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Ordeiberon

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Posts posted by Ordeiberon

  1. Seconding. Cheathappens.com Trainer gives unlimited double jumps and super speed which makes for awesome travel options, but hitting the ground almost always interrupts flow. Would love to just land. If we can't stop the animations, can they be swapped? Maybe with slide or I think Berserk lets you superhero land?

  2. Can't you turn off off auto sorting in Vortex? That is all you need.

     

    As I mentioned I have too many to see easily with the font and display system.

     

     

    I am going to have to join in on requesting a return to manual plugin ordering. Not only because not everything works with loot as noted, and with custom work I need to easily see all my plugins as I am working to edit them and merge them. For example I am building a new player home mod that uses several smaller plugins. I keep them together in the load order to verify they work with everything below it. Then merge. Same if I build a custom clothing mod. I am using hundreds of plugins so this big font with so much space in between is making it very difficult to see the correct order. I know I can turn off auto sort, but I can't organize the plugins easily. Same goes for the main storage btw. I use so many mods I need to be able to close down sorted items to work with just the items I need.

     

    Also already Vortex is giving me constant errors that it can't parse several of my custom mods, maybe once they are released it might work, but in the meantime I want to be able to see my plugins easily and keep my load order without getting constant errors.

     

     

    It's not going to happen with Vortex.

    I was one of the people who kept demanding it, until I learned how to use Vortex, now I realize, Vortex doesn't need it, but it still can be done through rules.

    I just set up a manual load order in Oblivion to accommodate FCOM, although I really didn't have to do much to get the load order sorted the way I wanted it, because Vortex had already done quite a lot of the sorting for me.

     

    Also, Vortex was made for the end user in mind, I would suggest, since you're making custom mods, that you use a different mod manager for making mods, and a different one for playing.

     

    If you want manual Load Order Sorting, then use MO2, or NMM

     

     

    This is what I'm afraid of, it does not seem to be friendly to mod makers. Seems to work fine for a new game without changes but yeah, for mod making it is keeping me from easily determining what is affecting what and categorizing my mods to reference.

  3. I am going to have to join in on requesting a return to manual plugin ordering. Not only because not everything works with loot as noted, and with custom work I need to easily see all my plugins as I am working to edit them and merge them. For example I am building a new player home mod that uses several smaller plugins. I keep them together in the load order to verify they work with everything below it. Then merge. Same if I build a custom clothing mod. I am using hundreds of plugins so this big font with so much space in between is making it very difficult to see the correct order. I know I can turn off auto sort, but I can't organize the plugins easily. Same goes for the main storage btw. I use so many mods I need to be able to close down sorted items to work with just the items I need.

     

    Also already Vortex is giving me constant errors that it can't parse several of my custom mods, maybe once they are released it might work, but in the meantime I want to be able to see my plugins easily and keep my load order without getting constant errors.

  4. @zilav Just found your post after relentless hours of research baaaa thank you worked like a charm....

     

    Me Too. So happy to see this as a fixable problem. Just be sure to be able to reinstall the .esp if you get a "stream error". that means there is an entry giving an error like "Expecting data found none". Just marking that modified without fixing it (either overwrite or delete) will break the .esp and you will not be able to load it again to fix it. Not sure how that will affect the resulting mod but if they were errors I expect it will only be more stable.

  5. The spell is fired off by a casting and it executes this script

    SCN AASHhomeMS
    
    begin gamemode
    
    
    
    set AASHhomeMQ.Start to 1
    
    end
    

    The AASHhomeMQ quest script is the script we have been working on.

     

    By the way,

    I "might" have thought of a way to use your script with a spell

    and not have the stutter step action going on.

     

    If my theory is correct,

    you cast a spell

    it does the animation of casting a spell upon yourself

    then fires off your messagebox

     

    Never did find out how you initiated the call for your script to run.

    For all I know, you have it firing off after entering a door or something.

    IF thats the case, then you surely don't need the casting animation hehe.

  6. Very cool, thanks.

     

    Glad to have helped ya out.

     

    by the way.... now that I proofread that last little bit of code

    I see a mistake I made

    here's the correction

     

    if start == 1 ; <- If Start would have worked fine if it was just going to be equal to one or zero, but since I changed it to hold different values, it needed to watch for a particular value.
    if GetPlayerInSEWorld
    MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

    set start to 0

    return
    else
    MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
    set start to 2

    endif
    endif

  7. Thanks. Your original insight was enough to solve it. See my revised script above. Also I realize one of the examples I posted above (aaORDAraSelMathiTeleportScript) would have solved the issue within a magic script but would have involved rewriting the original script to match the new format. Not sure which is more stable. The magic script seems more efficient, but most of the spells i've worked with use quest scripts.

     

    EDIT: I reread and understand your mention of the shudder step with magic scripts. Guess, all the more reason to leave the quest scripts alone.

     

    apologies

    was a bit quick to rush to an answer

    now that I'm looking at it a bit closer

    gonna take a stab at it and you can see if it works out.

     

     

    when you use a magic script, it does like what you mentioned about the pause

    I call it studder step

    What you could do is set it up for a token.

    lets say a magic stone in your inventory

    I've seen the tutorial for it but haven't played around with it myself.

    Maybe the following changes to your code might help open up the possibilities for ya.

    ((its all just a rough draft and I haven't tested it. I normally have to do a ton of trial and

    error after thinking the code looks perfectly fine))

    Here's that tutorial by the way.

    https://cs.elderscrolls.com/index.php?title=MessageBox_Tutorial/Token_Scripts

     

     

    SCN AASHhomeQS

    float fQuestDelayTime
    short button
    short onece
    short start

    begin onadd

    set start to 1

    end

    begin gamemode
    if onece== 0 ; <- this section will need to be moved to a quest script though. don't think it would use the fQuestDelayTime if you did the 'token script'
    set fQuestDelayTime to 0.2
    set onece to 1
    player.addspell AASHhomespell
    endif

     

    ;Display appropriate messagebox
    if start
    if GetPlayerInSEWorld
    MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

    set start to 0

    return
    else
    MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
    set start to 2

    endif
    endif

     

    ;Watch for button pressed in messagebox

    if start == 2
    set button to getbuttonpressed
    if button == -1 ;no button pushed yet. keep watching for it

    return

    elseif button == 4 ;cancelled spell

    set start to 0

    return

    else

    set start to 3

    endif
    endif

     

    ;A spell was selected. Lets stop watching for buttons being pressed in the messagebox and focus on firing off the teleport sounds and destination
    if start == 3

    playSound DRSOblivionGateOpen
    If button == 0
    player.MoveTo ORDIzCEsBedMarkerX
    elseif button == 1
    player.MoveTo AASHMarker12
    esleIf button == 2
    player.MoveTo ORDWelnandMarkerX
    elseIf button == 3
    player.MoveTo aaORDXmarkerPenthouseRef
    endif

    set start to 0
    endif

    end

  8. Ah so If I understand, the double if statements are the problem. The start quest enabled forces the script to run. Normally it runs, finds a false if, set start to 0 anyway and ends. By adding the second if I gave a another loop it could keep running and not finishing properly. So perhaps if I make the qualifiers on the same line? like this? EDIT: Yes this solves the issue and the loop is no longer a problem. I have my fix. Thank you All!

    SCN AASHhomeQS
    
    float fQuestDelayTime
    short button
    short onece
    short start
    short Idou
    
    
    begin gamemode
    if onece== 0
    set fQuestDelayTime to 0.2
    set onece to 1
    player.addspell AASHhomespell
    player.addspell HTBAranmathiTeleportSpell		
    endif
    
    if(start==1) && (GetPlayerInSEWorld == 1)
    	                Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
    			set start to 0
    	elseif (start==1) && (GetPlayerInSEWorld == 0)	
    		MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
    set start to 0
    endif
    
    set button to getbuttonpressed
    
    if button == 0
      set Idou to 1
    endif
    
    if button == 1
      set Idou to 2
    endif
    
    if button == 2
      set Idou to 3
    endif
    
    if button == 3
      set Idou to 4
    endif
    
    if button == 4
      set Idou to 0
    endif
    
    
        If ( idou == 1 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo ORDIzCEsBedMarkerX
        endif
    
        If ( idou == 2 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo AASHMarker12 
        endif
    	
        If ( idou == 3 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo ORDWelnandMarkerX 
        endif
    
        If ( idou == 4 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo aaORDXmarkerPenthouseRef
        endif
    end
    

    the variable 'start' defaults to a value of zero

     

    if(start==1) <- this IF statement is FALSE so it starts reading code and looking for an ENDIF, ELSEIF, ELSE or another IF statement
    if (GetPlayerInSEWorld == 1) <- it finds this IF statement and starts looking for an ENDIF, ELSEIF, ELSE (to close the IF/ENDIF statement) or another IF statement (which we don't have)
    Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first." <-this gets read, but not acted upon. Still looking for the end of the IF statement
    Set Idou to 0 <- this gets read, but ignored
    endif <- alright, it found the end of the IF statement. Now it goes back to acting upon code
    else <- Since the first IF failed its test. We are going to do the next code.
    MessageBox "AraSelMathi Estates..... " <- It shows you the MessageBox
    set start to 0 <- the 'start' variable still equals zero
    endif <- and we find the ENDIF that closes out our IF/ENDIF statement

     

    Since this is a quest script. we run again, again, again, again.

    and show the same messagebox over and over and over

     

    adjusting the spacing of the code can help in viewing these multiple IF/ENDIF statements

     

    if(start==1)
    if (GetPlayerInSEWorld == 1)
    Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
    Set Idou to 0
    endif
    else
    MessageBox "AraSelMathi Estates..... "
    set start to 0
    endif

     

    Here's the original

    if(start==1)
    if (GetPlayerInSEWorld == 1)
    Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
    Set Idou to 0
    endif
    elseif (GetPlayerInSEWorld == 0)
    MessageBox "AraSelMathi Estates..... "
    set start to 0
    endif

  9. if(start==1)

    if (GetPlayerInSEWorld == 1)

    MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

    Set Idou to 0

    endif

    elseif (GetPlayerInSEWorld == 0)

    MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"

    set start to 0

    endif

     

    Remove the 'endif' in the middle

    I'd write it like so...

     

    if start

    if GetPlayerInSEWorld

    MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

    Set Idou to 0

     

    else

    MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"

    set start to 0

    endif

     

     

     

    Not sure where your variable "start" was set to one though

    assuming its either a one or zero

    thats why I changed to code to...

    if start

    which is the same as saying

    if start == 1

     

    Need to know more about that variable to fix your messageloop

    I see where the loop is, and haven't fixed that part just yet.

    Is this a script attached to an object/activator?

    IF you want to tinker round with it based on my guess as to how your script is meant to work.

    you can try moving the..

    set start to 0

    to after the

    endif

     

    just keep in mind, I'm only guessing at what you are trying to do.

     

     

    also on a side note:

    changed to an 'else' rather than an elseif

    since you are either there or you are not.

     

    Tried yours but the loop remains. This is a quest script that is start enabled. So not sure why it seems the use of the else statement breaks the remaining script (selecting a destination does nothing) and it just runs the first if statement over and over again (like it does with all start game enabled scripts). Why it doesn't just run once or only run when cast I do not know. Maybe such a choice can't be done in game mode? Current attempt with loop. If I ; out the first choice it works again.

    SCN AASHhomeQS
    
    float fQuestDelayTime
    short button
    short onece
    short start
    short Idou
    
    
    begin gamemode
    if onece== 0
    set fQuestDelayTime to 0.2
    set onece to 1
    player.addspell AASHhomespell
    endif
    
    if(start==1)
    	if (GetPlayerInSEWorld == 1)
    		Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
    			Set Idou to 0
    			endif
    	else	
    		MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
    set start to 0
    endif
    
    set button to getbuttonpressed
    
    if button == 0
      set Idou to 1
    endif
    
    if button == 1
      set Idou to 2
    endif
    
    if button == 2
      set Idou to 3
    endif
    
    if button == 3
      set Idou to 4
    endif
    
    if button == 4
      set Idou to 0
    endif
    
    
        If ( idou == 1 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo ORDIzCEsBedMarkerX
        endif
    
        If ( idou == 2 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo AASHMarker12 
        endif
    	
        If ( idou == 3 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo ORDWelnandMarkerX 
        endif
    
        If ( idou == 4 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo aaORDXmarkerPenthouseRef
        endif
    end
    

    I also found this other teleport script that works as a magic script that uses different script blocks, and seems to stall the character for a second on walking.

    Scriptname aaORDAraSelMathiTeleportScript
    
    Short Choosing
    Short Choice
    
    Begin ScriptEffectStart
    	;if ( player.IsInCombat == 1 )
    		;message "You cannot cast this spell during combat"
    		;Set Choosing to 0
    	if (GetPlayerInSEWorld)
              message "Sheogorath likes it when people use his door"
    		Set Choosing to 0
    	else
              Set Choosing to -1
    	endif  
    End
    
    Begin ScriptEffectUpdate
    
      If (Choosing == -1) ;Display your menu
        Messagebox "AraSelMathi Within Teleport activated. Destination, Mistress?", "AuraSel - Throne Hall", "RielleSel - Beauties' Hall", "RielleAraSel - Private Queen's Hall", "Ageasel - Mages' Hall", "PelinSel - Fighters' Hall", "Lorsel - Storage Hall", "[Cancel Spell]"
        Set Choosing to 1
        Set Choice to GetButtonPressed
    
       Elseif (Choosing == 1)
        If (Choice == -1) ;No choice yet
          Set Choice to GetButtonPressed
        Elseif (Choice == 0) ;Throne room
          Player.MoveTo HTBAranmathiAuraselMarker
          Set Choosing to 0
        Elseif (Choice == 1) ;Treasury
          Player.MoveTo HTBAranmathiRielleselMarker
          Set Choosing to 0
        Elseif (Choice == 2) ;Private
          Player.MoveTo HTBAranmathiRelleselMarker
          Set Choosing to 0
        Elseif (Choice == 3) ;Mages
          Player.MoveTo HTBAranmathiAgeaselMarker
          Set Choosing to 0
        Elseif (Choice == 4) ;Warriors
          Player.MoveTo HTBAranmathiNagaselMarker
          Set Choosing to 0
        Elseif (Choice == 5) ;Storage
          Player.MoveTo HTBAranmathiLorselMarker
          Set Choosing to 0
        Elseif (Choice == 6) ;Cancel
          Set Choosing to 0
        EndIf 
    
      ElseIf (Choosing == 0)
          Player.Dispel HTBAranmathiTeleportSpell;
      Endif
    End
    
  10. I've heard you just can't use custom teleport spells meant for use in Cyrodiil when you are in the in the Shivering Isles and Vice Versa. I had planned just to make it a warning in my mod but then noticed a custom SI portal had a check to ensure you transported back and forth cleanly. So I wanted to know if I could easily just add a check to see if the player was in the Isles and cancel the spell.

     

    So here is the script that made think it is possible.

    SCN AASHhome3QS
    
    float fQuestDelayTime
    short button
    short onece
    short start
    short Idou
    
    begin gamemode
    	
    if onece== 0
    set fQuestDelayTime to 0.2
    set onece to 1
    endif
    
    if(start==1)
    MessageBox "AraWelMathi Mad Escape Teleport Activated. Destination Mistress?","AraWelMathi - Private Floor", "AraWelMathi - Outer Court","AraWelMathi - Madness Room","[Cancel Spell]"
    set start to 0
    endif
    
    set button to getbuttonpressed
    
    if button == 0
      set Idou to 1
    endif
    
    if button == 1
      set Idou to 2
    endif
    
    if button == 2
      set Idou to 3
    endif
    
    if button == 3
      set Idou to 0
    endif
    
    
        If ( idou == 1 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
    		 if ( GetPlayerInSEWorld == 1 )
    				if ( GetStage SE14 >= 6 )
    		;Player.RemoveSpell SE14RezSpell
    		;Player.RemoveSpell SE14WeatherSpell
    		;Player.RemoveSpell SELpSummonHaskill
    	endif
    	Player.SCAOnActor
    	setPlayerInSEWorld 0
    	SEJailMarkerParentTamriel.Enable						; turns ON jail markers in Tamriel, turns OFF jail markers in SE
    	SEJailMarkerCrucible.Disable
    	SEJailMarkerBliss.Disable
    	SEPrisonMarkerAichan.Disable
    	SEPrisonMarkerCorpserot.Disable
    	ReleaseWeatherOverride
    
    	If Player.GetEquipped TGGrayFoxCowl == 1
    		Set SECrime.LeftSECowlOn to 1
    	EndIf
    endif
    player.MoveTo AASHMarker11
        endif
    
        If ( idou == 2 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
    		 if ( GetPlayerInSEWorld == 1 )
    				if ( GetStage SE14 >= 6 )
    		;Player.RemoveSpell SE14RezSpell
    		;Player.RemoveSpell SE14WeatherSpell
    		;Player.RemoveSpell SELpSummonHaskill
    	endif
    	Player.SCAOnActor
    	setPlayerInSEWorld 0
    	SEJailMarkerParentTamriel.Enable						; turns ON jail markers in Tamriel, turns OFF jail markers in SE
    	SEJailMarkerCrucible.Disable
    	SEJailMarkerBliss.Disable
    	SEPrisonMarkerAichan.Disable
    	SEPrisonMarkerCorpserot.Disable
    	ReleaseWeatherOverride
    
    	If Player.GetEquipped TGGrayFoxCowl == 1
    		Set SECrime.LeftSECowlOn to 1
    	EndIf
    endif
        player.MoveTo AASHMarker12 
        endif
    
        If ( idou == 3 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
    		 if ( GetPlayerInSEWorld == 1 )
    				if ( GetStage SE14 >= 6 )
    		;Player.RemoveSpell SE14RezSpell
    		;Player.RemoveSpell SE14WeatherSpell
    		;Player.RemoveSpell SELpSummonHaskill
    	endif
    	Player.SCAOnActor
    	setPlayerInSEWorld 0
    	SEJailMarkerParentTamriel.Enable						; turns ON jail markers in Tamriel, turns OFF jail markers in SE
    	SEJailMarkerCrucible.Disable
    	SEJailMarkerBliss.Disable
    	SEPrisonMarkerAichan.Disable
    	SEPrisonMarkerCorpserot.Disable
    	ReleaseWeatherOverride
    
    	If Player.GetEquipped TGGrayFoxCowl == 1
    		Set SECrime.LeftSECowlOn to 1
    	EndIf
    endif
        player.MoveTo AASHmadnessmarker
        endif
    
    end
    
    
    
    

    And this was my 2nd attempt. It breaks the teleport function while in Cyrodiil (causing a messagebox loop) so not working. Not sure how to fix

    SCN AASHhomeQS
    
    float fQuestDelayTime
    short button
    short onece
    short start
    short Idou
    
    
    begin gamemode
    if onece== 0
    set fQuestDelayTime to 0.2
    set onece to 1
    player.addspell AASHhomespell
    endif
    
    if(start==1)
    	if (GetPlayerInSEWorld == 1)
    		MessageBox "You are in  Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"
    			Set Idou to 0
    			endif
    	elseif (GetPlayerInSEWorld == 0)		
    		MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
    set start to 0
    endif
    
    set button to getbuttonpressed
    
    if button == 0
      set Idou to 1
    endif
    
    if button == 1
      set Idou to 2
    endif
    
    if button == 2
      set Idou to 3
    endif
    
    if button == 3
      set Idou to 4
    endif
    
    if button == 4
      set Idou to 0
    endif
    
    
        If ( idou == 1 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo ORDIzCEsBedMarkerX
        endif
    
        If ( idou == 2 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo AASHMarker12 
        endif
    	
        If ( idou == 3 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo ORDWelnandMarkerX 
        endif
    
        If ( idou == 4 )
        Set idou to 0
    	playSound DRSOblivionGateOpen
        player.MoveTo aaORDXmarkerPenthouseRef
        endif
    end
    
  11. first of all I am just a noob when we talk about modeling & 3D & object placement

    anwyay I hope I can help

    this is several things that I thought :

    - maybe all of that missing object has parent (it's in tab 'Enable Parent' just beside tab 'Teleport') I think the parent is disabled so its child will be disappear in-game until it is enabled again. easy solution is by remove all Enable Parent properties

    - maybe there is 2 doors, the one you activate in-game is the 'other' door that still not get cleaned up properly. I suggest that you use this mod https://www.nexusmods.com/oblivion/mods/21862/ to find is the door really the one that you edited or not? you should write down the door Form ID when in-game and compare it with door in CSE

    - you mentioned script, maybe the script is messing things up? like disabling many things or change the door teleport target?

     

    Glad to see the suggestion regardless. No missing parent. Cell is intact from the original. Doubled checked accidental placement of second door. Only one. Yep have refscope installed. One my mod is affecting it. No scripting on the door just in the cell. and they are attached to buttons, so not sure what is causing the problem. I tried duplicating the cell and adding second door. Duplicated cell works mostly. A couple items disappeared ingame (After checking they were there in CSE) and then weren't there in the CSE after. I put them back manually and it they seem to stick. Scripts on buttons don't work of course, so I may just consider moving them out of cell until I decide they are really needed.

  12. I have been cleaning up my mod in preparation for release and run into a weird problem. I am making my own version of Aranmathi and added a another mods premade swimming pool as a side door. Should be simple right? All the other extra rooms I added work fine. Door and target cell look fine in CSE, but in game the name of the destination cell is incorrect and when you travel i through it, random items are missing from the bath hall and the water is gone..

     

    So I tried the usual fixes. Made sure no conflicting mods and accidental changes to dependent mods. Nothing affecting the door, either cell, nada. Turned off the dependent mods just in case. No luck. Verified I had all meshes installed in CSE. All good. Nothing "initially disabled"? Good. Noting different from the other cell settings? Nope. Redid the teleport connection on the doors. No good. Renamed the persistent references on the doors. No good. Deleted the doors and replaced with new ones in case of some weird FormID conflict. No good. Renamed the cells. No Good. Ran cleaning on the mod. No Good. Ensured there were no weird injections into upper mods. none. Considered it might be a save game error, so reloaded earlier save. No good. Perhaps earlier save was messed up, so started new game...and no good.

     

    It is just really weird. All the other cells work fine, all the other scripts, all changes I make to the mod update just fine. it just does not want to connect properly to this one cell.

     

    Picture of door settings in CSE. Should point to "AraSelMathi - Valorium Bath Hall (Nensel)"

     

    hK1KzKM.png

     

    Picture of the Cell in CSE, no messing meshes, nothing disabled, water at right level.

     

    mXGZv6G.jpg

     

    Picture of door in game. Note the target cell is wrong (Same name as another cell, but that cell and transition works fine)

     

    iXFKrmG.jpg

     

    And the cell in game. Missing water, random missing statics (same ones each time), missing mesh signs (in the bottom of pool).

     

    MCUHD41.jpg

     

    I haven't tried cloning the cell as it has a lot scripting, so not sure what might be wrong.

     

    EDIT: Tried a duplicated cell and still missing a couple items but water was there, and door pointed to right cell, but of course all scripts were broken.

  13. I just wanted to update this post for others running into the same issue but don't bringing out the dead. I found the problem mod was a house mod that I had edited to reference a couple of NPC replacer mods, that I then merged into a single file. So the house mod was looking for the original references but the ids had changed with the merging. So once I went in and fixed the references in TES5edit the game loaded. There was also a couple of armor add-on entries in the merge for new armors that for some reason had "dupicate01" added to them, despite not conflicting with any other armors. I can't remember if fixing that too was required or I did it as a just in case, but the house mod was a definite issue.

     

    So after fixing that one mod, everything worked after that. I checked my other merges and found similar issues, but I hadn't tried loading them yet. Fix them all and loaded up everything.

  14. Hey, it's nearly two years later now, but this is one of the top results when I searched for the problem, so I thought I'd mention a little extra bit that helped me.

     

    I too noticed this issue and was excited to see a solution was found, but was dismayed when I opened my SkyrimPrefs.ini and iPresentInterval=1 was already set! Fortunately, your explanation that this was a high fps issue made me realize that I had my monitor running at 120 Hz, so just having vsync on wasn't quite enough to ensure the fps didn't bug out the physics. Luckily I was able to go into the advanced settings under the usual screen resolution settings for the monitor to scale the framerate down to 60, and the issue seems to have been resolved.

     

    I was worried some combination of the mods I had installed had caused the issue, but now that I know it's actually because the game was running too well, I guess I'll have to see how I can push the visuals further...

     

    This was my surprising problem as well. I had the same issue despite having a Samsung monitor that maxed at 60hz refresh and the vsync turned on in all the nvidia settings. I also have SLI running but turning it off didn't help. The fix that finally worked for me was to install Nvidia inquisitor and use the FPS limiter in there (Set for TESV.exe)

    I used this tutorial here:

    Hope that helps others.

  15. Right i've managed to fix it! it was due to my monitor being at 144hz, which was also causing the physics to blaze out like crazy too, here are the steps in case anyone else gets this error! (nvidia gfx cards)

     

    go into nvidia control panel :

     

    manage 3d settings on the left

    go onto program settings, select skyrim

    vertical sync - adaptive (half refresh rate)

    triple buffering - on

    maximum pre rendered frames - 3

     

    feel free to disable the vsync mouse acceleration too in the skyrimpref file if you hate it too!

     

    mods can close this thread now!

     

    Just a note for others looking this up, this did not fix it for me. I had the same issue despite having a Samsung monitor that maxed at 60hx refresh and the vsync turned on in all the nvidia settings. I also have SLI running but turning it off didn't help. The fix that finally worked for me was to install Nvidia inquisitor and use the FPS limiter in there (Set for TESV.exe)

     

    I used this tutorial here:

     

    Hope that helps others.

  16. Found a way to seemingly fix the issue!

     

    Workaround/Fix:

    Open console by hitting ~.

    Click on workshop in question to select it.

    Type in the command: setpv OwnedByPlayer True

    Leave the settlement and come back.

    Enjoy.

     

     

    I tried this fix and was able to modify the Red Rocket Station again, but it is not listed in my workshop list. Any Idea which PV sets that?

  17. Ah I was afraid of that, I just could of sworn I had seen it somewhere else but I suppose they could have been using different race mods for the individual NPCs. I just though since I was using the default Bethesda model, that model's UV map should override the race's breeze model UV map (Like I said the redirection works until I put on the NPC). But I guess the skin UV map is pulled from the race UV map no matter what the armor skin texture is?

     

    Funny thing about option one, with the breeze models is that, no, I have searched and search and not found a single breeze underwear model that still has a shirt. I have found a few separate T-shirts, but those are from the wasteland outfits and thus like the skin are not UV mapped to the underwear texture. Same thing with Roberts (I'd use either, since they can overlap skin textures at the right versions) If you know of any please let me know.

     

    For option two, I don't looked forward to editing the model vertices in blender so how does one remap the UV map. I have looked for some tutorials but haven't seen any explain it (all i've found discuss replacing the texture as if that's the same). If its easier than redoing all the vertices I'll try it.

  18. So I am using Breezes as my default male model and am running into a problem with a custom outfit. I am trying to create a custom underclothing but am having trouble with the male side of it. I am trying to use the default Bethesda underwear over a breeze body. I understand the skin texture won't match up so I tried first remapping the skin to a the default skin texture in a separate folder in nif scope and it works there. It did not work in Game, so I tried create a new texture with the default skin and it and mapping it over the skin section for the armor in the Geck preview and it works there, but once I put it over the breeze body the skin is still wrong.

     

    I thought I had seen different armors work so long as the skin was mapped to a matching skin texture. How can I force the armor to use the overriding skin, and not the one the body has?

     

     

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