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jimmycalhoun

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  1. Yes but I'm doing just a single plugin for all of my custom music, haven't tried multiple custom music plugins. With a single custom music plugin, from what I have seen from my tests and what alasdairhurst has described, i would say yes we have had success with load order.
  2. Well for now, i think the work around is to move your custom music plugin to load first after the esm's and then anytime you want to make a change to the plugin, ie adding a new track to a music type, you will need to repoint all of your custom music tracks to the appropriate wav file.
  3. I think the missing file path is definitely a bug. http://forums.bethsoft.com/topic/1347249-unofficial-creation-kit-bug-list-2/ I think they meant to say wav files disappear on reload, because as far as i can tell there's no way to select xwm files.
  4. I figured out why this happens. When you reload the plugin check your music track's you added and notice the path is now blank. If you re-select your file and try to save it should work. Of course this isn't a fix by any means. I think we'll have to wait for an update to the creation kit to resolve this issue.
  5. I noticed the missing path issue you are talking about also, if you look at all the other single tracks they don't have paths either. Although, I've yet to be able to open a plugin and re-save it without the creation kit crashing on me when doing a music mod. Looking at the wiki page for load order, it seems pretty straight forward like it has with previous games. As long as the dependencies load first, if there is ever a conflict, last loaded wins. http://www.creationkit.com/Data_Files So yeah, load order really shouldn't be an issue, but try moving your custom music mod to load first after the master files and see what happens. EDIT: AND crap...on a side note the reason my mod keeps crashing creation kit when i try to save it, is because of this issue with a blank file path. If you follow my steps and create a music mod, save it, and then close the creation kit. Then load that same plugin back into the creation kit and try to save it, the creation kit will crash because the file path is blank. I think it's safe to say we've uncovered a number of bugs in the creation kit.
  6. This is crazy, all kinds of random results for what seems like should be a simple mod. I used dbpoweramp to do my conversion. Your last comment, adding a new track to the town playlist should be working also. I did the same thing and tested it by entering and leaving a town over and over until my custom track started playing. This load order business sounds promising. alasdairhurst, so you used the nmm to set the load order to skyrim.esm, update.esm, then the music mod? When you say moved it down, do you mean you moved the music mod to before the other two? EDIT: Ok so i was finally able to reproduce the issue you all are seeing by installing another mod (hi res texture pack) and moving my music mod to load after those plugins. So yeah i agree with you alasdairhurst, this is definitely a load order issue. Although, I wish I knew what the underlying issue was. I don't understand why a texture pack plugin, or any of the plugins Hubbin0 mentions (besides sounds of skyrim) would have a conflict with this mod. Seems that the current work around is to force your custom music plugin to load first, (after skyrim.esm and update.esm) using nmm. But I think we must be doing something wrong in the creation of this mod for the load order to cause an issue like this. It's been quite some time since ive modded a tes game. So I'm going to do some more research on the creation kit and best practices for mod creation.
  7. Nope, I don't have the high-res texture pack yet. So if I understand correctly, we have confirmed that the problem ISN'T with our individual audio files --- it's not something like the file being too large/long or the file being broken from conversion to .wav. That at least narrows it down...but I'm still stumped. One thing I tried doing was, instead of making a NEW Music Track, I just edited one that already exists (in this case Combat01). That way literally the only thing changing is the music data file, and not like any references or dependencies. But then I encountered a problem I hadn't encountered yet: I can't save the .esp file! If I hit Save, it appears to be saving, but it never finishes. If I attempt to close, it asks me if I want to save, and if I hit yes, it then says like, "unable to save as the previous save hasn't finished yet." And it just sits in this never ending loop, and ultimately I just can't save. This was in a brand new .esp file, nothing else had been changed except the music file that Combat01 was pointing to. Another thing I just want to make sure is, in our "music" folder, does it matter if "music" is capitalized or not? I tried both "Music" and "music", and it didn't seem to make a difference, but it would be nice to know for future reference whether or not both are okay. That's weird. I've heard some people say that a plugin can take a while to save. They waited and waited and then it finally finished saving. Path's aren't case sensitive, so it shouldn't matter.
  8. Do you all have the hi res texture pack enabled? I have a friend that was able to reproduce the issue you all describe, and when he disabled the hi res texture pack it started working.
  9. Nope, didn't edit any worldspace, i did include the update.esm file when i created the plugin though. Other than that, the only things that plugin affects are music tracks and music types. Just out of curiosity, what version is your TESV.exe? Mine is 1.4.21
  10. That's odd. Here is a link to it on dropbox: http://dl.dropbox.com/u/883792/TownAudioTest_4.esp
  11. I'm having an issue with trying to save changes to an existing plugin I've created. When i want to make changes to my plugin these are the steps I'm taking: - Open Creation Kit - File > Data and then I select my plugin and set it as the active file. - Data loads - Errors popup, I click yes to all. - Whether I make changes to the plugin or not, if i now try to save, the creation kit freezes and I have to force close it. Checking the windows logs, i then have these two events. Anyone else experience this? ========== Event Id: 1000 Faulting application name: CreationKit.exe, version: 1.4.23.0, time stamp: 0x4f3018ab Faulting module name: CreationKit.exe, version: 1.4.23.0, time stamp: 0x4f3018ab Exception code: 0xc0000005 Fault offset: 0x0024c310 Faulting process id: 0x1754 Faulting application start time: 0x01cce9adf42c1adb Faulting application path: c:\program files (x86)\steam\steamapps\common\skyrim\CreationKit.exe Faulting module path: c:\program files (x86)\steam\steamapps\common\skyrim\CreationKit.exe Report Id: a42ec9d7-55a1-11e1-a120-001fc635d476 ========== ========== Event Id: 1001 Fault bucket 2825289840, type 1 Event Name: APPCRASH Response: Not available Cab Id: 0 Problem signature: P1: CreationKit.exe P2: 1.4.23.0 P3: 4f3018ab P4: CreationKit.exe P5: 1.4.23.0 P6: 4f3018ab P7: c0000005 P8: 0024c310 P9: P10: Attached files: C:\Users\rhymer\AppData\Local\Temp\WER7693.tmp.WERInternalMetadata.xml These files may be available here: C:\Users\rhymer\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_CreationKit.exe_706728d1fe41a9ed77fadd961e9d03912dbde7_0e7c9385 Analysis symbol: Rechecking for solution: 0 Report Id: a42ec9d7-55a1-11e1-a120-001fc635d476 Report Status: 0 ==========
  12. Good idea, attached is my esp and here is a link to the wav file. http://dl.dropbox.com/u/883792/02%20-%20Howard%20Shore%20-%20The%20Shire.wav I know you know the full path to your data directory but here is mine, let me know if yours is any different: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Music\AHSEpicSoundtrack\Explore
  13. Yeah those sizes sound fine. I was going to try and package up my mod and link it here for you to try, but this creation kit is buggy as crap and keeps crashing. I can't even open an existing plugin and try to save it again, just keeps crashing. I wonder if it's something DRM related. Are you sure aimersoft is removing the DRM?
  14. Your settings look good to me. The only difference in mine is the priority, i left it at the default 48. I can't imagine that being a problem. How big is custom.wav? What programs did you use to convert? What did you convert from?
  15. Cue points are for finale tracks, you can set time intervals for when the finale should crossfade in. It's optional so i wouldnt mess with it right now until you get this other issue resolved. Can you paste screenshots of your music track and music type settings and also the path you placed your wav file/s in? Do you have any other mods enabled?
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