Jump to content

HomerSparkle

Supporter
  • Posts

    51
  • Joined

  • Last visited

Everything posted by HomerSparkle

  1. Oh wait, so navesh location data is baked into NPC records? Damn. So theroetically, in order to actually navmesh an area from scratch, by deleting the vanillas, you'd need to edit the location records of every NPC that has those references baked in? But by keeping the vanillas, and overlaying them with new ones. NPCs can still follow their "programmed" route, but also wander into the new routes, as per some random factor? Am I making any sense?
  2. Sorry for the late response ... had Real Life® to deal with. Looks like you've created a whole new mod. Great work! One thing I find bizarre, and please excuse my ignorance, but are you saying that you need to keep the original vanilla navmeshes, but essentially just move them out of the way, or else custom navmeshes won't work? So how is the game engine referencing those unused navmeshes? Is it like a cumulative effect? That is strange - not at all what I would have expected, intuitively speaking. Also, interesting that CK path testing doesn't really work. Again, I know basically nothing about this process, but I'm guessing it uses some standard size model for testing, and if there's anything even slightly different about your NPC then it'll get stuck. Anyway, you fixed it! From her Twitter feed, I think Eli is a bit busy atm with BLM protests, so I'm not surprised she hasn't replied. Good luck!
  3. Wow, thanks for looking into this. I didn't mean to dump this on you. I'm patiently examining things at my end, and learning as I go, but you've given me some great pointers. Thanks!
  4. Thanks, I had no idea. I did figure out how to load multiple masters (I got the "CK Fixes" mod), but I didn't realise it wouldn't just automatically load the BSAs and other dependencies.
  5. I'm currently rebuilding my load order, as this is a new (second-hand) PC, so I haven't actually started a playthough yet, I've just been testing, and so every game is a new game and I don't have any save bloat. I hadn't considered the possibility that AI scripts could be so meddlesome that they'd physically block NPCs from following commands, even after they start responding to those commands. That's actually quite depressing. I really wish there was a tool that could lay out the AI packages in some logical visual representation, like a flow chart, that I could follow to determine the outcome, and then delete or modify branches to fix AI conflicts (I have a background in software engineering, but I know nothing at all about Radiant AI). But I have to agree that looks to be the most likely explanation. I've used Eli's Breezehome before, on both Oldrim and SE, where it "just worked", so I know the mod itself is not responsible. I had hoped it was one of the many city overhaul mods that had placed an object or navmesh somewhere it shouldn't have, and I could just remove it, but that now looks unlikely. I naively assumed that CK would load a "load order correct" representation of a cell, so I could visually inspect and delete conflicting meshes, but that doesn't seem to be the case. I can do this with xEdit, but of course without the benefit if any visual feedback. And anyway, that doesn't seem to be the cause. Until a few days ago, I was using the infamously meddlesome Immersive Citizens, but I finally gave up on it because it's just too much work to maintain in a load order, and of course all third party patches are prohibited. IME it requires more than just a Bashed or Smashed patch, it needs fine-grained conflict resolution with xEdit, and hours of work every time you change your load order. The AI stuff I currently have in my load order is: AI OverhaulDouble Beds are for Two PeopleImproved AdoptionsInteresting NPCsNether's Followers FrameworkAlthough I suspect there's more, because I'm constantly surprised to find AI packages in mods that, on the face of it, shouldn't really have anything to do with AI. I know from experience that the above combo has worked in previous load orders, but like I said there could be something else in the current load order that sneaks in some unexpected AI changes. Here's the (current) load order. Unfortunately Vortex still doesn't support exporting the full modlist, so that's just the plugins. I'll keep looking at AI conflicts and see what I come up with. Thanks again.
  6. That's great info, thanks. Here's the exact behaviour I've witnessed. Upon entering the cell, NPCs will walk around freely until they reach the stairs, then will walk past the stairs and begin idling in the kitchen and children's bedroom area. At that point they are unable to make it back to the front of the house, and remain permanently stuck in the kitchen / bedroom. As I use Nether's Followers Framework, I can command an NPC to "get behind me". So by standing just in front of the stairs, looking at an NPC stuck in the kitchen, and commanding them, I can unstick them and teleport them to the front of the house. Unfortunately they just walk straight back into the "prison" I liberated them from. I also use a now deleted mod called "Double Beds are for Two People" by OldMansBeard, where I can command NPCs to "come to bed". Whenever I do that, the NPCs get stuck in a loop, where they desperately try to get to the front of the stairs, but end up going into the cellar instead, coming back out, going back in, over and over. If I repeatedly exit the house, taking my NPCs with me, and go back in, sometimes I get lucky and an NPC will follow me all the way to the foot of the stairs. I go up to the top, look back down, and see the NPC being slowly "pushed" to their right (my left) away from the stairs, like a kind of sideways moonwalk. They then pause, walk on the spot for a bit, then give up and proceed into the kitchen. Once an NPC actually made it onto the stairs, but it was really weird because they didn't walk straight up the middle, they were (again) "pushed" all the way to their right, and had to tip-toe along the extreme right edge (nearest the kitchen) in order to make it. The behaviour is such that, when I loaded this into CK, I seriously expected to find a navmesh hanging in mid-air to the right of the stairs. But no, that's not it at all. Then what you said, and what I've heard in various tutorials about statics, made me think about all that stuff going on next to the wall at the foot of the stairs. There's a table with a shrine, and a whole lot of markers of some kind, but I'm just not experienced enough to understand what they are. They're not navmeshes, and I can't select them, but it's the only thing I can think of that might be pushing everyone away from the stairs.
  7. I just find it suspicious that this is the only spot where the navmesh glitches. It's just a hunch, as I have very limited experience, but maybe this happens when the vertex points are slightly below the surface of the object? Although from the various tutorials I've watched, I've been led to believe this doesn't actually matter. Anyway, when I have the time, I'll go back and try to redo those navmeshes, and see if it makes any difference. I have to say though, that CK is easily the worst UI I've ever used for 3D modelling. I'm not looking forward to the exercise. I feel the pain Eli must've gone through making this.
  8. As someone who does not have a UE4 forum account, and has no interest in ever having one, I would hope that I'm free to continue expressing my opinion on this matter without fear of censorship from Epic and its employees. As to whether or not this qualifies as "stolen", there are already many legal precedents that cover the unauthorised use of designs, most notably the Apple vs. Samsung cases. Of course, in that case, Apple held actual design patents, which is why they were explicitly protected by law, and AFAIK the SkyUI team has no such patents, so strictly as a matter of law this does not qualify as patent infringement. However, not all forms of theft are covered by law, the most prominent example being plagiarism. The fact of plagiarism being theft predates and is orthogonal to the existence of intellectual property law. In other words, describing something as "stolen", even when the law provides no protection against that particular form of theft, would not even remotely qualify as defamation, because no court would ever dispute that the characterisation of plagiarism as theft is both honest and accurate, even if the technicalities of law provide no recourse in such matters. Ultimately plagiarism is indisputably wrong and morally indefensible, so those who commit plagiarism need to be held to account, as do those who ignore or excuse such behaviour. James Moore has clearly plagiarised SkyUI, and Epic is knowingly hosting and profiting from this plagiarised material on its site, then defending it with nugatory threats of censorship and defamation. Even if the law has nothing to say about that, I suspect that Epic's customers and investors might, along with the Press and the general public. This could easily be resolved if Moore simply credited his design to the SkyUI team. Even if he has no intention of ever seeking permission to copy their designs (because unfortunately he is not legally compelled to do so), and has even less interest in sharing the profit he enjoys from their work, at least he would no longer be committing plagiarism.
  9. Hi. As a learning exercise, and also in an attempt to fix an annoying bug, I've been analysing Eli's Breezehome in CK. Unfortunately I only have a vague idea of what I'm looking at. Could someone with more experience please look at this 1m video, and tell me if they can see any reason why NPCs would have a problem navigating the stairs? To me it looks like there's something weird going on right at the foot of the stairs, but it could just be a CK render glitch. Thanks.
  10. I'm a former RPM packager at RedHat, so I have a lot of experience with dependency tracking and resolution, but sadly resolving SKSE dependencies is hampered by a total lack of any actual standard in mod package construction (unlike say RPM or DEB in the Linux world). Mods are literally just plain archives with zero metadata. At best they might have a FOMOD script, but many don't and it's not actually a requirement, and even for those that do, FOMOD only has very rudimentary dependency resolution capability, and no means at all to actually pull those dependencies. I looked into this extensively some time ago, and the best I could come up with is a very basic script with zero error checking, that might tell me if a mod requires SKSE. I am of course then left to actually resolve those dependencies manually, assuming they're even available, which with very old and abandoned mods, is usually not the case, and even with newer, currently maintained mods, it might take a while for them to catch up. The good news is that a reasonable solution has already been implemented, in the form of Address Library for SKSE Plugins. The bad news is that this only actually works with mods explicitly designed to use it, which means old and abandoned mods are SOL. So I'm afraid that ultimately the answer is, either keep accepting Bethesda's Creation Club Skyrim updates, and live with the fact that older, SKSE-dependent mods are now unusable, or somehow figure out how to roll back to an earlier release and stay there forever.
  11. Getting out of "exclusive mode" when a game freezes is a pain, but you shouldn't have to reboot. If you ctrl-alt-del then you should be able to just log off and log back in again. If ctrl-alt-del does nothing either, then you have a hardware problem, it's not the game or the OS. In which case I'd say that either the CPU or GPU has tripped its thermal protection due to overheating. But if this is actually a software problem, then the only way to resolve it is to check one mod at a time, as outlined above.
  12. Disable everything in the test profile, except FNIS and FNIS DataRerun FNIS, ticking the first 4 checkboxesMake sure there's no orphaned cruft left behind (manual cleanup)Start a new gamePlay for a bitQuitEnable one modResume the gameEnable one more modRepeat, until you find the mod that CTDs Also, not judging, but having that much Sexlab stuff is just asking for trouble. And, you might want to think about having a Bashed Patch, and running Cathedral in "necessary optimizations" only mode, to eliminate the possibility of malformed anims, meshes and textures. Generally speaking, a load order should be built up slowly, testing and patching with each new mod, not all in one go. You'll save yourself a lot of grief in the long run.
  13. I'm ashamed to discover that the plagiarist in question is a fellow Scot. http://blog.futureofmankind.co.uk/?page_id=2 Apparently, he's also a government employee. I'm fairly certain that the Argyll and Bute Council would not be delighted to discover that their Senior Database Administrator was moonlighting as a games developer using plagiarised assets. I wonder what their staff conduct policy might have to say about that. Maybe we should ask them.
  14. According to powerofthree, who's porting this mod, it "needs a bunch of patches in its current state, will be up when they are done."
  15. Sadly, this is not as simple as it seems. If the actual original assets have not been reused, but merely replicated after a fashion (i.e. it's a "Look and Feel" proposition), then the applicable branch of intellectual property law would be either Trade Dress and/or Design Patents, the latter of which requires actual registration before the fact, and the former requires substantive justification in court. In either case you're looking at litigation, unless UEM takes a sympathetic view of their own volition. To my untrained eye it seems clear that SkyUI SE has been ripped off. Proving it, however, then actually stopping it, is another matter entirely, when even the world's biggest tech giants struggle with this problem.
  16. Just reviewing my very old load order, and wondering if this patch is still needed under v1.5.97?
  17. Here's my wishlist: Auto equip custom selectable nightwear (including nude) before sleepingAuto equip back into previous outfit after wakingAuto strip nude (or nevernude undies) when swimming/bathingAuto equip previous outfit when exiting swimming/bathingAuto random equip from clothing group (populated by custom choices) when not in combat, with sub-groups for home, cold/wet outdoors, warm/dry outdoors, warm indoors (inns), and cold indoors (dungeons). Optionally turn off random selection and always just use a single user selectable outfit from each sub-group, matched to localeAuto equip combat gear only when entering combat or when instructed directlyAuto unequip combat gear, including shields, weapons, ammo and headgear, when exiting combat, and re-equip outfit matched to current localeAllow locking current or selectable outfit until manually releasedSome of this is already covered by other mods, but it'd be nice to have a single system for dealing with it all. Also, just to be clear, this has to work on both active followers and dismissed followers who normally live in your home, including housecarls, stewards, spouses and bards. A mechanism to import custom followers into the outfit management framework would also be good.
  18. I'm not a big fan of SMP, for technical reasons I'll discuss in a minute, but I don't think the antipathy toward 9damao is entirely warranted. It's just a modding community. The problem is that we Westerners tend to find anything that isn't a Latin-script language to be impenetrably alien and thus beyond our grasp, and then irrationally become suspicious of that which we don't understand. It's perfectly reasonable, therefore, to assume that the Chinese have the same problem with Western culture. That doesn't somehow mean that the mere fact of being Chinese is intrinsically "shady", any more than being a native English speaker is intrinsically "shady". Attributing malice to something, purely because it's difficult to understand it, is bigotry. Certainly 9dameo is somewhat spammy, but I've seen a lot worse. Try navigating The Daily Mail's website some time without an adblocker, it's a total nightmare, and there's nothing "shady" about DMGT. It's politically dubious tabloid trash, certainly, but not "shady", or else the PCC/IPSO would have shut it down years ago. Also, complaining about having to register to download mods is a bit hypocritical, given that we have to do exactly the same thing on The Nexus, and as for the 9damao download manager, well, do I even need to say it? If you really want to determine the reputation of 9damao, then by far the most reliable way of doing so is to simply ask 9damao users. I'm sure there are plenty of them. The population of China is over four times bigger than the US, after all, so it stands to reason that their modding communities and everything else will be proportionately bigger too, therefore you shouldn't have much difficulty finding a large demographic of 9damao users willing to vouch for the site. Of course, this will probably entail either learning Chinese or using a proper translator, so most people won't bother, and will just continue to peddle invective based on ignorance. Although I suspect that the typical 9damao user finds our demands and vexation rather amusing. More likely they're blissfully unaware that we exist at all, making our demands and vexation all the more amusing. As for SMP, with all due respect to Hydrogen, it's a buggy mess, proprietary and thus difficult to obtain (and impossible to legitimately redistribute), is entirely undocumented (discounting user contributed material), and worst of all is hard-coded to a particular CPU instruction set that is not universally used (a fact that is also completely undocumented), the latter of which is single-handedly responsible for probably every major issue with SMP, and hours, days and weeks of time wasted chasing a bug that is actually an undocumented "feature". Nope, not a fan of SMP. But this endless stream of hatred being poured on 9damao by the (Western) modding community is getting tiresome.
  19. Thanks for the detailed information, but it turns out that the one requirement necessary to actually use HDT-SMP is not actually documented anywhere. After two weeks of research, I finally turned up this: Summerrain’s HDT-SMP tutorial for dummies Which led me to do a more specific search that turned up this: HDT SMP Animation Patch for Chevaleresse Armor In short: I have an AMD A6 APU. It doesn't support SSE4.2. Therefore I will never be able to use HDT-SMP non-body physics (the prospect of me buying any new PC equipment any time in the foreseeable future is zero). This would have been useful to know right at the beginning, before wasting my and everyone else's time, but given the utter lack of documentation of HDT-SMP this is not surprising. At the very least this essential information needs to be pinned to whatever little documentation exists for HDT-SMP, to save others from wasting their time like I have.
  20. Actually both hdtSSEFramework_1_5_73 and hdtSSEPhysics_1_5_73 are available (Google). So is the optional hdtSSEHH_1_5_73 (high heels). I've used that version so I know it works, at least for body physics. I've never gotten any version of SMP to work with cloak/hair/armour physics, if that's important to you, but then CBP doesn't do it either. However, it looks like the OP isn't even running SMP, it's HDT-PE "Physics Extensions", which is only for Oldrim and won't work on SE. Assuming XPMSSE, SKSE (matched to the correct release of Skyrim), CBBE and BodySlide are installed, and the SMP rather than PE version of HDT, then it should all just work. I've never tried this myself, but I believe the reason people recommend a combination of HDT and CBP is that CBP is less resource intensive but can only do body physics, so you use CBP for the body and HDT for the armour, etc. People report this working, although it sounds a bit convoluted to me, and as I said I've never actually managed to get hair/armour physics working on SE anyway, so it's a moot point.
  21. Already tried that. Chose the "No Collision" option in the CBBE SMP Config v1.0.6 FOMOD. Still crashes. If it only works with AMD then that's an HDT bug and unfixable by anyone other than Hydrogen, who seems to have essentially abandoned it, and from what I can tell is entirely uninterested in any form of collaboration. If so then HDT-SMP is basically dead, and I guess I'll just have to wait for CBP to support armours, or just give up entirely, because I'm certainly not switching GPU platforms just for the sake of a mod. I'd love to hear from any Nvidia users who have a fully working HDT-SMP setup, to at least eliminate that as the cause. It'd also be useful if someone could figure out some way of forcing HDT to do verbose logging, so I have an actual error message to analyse.
  22. I'm pretty sure it all comes down to having the right XML files in hdtSkinnedMeshConfigs, but for whatever reason those configs are never published with the mods that need them, and you're just expected to make them yourself from scratch (after getting a degree in physics from MIT). I hope I'm wrong. I just find it odd that after meticulously following every instruction to get SMP working, installing every (named) dependency, and even seeing the body physics actually work in game, that I and so many others get CTDs with armour physics. Clearly there's some secret sauce that nobody's talking about. It'd be useful if someone who actually has a working setup would post their mod list and configs so I could replicate it. I'd even help out by doing step by step documentation and a setup mod for the configs, so other people can just install it in NMM/MO/Vortex and get it working in one click. All I need is the information. [Ed] Incidentally, this is my starting point: https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/
  23. I have hdtSSEFramework and hdtSSEPhysics v1.5.62. Body physics works correctly. Any other physics: cloaks, skirts, etc., causes a CTD. I am not using any other physics (e.g. CBP). I've tried the hdtSkinnedMeshConfigs provided by HDT and also the CBBE SMP Config v1.0.6 package. The hdtSSEFramework.log contains nothing useful (startup messages only). The hdtSSEPhysics.log is completely empty. Is there any way I can fully diagnose why HDT is crashing the game, so I can fix it? Or is this a common problem for which the answer is well known (except by me)? Thanks.
×
×
  • Create New...