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Sydzilla

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  1. I installed the Sleeping Tree Sanctuary mod just to look at it in the CK and compare a script I was having trouble with in my own mod. (I was creating a Dragon Priest Mask Display and had some issues getting the Ultimate Mask to display correctly so I wanted to compare trigger scripts to see if I could figure out the issue). Once I was done looking at the mod in the CK I uninstalled it. Now when I try to load up my own mod it causes a CTD at the main menu unless the Sleeping Tree Sanctuary mod is also loaded with it. I copy/pasted nothing from that mod, did not use any unique objects from it in my mod, never saved in that cell in the CK, and never visited it in game. So why now is my mod no longer working without it? The CK gives me an error that I'm missing the Sleeping Tree MASTER file and won't even load up my mod without it now. Why is it now considered a Master file for my mod? I never set it up as such. I've installed and uninstalled house mods in the past and this has never happened. So why is it it happening with this mod? If I don't load my mod in the data files Skyrim starts up normally. If I load my mod AND Sleeping Tree it has no problems either. I don't want to run Sleeping Tree in my game but it would be easy enough just to run it to get my mod to work if I was just making my mod for me. However, I plan to eventually release my house mod and I obviously don't want people to have to have Sleeping Tree installed to make my mod work because the two mods have nothing to do with each other. So basically, after uninstalling Sleeping Tree my mod causes crashes because it is missing what is now considered a Master file and will not work properly. I don't understand why. Can someone please help me? EDIT Nevermind, I figured it out. :dance: Just had to delete out Sleeping Tree from the Master file list on the right when loading my mod data in the CK. I'm not really sure how/why Sleeping Tree got associated as a Master file for my mod but it did. I found the answer on the CK wiki (Occam's Razor, the simplest answer is usually the right one, eh?)
  2. Glad I could help. :) Good luck with the rest of your mod!
  3. The only time I encountered large set pieces 'disappearing' for no reason in the CK and in game is when I've had the CK running for extended periods of time. (They still react physics wise as if they are there, just invisible) The next time I open the plugin in the CK/Game they're all there and looking/functioning normally. Also, there is a toggle (the '1' key) in the CK that will set objects to appear translucent or invisible...that is a simple solution but could that be the case? As far as the room marker connection...could it be that your marker isn't encompassing the entire room? Perhaps if viewed from the side in the CK your marker isn't pulled down low enough vertically to completely cover the lower areas in the room. I did have that happen once and all my rugs and lower platforms appeared invisible in game because my marker wasn't covering them but you could still see them in the CK. These are rather basic potential solutions so I'm sorry if you've already checked for these but I thought I'd offer help on the off chance it's something easily fixable.
  4. I am resurrecting this thread to say that I solved my havok issue. I'm not sure exactly why this solved it, but my objects checked "do not havok settled" or with default disable havok on load scripts are all now functioning correctly in game. All I did was add a COCMarkerHeading to my cell - the marker that dictates where your character spawns when loading the cell and testing in game. For whatever reason, most likely because I just forgot, I never had one and the PC would just spawn into the cell nearest where I was working last. Once I added mannequins to my mod, the PC would spawn right on top of the last mannequin I placed and it was causing the mannequin to react by moving position a bit, which was annoying. (Thinking back I realized that the havok issues started occurring roughly around the same time I added mannequins.) I finally added the COCMarkerHeading to spawn the PC at a consistent determined spot and suddenly all my items behaved normally again and "do not havok settle" started working again on new items placed in the cell. I can't say for certain if this caused the fix but if it didn't it was an awfully strange coincidence. I just wanted to update this thread in case someone else was having this havok issue with no COCMarkerHeading in their cell. I search these forums when I run across problems in the CK and if this can help someone else then I wanted to mention it here for them to find as reference.
  5. There's the static crown stand in the TG cistern and it's just begging to be made into a functional crown/circlet/helmet stand. I searched the nexus and didn't see any mods listed so I was wondering has anyone attempted this? I'd love to create it but I'm not even sure where to start. I was just working on the armory/display room in my player house and thought it would be a nice addition.
  6. I haven't attached the mod to the game world yet so all the testing I do at this stage is just loading it up using 'COC' center on cell from Skyrim's main menu. So loading it in that way I suppose they're all clean saves. I hope I'm understanding correctly and thank you for replying to my thread, by the way.
  7. You mean have I tried to see if do not havok settle is behaving properly on a completely different mod? No, I haven't tested another clean cell for the issue without my plugin enabled. I will probably test that and if it works I may just try to duplicate the contents of my cell into a new clean one and see if it behaves right or if it just takes the problem along to a new cell. I don't think anything is colliding with the objects.The only things that are touching the objects are static objects and if they're not static they have been havok disabled. I'm sure this isn't the case because all these objects in question behaved fine and then they just stopped recognizing the do not havok checkbox and scripts. I haven't added anything anywhere near them since they were behaving normally so I don't know what caused them to suddenly wig out.
  8. This is my first time posting here as I usually just read through these forums as a modding resource but I am at my wit's end with this havok settle problem. Ticking the "Do Not Havok Settle" box for items with physics has just completely stopped working. I am working on a player home mod and have lots of decorative elements that require items to not havok (plates, closely placed bottles, non static items placed on walls, etc.). Ticking the do not havok settle option worked absolutely fine for many hours of building this house but it just mysteriously stopped working recently. The strange thing is that all the items behave perfectly fine in the CK, running havok sims on the items shows them staying in place with no issue. However, when I load my file up in game the items behave as if the do not havok option was never checked and they're flung all over the floor. I added the defaultDisableHavokOnLoad script to the items and made sure to edit the script to set HavokOnHit to False thinking this might fix the issue but the script is ignored in game just as the do not havok settle is ignored. I've read through a few threads here on the forums where others seem to be having similar issues but can't find a solution or explanation. I have noticed that I am getting a warning when loading my cell up in the CK regarding Havok and this may be the source of the problem... "Havok: file contains a phantom with mesh shape collision. Please remove shape or convert to primitive." What the offending phantom is or if it's even the crux of the problem, I have no idea. I would happily remove whatever is causing this infuriating issue if I knew how to locate it. Has anyone else encountered this issue and found a way to fix it? Any help at all would be greatly appreciated. The house I'm working on is an original cell, not a mod to an existing house, if that makes a difference.
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