdit shows nothing trying to overwrite.
  3. In xEdit I see that the mesh file is always ChairInvisibleSingle.nif, and it has three BaseIDs under "Furniture" depending upon if the sit location is set up for Left Entry, Right Entry, or Front Entry.
  4. From those three BaseIDs I get the various RefIDs under Cell > Block # > Sub-Block #.
  5. I can see in More Informative Console that the RoC plugin (RigmorCyrodiil.esm) is the master and also the last one to modify these.
  6. I can disable them and they disappear, but I don't want to blindly disable and break something in my ignorance.
  7. I have tried starting a brand new game just in case this was some sort of save corruption, but it is in the new game as well...in fact there are a few more showing in the new game than in the old.
  8. I have uninstalled the mod, deleted the archive, downloaded a fresh copy and installed again. The behavior is the same.
  9. I'm thinking this problem would not be the result of a global setting because It is happening only with the custom cells in one mod, and even there it is not "all" of the invisible markers but just some of them.
  10. I have my game "mirrored" on two PCs, and the problem is happening on both, so it is reproducible. It is not just a weird glitch tied to one PC.
  11. I have been told in a private thread by a person who is familiar with CK that these are visible in CK, and they show up in game "when their node function is broken." They said they had seen this before in mods with custom cells, but they could not help further than that.

 

Can anyone tell me what could cause this and/or how to fix it?

 

(This OP has been edited to be more comprehensive and better organized.)

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@saurusmaximus, thanks for the heads up! I do not have an entry like that in Skyrim.ini. I also checked the various backups of Skyrim.ini that get created along the way and it does not exist in any of them. The closest I have is actually in SkyrimPrefs.ini under [Gameplay], and it has bShowQuestMarkers and bShowFloatingQuestMarkers.

 

Thanks anyway! It was worth a shot!

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I narrowed the problem down to a missing mesh. Short read: I extracted \Meshes\Furniture\ChairInvisibleSingle.nif from Skyrim - Meshes0.bsa and manually copied it to the destination path. Problem solved.

Here's some background, if your are curious.
  • I mentioned the mesh, ChairInvisibleSingle.nif. When I go to the path \meshes\furniture\ where the Furniture > Model > Model FileName points, the file is not there. I searched my entire \Data\ folder tree and it is nowhere to be found.
  • Just on a whim, I also checked my LE \Data\ tree and it was not there, either.
  • By Googling the file name, I found that one of the mods I am using (Dovahkiin can lean Sit Kneel Lay down and Meditate etc too) has about 5 posts of people complaining about the same green square/rectangle problem. This mod allows the player to use sit/lay/lean markers normally usable only for NPCs. Only two of them specify "where" and they are both in a mod called Palaces and Castles Enhanced.
  • I found a Japanese (?) web page about the same problem that specified that copying the missing mesh to the appropriate folder fixes the problem (duh).
  • Disabling the mod corrects the problem, but I'd like to keep the mod if possible.
  • By searching in my game, I found another mod in my game, a player home called Skystone Castle, that has the same exact problem, and it is pointing to the same exact non-existent path.
  • All of my searches to find a copy of ChairInvisibleSingle.nif came up empty.
  • Finally I looked in the right spot, a vanilla .bsa, and there it was. Extracted the file from the archive and manually copied it into place.

I have no idea why it wouldn't work from the .bsa, because the path in the .bsa is identical to the target path in xEdit, but it is working now.

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