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Calavera357

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Everything posted by Calavera357

  1. Haven't had much trouble with world spaces, landscaping, navemesh or LOD... yet. So far so good on that front. It's been these damn AI packages and scripting that's proven to be a huge pain in the arse. Especially mannequins. Oy, they be a right beech!
  2. Hey dougal, I've got the same problem. What we are seeing is this: the collision box of the mannequin is moving around on its own. What you'll notice when you can clip through them is an invisible collision object not too far away which is actually the mannequin's collision box. This usually happens (to me at least) after using the "wait" or "sleep" function in game for periods of longer than 1 hour. This is of course related to the plethora of problems related to the mannequins in the game, most of which have to do with them wandering around, posing themselves or tracking your character with their creepy, creepy soulless faces. This guy James Smart has written about why this happens on this forum: http://www.gameskyrim.com/moving-mannequins-t259233.html You can try to use some of these methods to fix this issue: http://forums.nexusmods.com/index.php?/topic/735798-mannequin-issue-help-requested/ For me, it still didn't help. I haven't been able to find a clear answer to keep these damn mannequins from shifting their collision box. From what I gathered at that first forum link I posted up there, most people have downloaded mannequin AI fix mods, or made their own scripts to get past this issue. I have no idea how to script, let alone FIX a buggy one, and I'm not satisfied with modding this issue away personally, but maybe you would be interested in looking into the variety of Mannequin mods on the Nexus here. *Temporary fix* - I've noticed that leaving the cell and returning can sometimes re-set the mannequin's position. Also, dressing them up and stripping them down again (and maybe even dressing them again) can sometimes reset them, too. Good luck, Dougal! Lets hope someone out there knows more than I do and can help fix this problem.
  3. It may be possible that one of your texture/lighting mods is experiencing a failure to load properly when late-night/early-morning falls. It may be tedious, but try to narrow down which mods specifically are causing this issue. At least you're not totally screwed, and you can get it to run fine after disabling all of your mods. Next up, I'd say load up your mods that dont effect textures/lighting and see if those run fine. With so many mods running, you may be in for some tedious work ahead of you. I won't tell you to run less mods, but I'd highly suggest going over your list and getting rid of any you don't really use. Another question Id be asking is: do you still crash out if you wait til midnight, then let time pass on its own? This may help you narrow it down some too.
  4. Yup, a default sandbox package I was using for some custom NPCs was causing others to be directed to a location in my custom cell. I had somehow modified it the same way you did, and changing it back to "near editor location" fixed it. Now all I gotta do is debug the other 10 or so NPC problems I'm having! Yay! Overly complicated AI patchwork HOOO!
  5. Going through again, I now believe this issue is being caused by the mannequins I have. Somehow their collision box is drifting forward after using the WAIT mechanic in game. This guy here seems to be having the same problem as I with the mannequins and their mobile collision box, but no one ever seemed to figure it out (on this thread at least): http://forums.nexusmods.com/index.php?/topic/557310-invisible-non-existent-entities/
  6. Okay guys, here's part three of my continuing journey in CK bugfixing. I'm currently experiencing a weird issue in my player house mod. I've been - literally - running into invisible objects in the middle of my second floor hallway. I've gone through the CK and double checked to make sure no statics or collision boxes are in those locations ("M" and "F4" have been useful in the past at tracking down random objects that are blocking pathways - but hasn't helped in this case). A few things I've noticed while attempting to solve this myself: *These invisible blockages seem to be about the size of an Actor's collision cube. *The blockages are appearing about 2 person-lengths in front of my mannequins, display cases and wall plaques (I have 3 mannequins, 4 display cases and 4 plaques) *The number of collision boxes has been in between 1 and 3 *These blockages "appear" and "disappear" as the time of day changes. *These blockages appear on my second story and show up often times directly above a standing or sleeping NPC (I have 2 that sleep directly below the locations where the blockages are occurring). I sure as hell hope someone out there knows what would be causing this. My money is on the NPCs that sleep below this hallway/platform, but I have no idea why they would cause this or how I'd be able to fix it. Thanks a bunch Nexus forum rats! I look forward to hearing any suggestions or fixes. So far I've been able to fix every bug I've posted here, so here's to hoping that this bug isnt the one that breaks the winning streak! ~Cal
  7. <p>It seems that this problem runs deeper. I deleted all of my NPCs AI packages to test this out, and this f**kers still show up, although strangely enough they show up at 3 rather than 1 now.</p> <p> </p> <p>*Edit* Yup, found the Default package that was fubar. Changed that one and reinstated my AI packages and I believe I have it fixed.</p>
  8. Ahh awesome, this is EXACTLY what I was fooling around with as far as my *desired* NPCs go. I've been reworking the AI packages on all my NPCs and I wouldn't be surprised if I made a mistake in my sleep package. I'll go ahead and use your advice to try and fix this. Thanks so much for helping me narrow this down Ahondara! What a silly thing to have happen because of a wonky sleep package!
  9. I'd say try to narrow your problems down and try approaching this NPC without the modded race applied to him. If that fixes it, then you know it's probably that mod causing this crash and not your NPC. If it still crashes, then you may be able to assume that you somehow broke the NPC itself.
  10. It seems to only happen at around 1am every morning, and its these NPC's showing up in the same spot every time: Arivanya, Jorleif, Sigrid, Viola Giordano. They are all talking about the Butcher of Windhelm, and all ask me to leave my own F**king house. I have a feeling its one object in the area they conglomerate around but I don't know what specifically to look for in any editor window that might be dragging NPCs from windhelm into my house. I reproduce this through Waiting, and I havent tried letting time pass to 1 am yet. All the NPCs spawn in right in front of a mannequin.
  11. Where would I find this keyword IsInn added/checkboxed? I see nothing in the Interior Data that is anywhere close to "IsInn". *edit* Okay I think I know what you mean by keywords now, but no, I havent used any keywords and public is not checked (I double checked). One piece of data that may help is that all these NPCs are from Windhelm.
  12. I'm having some issues with random NPCs from all over Skyrim appearing in my custom player home. Sometimes one of them will even tell me that I need to leave, even though the cell's ownership is set to player faction. This seems to happen after I wait for extended periods of time. I believe this to be a recent development after I was futzing with around with the interior cell data, although I have made sure that "Public" is not one of the tick boxes checked. I'd appreciate any info that can get me going in the right direction to get this fixed.
  13. For the love of God and all that is holy, I can see the local map again! Thanks Kane, you're a life saver. I've not played this game in exactly a year (almost to the day!) because of this problem. Now I can go back to focusing on other bugs, like choppy lighting and LOD mistakes, lol! It was all of 5 statics that had the box checked incorrectly. When I FINALLY upload this addon I'll be sure you get a shout out!
  14. Right on, Kane! I'm glad that you've been able to solve this issue, and have been able to point me in the right direction. I'll use that exact method and and go through all my statics. I've got another question as I do all this - is it JUST the *static* objects that were causing this issue, or was it other types as well that you had to go through? Also, is this in EVERY cell that you modified, or just the interior cells?
  15. Yeah, as a follow up, I've gone through every static object in my mod and the only tick-box checked is the "On local map". While it *IS* the local map that seems to be causing this crash, the base game seems to have this ticker checked on all statics by default, so I am hesitant to rule that as the cause of this problem.
  16. bump Same problem with my own personal mod. CTD when opening local map. I've read plenty of suggestions, but haven't be able to fix it. Only one mod active (my own) and only in interior cells. Its not the save file, as others have recreated the problem in their own game. The .ini file is unaltered. A year of aggravation later and still no official response to this glitch.
  17. Ugh... I'm having the same issue with my mod, Kane. Did you ever figure out what was causing this issue? I've got about 5 interior cells, as well as an unused section of Tamriel that I've been working on, and I have the same issue happening. It could very well be that a few statics have "Show in world map" ticked, but with so many statics I've NO idea how to pinpoint which ones may be offending. I guess for now I'll go through all of them, one by one, painfully double checking to see if this is in fact the problem.
  18. Yup! I did the same (forgot to report back here) but it was the LOD that was screwing with us. Fixed every problem I was having. Surprising when you think about it, as LOD is technically dealing with long-distance model replacement to lower the system reqs when a game uses a huge draw-distance. Its funny that it fails to load the mesh correctly at SHORT distance but meh, s*** happens when using Beth tools. I'm just glad we have figured this out. It can be frustrating when these things happen. Hope others with this problem find this solution before ripping their hair out.
  19. Well, I've tried duplicating the building I want by clicking "Edit Base" and giving the building a new "ID" in the Static window, which brings up a prompt asking if I want to create a new form - which I did. This, unfortunately, did not help any. Every time I exit the interior in game and load Tamriel, the building is gone as well as some of the surrounding terrain rocks that I placed next to it. Of course this brings up the question, "Why would Beth make us use a different file format from the one they used, creating unnecessary errors such as disappearing meshes?" but this wont help my situation any. Unless I'm doing something wrong in the duplication process, it looks like I have to get that BSA extractor and - 'by hand' - duplicate and rename the actual mesh NIF file I want to use? I guess I'm still not sure WTF I gotta do to fix this issue - especially cuz even MORE meshes are disappearing now. In addition to the house, just about any piece of "terrain objects" I place, such as Plateaus, huge rock mounts and volcanic pools will also disappear when exiting the front door of my house. As I'm sure youre all aware of, everything will load fine if approaching the house from a distance or loading a save. The problem only occurs when exiting into Tamriel from the house itself.
  20. All Hail! The Nexus community once again triumphs over a simple problem overcomplicated by Beth's tools! Seriously though, thank God you guy's found an easy and steadfast solution to this 10-pound bag of BS that was auto-generated grass.
  21. Same issue. Lets hope someone has some knowledge around here on how to get the grass to auto-configure itself to the correct height of the terrain. Oh Beth... how you torment us with your seemingly simple yet infuriating problems. Edit: Ahh I love the Nexus community! Found the solution if yall haven't yet: http://forums.nexusmods.com/index.php?/topic/556001-deleting-landscape-grass-lol/page__hl__%2Bfloating+%2Bgrass__st__20
  22. I'm having the same problem. Perhaps you can describe how to make a new static mesh out of the one we want to use? Is there a wiki page for this sort of thing?
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