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Dovonob

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Everything posted by Dovonob

  1. good job really as I made a heightmap, clicked ok and it crashed to desktop :biggrin: Is it me or is this construction kit a little bit cack? Been using the Cryengine 3 recently and it blows my mind, this constuction kit just blows from what I've had a look at so far. Everything seems like such a chore whilst the Cryengine is so streamlined and great for instant results, especially when it comes to world editing, in 5 minutes I've made a giant landscape range with textures, vegetation, AI and vehicles and I'm instantly in the game with a quick click of ctrl+g. Sorry not trying to flame or endorse other engines, just needed to vent some frustration for a minute there, I'll give the landscape editor a go, hopefully that will restore some faith :smile: EDIT: Nice mods there by the way David, some impressive stuff I've just had a look through a few of your Oblivion mods. Gave me a bit of hope that it is possible to make some quality stuff with the kit. Cheers for the advice.
  2. Ah right that easy :) Cheers mate I'll have a gander at that thanks for your help :thumbsup:
  3. Hi Quick question: Sorry I don't know if this is me being a bit thick, I can't for the life of me find any tutorials on how to go about creating external cells to make new exterior worldspace. Does anyone know where I can find any I've hit a brick wall? I'm guessing it's similar to creating an interior cell but is there a height map you can use to generate mass amounts of landscape or do I have to painfully and tediously place pieces of landscape together? Hence why I never really see any new exterior worldspace mods?
  4. Korodic is it actually possible to force the cell to reload the navmesh? I don't know myself I havn't delved into the toolkit proper yet as this bug and the one where custom large objects don't appear in the game is enough for me to think it's pointless to even start on anything, just sounds like an exercise is extreme frustration. If it's possible give it a try and see what happens and let us know, I'm gonna hedge my bets that there is something wrong with the theory of reloading the navmesh as I'm sure someone would have tried it before but you never know, worth a go doesn't look promising that Bethseda are going to fix it if it's a bug thats' been there since Oblivion unfortunately. :pirate:
  5. From what I can gather Mundoid there's not a lot you can do other than the ems workaround but by the sound of it it's not really ideal and sounds like a bit of a long winded workaround. I suppose if you're not changing any of the existing worldspace just making a one off dungeon that workaround should work for you but like you I personally wouldn't want to start messing around with that stuff if I wasn't totally sure what I was doing. Are you totally sure your navmeshs are correct though, the first time you go into your dungeon the navmeshs should work ok if they are correct, it's not till you go two cells away and come back when the bug kicks in?
  6. Ah gutted my original post got lost in the backup restore. Rather than writing it all again I'll be brief. I've just started using the CK, I've not had any previous experience with this particuliar tool kit and never really delved that deeply into the workings of a navmesh, so my question is probably pretty dumb so feel free to chastise me however you fancy :smile: In regards to this very worrying navmesh bug that seems to be a complete mod breaker and put a spanner in everything I had planned, is it not possible to run a papyrus script or console command when entering a new area to reset the navmesh? I'm sure the problem is a bit more complicated that this otherwise someone with far greater in intelligence than me would have thought of this already, it's just that I noticed from watching the video that the Mancunian guy that everyone seems to hate put up, he mentions that quitting out of the game and launching it again fixes the problem. Admittingly that's only a temporary fix as you move two cells away and the problem re-occurs but if you could reset the navmesh everytime you entered an area that would be some form of less tedious workaround than what people currently have to do from what I have read. Like I said I havn't even started using the toolkit yet so I ask this question with no real thinking behind it so apologies if it's a ridiculous uneducated question. Has anyone heard anything back from Bethseda regarding this killer bug? I really wanted to make some new interior and exterior landscapes but it seems a bit pointless to sit and learn the toolkit if everything I wanted to do isn't going to work I might aswell carry on with UDK or the Cryengine.
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