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Rex1029

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  1. Thanks for the heads up... This is a great timing... (I have been working for about a week redoing the areas with the white walls from scratch.... my system kept hanging up, and crashing during navmesh generation, so EVERYTHING has been by hand... ) (*eyeroll at the complications.*) I will look into the tutorial, and see what is going on. Hopefully it will have info I haven't looked into already, and allow me to resolve the issue on another level. (Maybe allow another facility, and use the one I have worked on recently for it, and then have both.) :smile: I will let you know what the results are. :smile: Thanks for the information. :smile: === Edit : I have tested it, and found that the Portal markers were damaged in the copy of the one cell. They (The portal markers) were still there, but only had a 1 way link, which stopped them from working. When I deleted the portals, made new ones, and linked them together, the one cell worked properly, without white walls. That looks like the answer I was needing (at least in part. Looking at the other cells (the areas that I added on to), they didn't have room markers at all, so they were not linked by any form of markers (Room or portal) THAT was apparently the problem, according to the tutorial, and trial from the other room. I will see if I can get that working right. Regardless if it is fully successful or not, this seems to be the direction I needed to go in. === Re-Edit : The attempt to work with the other cells was Successful. This was EXACTLY what I needed. I did have to look at the tutorial a few times to verify a few steps, but the white walls are gone. Elianora : Thank you VERY much for the information. Have a nice day. :)
  2. Ok, found ONE other thing, that will be a factor... I was using a series of lights, specifically the magic light spell with the graphic attached. (Entry : 'LightSpellLightStatic' ) This caused a minor reoccurance of the walls disappearing in the NEW mod cells I have been doing, in limited areas. (In the cave and mine tile sets) ... No heavy white walls in any location, however. I removed these light sources, and it works fine in the new cells, without issue. The missing walls are gone, and graphics with the walls are back. I removed the light sources of that style in the heavily problematic zone, and the white walls are STILL there. Not sure what is going on with the other, but I found a similar issue with such. It is likely a combination of issues at this point... but it IS one to keep in mind, should people have problems with the walls disappearing. Will keep updated as I can find out info... (Hopefully I will find out what those white walls are... but we will see.)
  3. Ok, as a heads up... I'm not sure what is going on, but these are my results so far. I have made a copy of a cell, and it formed a strange white wall (see above). In the belief that it might be something that copied wrong when I duplicated the cell, I duplicated the cell again. It happened again, in the exact same place. There is ... SOMETHING there... in all of the copies of that cell. I then made a new cell, and reconstructed the problem area by hand... And it does NOT give the wall, despite the area being identical for the graphics and lighting. The fact it has done this with three different duplicate cell attempts is leading me to believe that it actually IS something that is going on, where the duplicated cell is not being duplicated 100% properly. I have seen no sign of what it could be in the CK, so I can't address it in a proper manner.of just dealing with that singular issue. Accordingly, I am redoing ... Everything... from the affected cells. I am not sure what is going on, so I can't give more information than I have... but if you simply wish to duplicate a cell, and refurbish it... Heads up! The duplicate cell function isn't working properly in all cases. You may be able to get everything there in the CK, but you may end up with white walls, where you don't want them. Spread the word.
  4. No... I do not have SPO installed. I don't have any other lighting mods involved either. Assuming for a moment that this is the same/similar issue, however, what indicators would I be looking for in this? Is it something I can find in CK? Or would I have to look in TESVEdit for it? or ??? ... I am trying to rule out the possibility for two things to end up doing the same thing, from separate sources of influence.
  5. I found another detail that is interesting... IF I go into the CK, I Can get it to show indirectly. If I go to the spot, and have a light there, it will make a hard line where the grey wall is at. I need to look at it as if I am looking at bright lights, but it still shows up as a place where light doesn't pass. ALSO... for trial purposes, I tried to duplicate the cell again, from the original. If I look at the Original, it doesn't have the hard divide, which I mentioned. If I look at the further duplicate, it DOES have that hard line, so it's ... somehow... something that is put in by the duplication process. The copied cell now acts just like the one that I currently have the grey walls on, when it comes to lighting... Any ideas?
  6. I have been dealing with an ongoing graphics issue. I am trying to figure out what is going on with it. Any help will be appreciated. -- Issue : The issue appears in multiple cells, in multiple dungeons. Some deal with cells I have made from scratch, but most deal with cells I have modified. Alternatively, I have also had the SAME issue in unmodified cells, from the base game, specifically from the cave with the Witches (Companion line)... and from the basement area from Goldenglow (Thief line). It is also happening extensively to an edited couple of cells I have, based on Pinewatch. (Those edited areas are where the pics below are from.) It seems a white/grey wall appears, blocking vision of what is on the other side. Alternately, there are also issues where in some cases, I see the same "Grey wall", but I can see things on the other side, like people or arrows on the ground, down the hall, who I shouldn't be able to see, due to stairs, closed doors, and the like in between me and them Screenshots of Issue : You will see the "World" beyond this frame. Notice, the guy laying on the "Floor" nearby, who was shot, and in the distance, the people standing in mid air, in two groups... Take 2 steps forward, however, and you see this : Note, how you have a passage, leading down stairs. No one is visible, let alone the guy at the bottom of the stairs, or the people in the far distance. Also notice this other pic, looking at an angle, in the same spot. You see a passage, and a couple of the people... AND structures in the distance... when all you SHOULD see is a solid wall. If we look in the other direction, however... in the same spot : We see no end of the passage, but LOTS of structure further in on the dungeon, which we shouldn't see. In truth, what we SHOULD see, and will when we step a few more feet, is a 3 way intersection, that dead ends (It wouldn't let me send the other file, but it's solid walls. === Suffice to say, this is annoying. I look, and see nothing in the Navmesh. I see nothing different in the editor. It's a constant thing, performing in specific locations, without issue. It does such regardless of lighting selections (Be it assigned lighting, or even none at all) It does this in easily duplicated positions, so it is a constant. I have tried to do the ATI graphics fixes, and not found any resolution here. (Although I HAVE found glitches that forced a new OS Reinstall... (*Grumbles at that one*) It has done this in SOME places, between multiple reinstalls of Skyrim, It has done this in the XP and the Vista OS (reinstalled fresh each time.) It has done such regardless of graphic mod, and driver used. === I am out of things I know to try. I AM willing to credit it to a 'Possibility of' glitches in installs, but with over eight different installs of Skyrim, on multiple installs of two different OS, with repeated results in steady, reliable positions each time, I am thinking it is something simple, that I am simply overlooking, due to a lack of info. I have looked at the various things on google, and not found commentary on this issue... so I am out of other options to try. Anyone know what is going on, and more importantly, have a solution?
  7. For the sake of completion... I have found the resolution.. since no one helped here. I figure I would leave the answer I found. (BIG Thanks to those who answered when I tried to probe such in private messages. :) ) Speech aspects. 1) Use TESVEdit... NOT TESVSnip. 2) Load the mod by itself. 3) When it's loaded... .....Right click on the mod. .....Go down to Options. .....Go to Click the option "Generate SEQ file" Master File 1) Use TESVEdit 2) Load the mod by itself. 3) Go to the "File Header" section under the mod. 4) Right click on "Record Flags" 5) Click on "Edit" 6) Click the "ESM" box. 7) Click to "ok" the changes. 8) Exit the program properly. It will ask you to resave the file. Click "Ok" -- It turns out that TESVSnip does NOT work for this properly! I used it, and it failed each time. TESVEdit DOES work with this. Thanks to Arthmoor for the info. :)
  8. Ok, getting irked here... I have been making a mod. It has a lot of NPC's and a few minor quests, built around a new structure. Several of the lesser quests are delivery quests. (Simple show up, drop off, and return) All throughout this process, I have had problems with the NPC's talking. They don't want to talk to me at all, outside of base, vanilla dialogue. === Details : I have MANAGED to talk to a few of the npc's, but only on the base dialogue level. When I try to do the quest, the quest has not succeeded in starting naturally. (I put all three on start automatically, for debugging reasons..) (Has not worked.) -- (I had to hard code it into dialogue for the NPC giver, which has brought about other issues.) -- (I gave the speaker triggers so it will step the quest forward, so I know they are started at the time of accepting.) -- (I go straight to the destination, and the guy doesn't speak to me, at all. There are two targets. One is an NPC I made, and one is Calcelmo. Both are non-responsive.) -- Now, I FINALLY found the information on the SEQ files... I have generated about 15 of these things... NONE of them have worked. -- I have used the online one. -- I have used TESVEdit -- I have used the Console. ====== None of them do work, or have worked. === Quest is linked for dialogue with the NPC. === I have tried multiple saves. (No such luck) === I have tried waiting.. and talking later... ( No such luck ) I have tried to talk to other people, and then to them again ... (no such luck.) I have tried multiple SEQ files. (Doesn't seem to have ANY change in effect)... (No such luck) I have reinstalled the whole of Skyrim, and CK, ... (No such luck) I have tried a new character... (No such luck) --- The only responses I get are the Vanilla ones that are normal. Any ideas?
  9. Ok, I am working on a Mod. (house style, plus other things.) I am deciding to make the base thing an ESM, and then do any expansions as ESP's for it, so I can keep things nice, and tidy. My problem is, I have the ESP in a roughly finished state. (Still need minor details for some of the characters to be added, but the house itself is ready, and complete.) I have tried to make this an ESM file, through TESVEdit, TESVSnip, And Wyre Bash. Each time, I tried to make an ESM for it. Each time, it seems to work, to a degree... The problem is, however, whenever I do it, the NPC's I stop relating the scripted conversations I have provided them. They will talk if they are assigned as an innkeeper, or the like, but when I ask them for more info, that option isn't there at all. When I have it as an ESP, it does seem to work with the scripted conversations. I even had the ESM at top, and bottom of the order list to rule out conflicts. ... So... Does anyone know how to convert this over to an ESM, and have it KEEP the conversation possibilities? ... I am having quest stuff involved, and would hate to not have it work, after all the work I have done so far..
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