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greekrage

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Everything posted by greekrage

  1. As I mentioned, I did it in an interior cell. And yes, finding the culprit by a process of elimination is probably my best chance at this point. One more thing to check... Make sure you have sufficient memory available before you start. I say this because i noticed you said something about a lot of objects. Imagine i have 16GB and sometimes CK crashes just by moving around in the cells im doing because i have many objects with a high poly count... Leaving me with less than 10% ram . So i have to close down anything eating up memory like a browser or even nifskope if i have too many objects open in it...
  2. Unfortunately it comes down to a binary chop approach. It will be a mesh that causes the issue, and 99.99% chance it is a new mesh you added (the F4 base game ones are normally reliable). The log will only display things that worked - so any reference (and thus it's mesh) that is listed can be excluded as a problem too. That, and only precombineable References will cause the issue, should reduce the number of references you need to check. By binary chop I mean remove half those new meshes from the meshes directory - try the precombine phase again (just use the CK GUI - it's quicker for testing one cell) and see if it crashes. Repeat. I am assuming the crash occured in the Precombine phase. If it is Previs phase - so much harder!!! Thank you for your input. Where do I find said log? I already checked any folders and text files that looked like something that could contain a log without any success. And I find it weird that Bethesda implemented it that way. It doesn't really sounds that helpful, lol. Anyways, I'll give it a try. Regarding the binary approach: That's what I already had in mind, I just wanted to avoid doing it because it's actually quite a few meshes, but I guess I've no other choice other than just going with room bounds. when you say it crashed...Where you doing it in a cell by cell or loaded area ?.. I had this issue a few times and in most cases it was a scol with a window/glass etc....... So i backed up my esp and I went building by building in the problem cell deleting the whole building and trying again and again... When i narrowed down the buildings to the problematic one i started doing it floor by floor and finally object by object... MANY reloads with the backed up esp where involved :tongue:...
  3. those water planes are regular nifs with effect textures(like a floor piece _ that snap to something already placed like a foundation thats allowed to be placed in water as long as its touching ground..... The issue we face is on the water surface of the map that isnt an object... Edit: G2M's fish farming has stuff that is allowed to be placed in the water BUT not too far away from ground... This i believe is the use of the XY override of the bounds keywords that basically extend the objects "reach" to be able to be placed in the water but in reality its still touching ground...
  4. Im 99% sure that the tarberry has some kind of embedded coding ... I tried using it as a template for my boats but they still wouldnt allow placing on the surface...
  5. now youre facing what i faced with the boats i made.... Obviously there isnt a snap type option for water since water is an effect and not an object... The only thing relevant to placing stuff on water or in it is the keywords .... : restrict to water and allow placement water etc... and giving max sink etc ... Personally i never solved the issue myself .....leaving the models to be placed using a placing mod...
  6. As mentioned above the one model is a model made from scratch in 3dsmax and the second i mentioned was a vanilla lighthouse that was simply retextured in nifscope and reimported as a new nif . Ive seen this happen with many objects that were vanilla and simply retextured in nifscope from simple floor pieces to walls etc... Not sure if maybe nifscope is adding or changing flags when exported...
  7. top pic its a static.. Imagine ive had this issue with the lighthouse as well when i changed textures.... I had to drop a second vanilla light house over it so i could see it to navmesh and delete it after...
  8. Workaround for this particular model ... Made a copy of it and made it an activator....and boom...its solid... Also tried making it a movable static but it disappeared totally in navmesh mode.. Weird ....
  9. Not sure if ive asked this before ... Im trying navmesh certain buildings/objects placed in a location in the CK but when i switch to navmesh mode it goes transparent making it impossible to do the job.... In some situations i used other objects(vanilla) placed over the the object that showed correctly as a template but in many cases i cant due to the shape and type of object. I am obviously talking about custom objects with custom textures. Also note when navmeshing the objects in the navmesh cell they show up fine. The problem is when i try to do it in a cell of the game (external). Is this a texture issue or something that has to added to the model ? This is what i mean...
  10. In the mod posts there is one that has two links to tutorials....Watch those.... Generating precombines isnt as simple as you think if youre totally inexperienced in the CK. There are other things you need to learn first.... Youtube is your friend..Use it.. There are 100s of vids about the CK for just about everything you need to learn to get started...
  11. never thought of the M_static...hmm will try after i test the separate pad a nd marker that i just made... Thanks.. Edit: just remembered why i didnt use the movable static method... :P Because you cant navmesh it :O
  12. hmmmm just got an idea.... Im going to make it a static again and have a second piece as the marker on the static like a fasttravel mat :P
  13. never used that app...hmmm will do so in the future.. For now i got it to work as an activator using a vanilla script .... Still cant place stuff on it though...
  14. yes there are 2 scripts with a reference to pads but i cant see what they are unless i extract the ba2 into the game folder...which i was avoiding :tongue:
  15. lol im quite aware of that...because i had that issue a while ago... The problem is getting the vertibirds to land on the pad that has to be visible on the map to be selected... I also noticed that when i turned into an activator i lost the ability to place stuff on it even though the stackable keyword is in the actor values... I guess ill wait till PJmail responds since im testing with his birds...and he has experience with the pads...
  16. Ive made a custom helipad but i want it also to a workshop buildable item hence it has to have the ability to attract the vertibirds to land on it... I know that a specific keyword is used when designating something as a landing in the ck and linking it with the map marker but what do i do when i want an object to have these properties embedded ? Edit: made it into an activator and added fasttravelfurniture etc keyword and a fast travel target script ...and will test..
  17. First of all...VERY COOL... love it... Second i agree about the sitting... As a orthodox christian all we were taught is basically when to stand and when to sit... We never kneeled or bowed . Also note casual sitting had its limitations like no crossing arms etc and hands should be kept on the lap etc... Basically all they need to do is stand till the Pastor begins the sermon and then sit and again stand and wait till he leaves...to make it all as simple as possible but keep it realistic...
  18. that ability comes through keywords and connect points ... a) you can see the needed keywords used in the ck by looking at the base model values ... b) in nifskope you can see the connect points and the 2 that matter like origin and SinkMax
  19. depending on the object you can open it up in nifskope and delete the trishape Example: if its a simple box with collision ,click on it and open the pull down of the ninode that lit up... go down to the trishape and delete branch...This leaves only the collision... The other option is a blank texture with alpha channel... Make the texture in gimp by simply opening new with 64x64 for example... ,add alpha channel and then edit and clear ,,,, Now go to nifskope and add alpha to the trishape and assign the blank texture... (remove the bgsm if its using one so it depends only on the texture you added) This is the green ammo box for example...
  20. btw these are the values i found and used...aside from the markers on the nif
  21. no bro i was just clearing up the fact that i do in fact know about the mod you referred to but i simply dont use it and wanted the models independent of other mods so they can be placed... Ether way solution found but still may need some console commands or a placing mod in some cases since these are pretty large objects...(especially the lander that is as long as 3-4 houses )... I found the details/settings in G2M's fish farm and bridges mod (old mod) where he used some override and overlap actor values and had origin and max depth on the models . Plus he had checked the nif as "bounding box " and not collision in the ck..(dont know if this matters but i tried it anyways and they all worked )...
  22. lol im well aware of place everywhere... but i didnt use it because it depends on F4SE so for a while when i was still building i used " place in red"
  23. well when i tried the "log" trick i was using for placement in a port /dock near land where depth isnt that much and it would easily touch the surface... I think the issue is also a keyword issue and the fact that water isnt a surface but an effect with no collision . Maybe i need to force a placement at a specific " Z" that all ocean height is... but i dont know how to do that.. Edit: I remembered that GM fishfarm stuff had some overrides...im going to try to reverse engineer those floating platforms...
  24. the problem is that im making the items for everyone and not just users of placing mods...(many newer players dont use them ).. As it stands..the vanilla game doesnt have any workshop objects that can be placed in water aside from the purifier that still touches ground..... so this means i dont have anything to copy or see how it works to allow free placing in water...
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