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oc3

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Everything posted by oc3

  1. OK, I finally figured it out! I have no idea how, but an entire mesh folder was missing from Creature Diversity. The entire thing...no traces left, not even in the recycle bin. I was never even near that folder. Thanks to all for the help. I've saved BBens links into my troubleshooting folder. Anyone reading this would be wise to do the same. Hopefully my mod will be coming out in a couple of months for all to enjoy! Thanks again Hickory and BBen. OC3
  2. You need to add the .bsa to the beginning of 'SArchiveList=' in \Documents\My Games\Oblivion\Oblivion.ini, under [Archive] -- a vanilla entry must look like so: SArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa Awsome, that works! I should be able to track down the culprit now. Thanks again.
  3. OK, Vanilla works! Finally, some progress...I am adding folders one by one to see what is causing the problem. I'm using Wrye Bash, and I'm assuming I should also copy the archive invalidationinvalidated.bsa into the data folder also to make the game look for the modded files, however, during testing all I am seeing is vanilla textures, even after I have added all the texture files. So my troubleshooting technique is not working. Any advice? How do I make it use the Non-BSA files like it did before? Thanks loads for helping me this far !. At least I'm making slow progress instead of none at all. :thumbsup:
  4. Thanks for the links! I hope that doesn't mean you think I might need to reinstall. I'm planning on renaming mesh folders one by one to see if that has an effect. Then once I know which folder is the problem, I can narrow down which mesh. Assuming it is a borked up mesh, would that work?
  5. Replacing the game executable and bsa archives will accomplish nothing if there is a rogue mesh/meshes lying around. Yes, you have. Remove all of the edited files (meshes/plugins) and load a save that was made BEFORE you made these changes. If that works, your edits have borked things up. You're right, the BSA archives were just a quick start. I should have been more clear. Hunting down a rogue corrupt mesh will take some time. Tried removing the new statue meshes and a few others, disabled my esp and loaded from the sewer exit. Still crashes. It will load to most interiors though. I'll keep trying. Thanks.
  6. While working on my latest mod, my game has suddenly started crashing. It worked fine the night before and the only thing I changed was creating new objects for retextered daedric statues. They have unique IDs and renamed NIFs. The first crash was at the end of the load screen for a cave interior (That I created and worked fine the night before) that does not even contain the statues. Then I loaded a new character from inside sewer exit, to rule out any game save issue, and it still crashes at the end of the load screen when trying to exit. I also disabled my mods ESP, rebuilt the bashed patch and the problem persists. Thinking it might be a corrupt mesh or something, I replaced the oblivion.esm and all BSA archives from backup. No effect. It is not a load order issue since it worked fine before and no other mods were added and no other changes were made. Loading a save into an oblivion realm interior works fine though. I replaced the oblivion.ini with no effect. I reinstalled liquid water with no effect. Unless this is somehow due to my new meshes and objects for the statues, I'm thinking that some file has become corrupted. Edit: Bloom lighting is off. HDR is off. Using OBGE, ENB series SSAA, can't think of any other graphical addons that could be malfunctioning. Update: Another 4 hours spent on this....I seem to be able to travel to most interiors with no problems. Exteriors usually crash. It might make sense, except that it worked fine one day and crashed the next and I've made NO changes. :wacko: I'm on day 4 of this nonsense now and I'm out of ideas, so it's time to beg for help. Thanks OC3
  7. Thanks to Hickory's help, this seems to have been a problem with using console commands to travel while testing my mod. I have since tried it several times without using console commands to travel to a certain location, and everything works just as I intended it to. Thanks to Hickory for a lot of patience and his help. :thumbsup:
  8. If you upload the mod (assets and all) to somewhere like 4Shared, give me a PM -- don't post the link here. I'll take a look at it, but it won't be tonight -- I have to go out shortly. Thanks! No hurry, I plan on tinkering some more tonight, so it might be tommorow anyway.
  9. I was wrong. The editor ID is not the hex number in the object window, that's the form ID. Oops. I just looked and the editor ID is the same as the Base Object name, unless there is a reference editor ID and then it is the same as the ref editor ID. The link below, about mid way down shows a pic of the reference window I am refering to. It's the top field. TES Alliance Tutorial link It is indeed very odd. Especially the semi random nature of it. I'm going to try enabling some objects in a different cell and see if I have different results. Your more than welcome to a copy of the esp if you feel like spending any more time on it. If you don't have time, I understand. Thanks
  10. They have editor IDs, the hex string number in the object window. I'm refering to Reference Editor IDs, (see pic below, courtesy of TES Alliance). It's the very top field. I just now ran across an article in the CS wiki saying that a persistant reference needs to have that top block filled in, and that is the name that you would use to enable/disable via a script. Does that sound right to you? I created all new base objects for almost everything in my mod, to eliminate conficts and unwanted results, also. I get what you are saying about the hidden parent, but If my parent is a unique base object and not used elsewhere, I should be OK, right? I'll probably switch back to the hidden parent just to be on the safe side anyway. I finally decided at the end of the night to move the enable command from the quest result script, to the main quest script. The tent, which is curently the parent, did enable, but was still invisible. I'm starting to think this is some sort of weird memory handling thing or something in the inner workings of the game engine itself. It's like everything but the texture gets loaded. The fact that all works well after coc to that location, not after fast travel has to be a clue. The game must handle loading the new location differently in those cases. Thanks, for all the time. this has been a long one. If you tired of messing with it, I understand. OC3
  11. RIght, I completely agree and understand that concept. Not talking about the persistant ref check box, but the very top field when you double click an object in the CS. It's labeled as the reference editor ID. For an object to be enabled via script i.e saxCampParent. Enable, saxCampParent would need to be in that field, Right? or not. That is how BravilHouse's wall hangings parent is set up. I am using the exact same scheme and getting these results.:wallbash: Right now, I have removed all parent references and am starting over just trying to get a single object to enable when it should. It's a tent with that exact ref editor ID (saxcampparent). I can't even get it to enable. At all. It's not invisible this time, it's just not enabled at all. Iv'e checked to make sure the quest is at stage 20, and it is. I'm using a quest stage result to enable it via 'saxcampparent. Enable'. Starting to think I'm crazy..... Oh, I forgot to say I abandoned making the parent hidden, since the vanilla Bravil House Quest used an initially disabled tapestry as its parent. Why not get rid of an unneeded object? The parent object is now the main tent itself.
  12. Hickory's pretty tough to beat. You almost had one there! Seriously, thanks for the help
  13. OK, I tried Striker's idea to start a new game, so I coc'd to my camp to add a fast travel marker, coc'd to three sisters inn, let the dialogue set the stage to 20, fast traveled back to camp, and all the camp objects were visible. However, I tried it again later and still having the same weird results. I'm thinking it shouldn't be possible for another mod to be causing this since my objects all have unique base object names. Is that correct? Anyway, I went looking for another cause. I had all of the camp objects with Ref editor IDs. I decided that was wrong so created anew objects with unique base object names, but no ref editor ID. Except for the enable parent of course. Am I correct that you can only enable an object via script if it has a ref editor ID? Anyway, after doing this, I am now having random results, regardless of which save I use. Sometimes all objects render fully, sometimes only a few of them. But almost always some will render. And at all times the collision is there for everything. Is it possible that it is the way I am enabling them. I know I had to stop setting quest stages in the topic results because the log entry window would not display. Could it be something similar? I hope I'm not being a bother. You guys have already earned credits, by the way. OC3
  14. Oops, I spoke to soon. Sorry to say that it appears that it was a one time deal. I'll post a follow up, if you don't mind taking another look. Thanks Hickory.
  15. Oops, I spoke to soon. Sorry to say that it appears that it was a one time deal. I'll post a follow up, if you don't mind taking another look. Thanks Striker.
  16. Then something is amiss with your setup and/or save game. You need to address that first. Thanks for all the help Hickory, I truly appreciate it. You and Striker were right apparently. Somehow it was related to a save game issue, even though the save I was testing with was prior to my esp creation and the objects had unique IDs. It's beyond me, but it worked. Now I can finally press on with the mod.
  17. You were right, that worked perfectly. All the time I thought I was doing something wrong and it was just a stupid game save issue. Odd too because the save I was using was prior to my esp being created. Anyway Thanks! Now that I know it's not an issue with my mod, I can press on.
  18. I'm using a hidden parent object. A topic reslut script uses 'set CTMTomb.CTMT to 20' to set a variable to 20, the quest script sees that and sets the stage to 20. Then the result script for the quest stage uses 'ctcamptrigger. Enable' to enable the camp. I also found that If I save before fast traveling, then load that save, it worked normally. Everything is visible. Also found that if I coc center, wait 72 hours and return, everything is visible. Thanks for looking at this!
  19. Thanks, That does seem to clear it up. When I travel back, everthing is visible. Now I just need to find out how to stop it from happening. I don't want to release a mod with this kind of bug.
  20. Nope, that's the only place that I notice it. It only happens to the camp related objects, tent, fire, bedroll, chair and a few other things (All vanilla objects too) . the camp is located just outside a large manor with many other objects around, all of which behave normally. The camp objects behave normally too, if they are not initially disabled. I have also tried fast traveling to a nearby location and walking to the camp and it is still invisible. It seems to be the actual act of fast travel itself that is causing this.
  21. Thanks Hickory, Rebuilding the bashed patch actually did fix the water problem, although I would have never believed it. For the camp not being visible after fast travel, though, is a different story. My mod is loaded dead last and the camp (tent, fire, etc.) objects all have unique IDs. Yet some how ONLY after fast travel back to the camp... Everything is there....Just invisible. Collision, lighting, etc is there, I just can't see it. One time is did work as it should though, The NPC that is supposed to follow me back to the camp, well, at the time I had deleted his AI follow package. Yet, for some reason, he still made it back to the camp after I fast traveled there. When I got there, Everything was Perfect! Everything there and visible. After I re-enabled his follow package, :wacko: the same results appear. Things ARE enabled and physically there. Just Invisible. This is really strange.... Anybody? No idea is to small or to crazy. Thanks
  22. Don't know if it's related, but I just noticed that in the same cell, the water is missing. Both in game and editor. In game, where the water is missing, I also can't swim, only walk on the bottom. Any ideas. Edit......using liquid water.
  23. As part of a new (Very awesome) mod, I am trying to enable a camp after speaking with an NPC in Leyawiin. After the correct topic, a script changes the quest stage. As part of the quest stage, a result script is run.... CTCampTrigger. Enable All of the objects enable just fine if: 1. I stand at the camp location, and using the console, type setstage ctmtomb 20. All good. Everything is rendered and visible. 2. I COC (console command to that location) to leyawiin 3 sisters Inn, engage in converstation with my NPC to the point where stage 20 is reached and then COC back to the camp. All good. Everything is rendered and visible. However if I COC to Leyawiin 3 sisters Inn and blah, blah, reach stage 20 as before, and then Fast Travel back to the camp. The camp is there.....It's just F..ing invisible. I can see the light from the invisible fire. I can even get fire damage from the invisible fire. My forward motion is stopped by the invisible tent. I have not tried long traveling back to camp yet as is simply takes too long, (the camp is morthwest of Chorrol) so I don't know what happens then. I've spent days on this one problem and I'm getting nowhere. After 5 months on this one mod. I'm just about ready to say Screw it. Obviously, I can't release something like this. I would be very appreciative of any help you can give. Thanks, OC3
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