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dysphorya

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Everything posted by dysphorya

  1. I know this is an old post, but I wanted to add some additional information. I just replied to ZunaSW's post on the same issue (http://forums.nexusmods.com/index.php?/topic/1012633-quest-script-log-entry-and-quest-objectives-not-working/). I'm having exactly the same problem with my mod, which is quest-heavy. The first two quests work fine and queue from one to the next. They are dialog-heavy, and I've never had a problem filling the aliases or running the dialog ingame. My third quest worked great for a while -- as I continued to edit it and approach the finishing pieces, though, it would reach a point where it would load exactly like your screenshot, above (empty Quest Log). About five times over the course of a week, I'd revert to an earlier version of the mod to start with a working copy of the quest, but each time I continued to edit it, it'd come to the same point where it would load with an empty Quest Log. To clarify my reply to ZunaSW, I didn't strictly repeat the same order and type of edit while testing where the quest would break: sometimes I hadn't edited anything in the Quest form or its Aliases, Objectives, Stages, Scripts, etc. I finally deleted the entire quest from my mod and recreated it. I just loaded it in game and even the brand new version is loading with an empty Quest Log. Note that I had recreated it with identical Quest Data, Quest Stages, Quest Aliases, Quest Objectives, and Quest Dialogue as the last working version (I ensured this with screenshots and pasted text file copies). I forced the quest to advance through its stages to see more details (in console, "setstage [questname] [queststage]"). I discovered that my Global Variables weren't loading, either. Since the variables store counts of aliases, it looks like the aliases didn't load -- exactly what one of the earlier posters had identified. Some Q&A I've found suggested that either the ESP or the quest form could be corrupted. Since I've tested my mod by (1) reverting to a clean, working version as well as by (2) fully deleting and recreating my quest and found the empty Quest Log in both scenarios, it doesn't seem like a corruption issue. I'm going to test setting my aliases to optional to see if I can determine what was the root cause for my empty Quest Logs. If I can figure it out, I'll reply / edit this post. ----------------------------------------------------------------------------------------------------------------- UPDATE: I just set all aliases to optional and ran the mod (off a clean starting point save, as usual). Here are the results: 1. The problematic third quest's Quest Log populated! 2. The third quest's Initial stage Quest Dialog did not initiate. I don't have any additional time tonight to troubleshoot, so it will be a few more days before my next update (hopefully, identifying what the root cause and ultimate solution was). I'll be sure to leave a final update to my post with the resolution that worked for me.
  2. Hi, ZunaSW - Did you ever find the fix for this? I'm having exactly the same problem with my mod, which is quest-heavy. The first two quests work fine and queue from one to the next. My third quest worked great for a while -- as I continued to edit it and approach the finishing pieces, though, it would reach a point where it would load exactly like your screenshot, above (empty Quest Log). About five times over the course of a week, I'd revert to an earlier version of the mod to start with a working copy of the quest, but each time I continued to edit it, it'd come to the same point where it would load with an empty Quest Log. I finally deleted the entire quest from my mod and recreated it. I just loaded it in game and even the brand new version is loading with an empty Quest Log. Note that I had recreated it with identical Quest Data, Quest Stages, Quest Aliases, Quest Objectives, and Quest Dialogue as the last working version (I ensured this with screenshots and pasted text file copies). I forced the quest to advance through its stages to see more details (in console, "setstage [questname] [queststage]"). I discovered that my Global Variables weren't loading, either. Since the variables store counts of aliases, it looks like the aliases didn't load. Some Q&A I've found suggested that either the ESP or the quest form could be corrupted. Since I've tested my mod by (1) reverting to a clean, working version as well as by (2) fully deleting and recreating my quest and found the empty Quest Log in both scenarios, it doesn't seem like a corruption issue. I'll come back and edit this post or add a reply if I'm able to determine what's happening in my own mod. -------------------------------------------------------------------------------------------- UPDATE: There's a similar thread here (http://forums.nexusmods.com/index.php?/topic/566001-log-entry-not-showing-in-game/page-3), where several other Nexus members were also attempting to troubleshoot this issue. I'm giving my own troubleshooting progress and root cause history there.
  3. I'm having a strange issue with a custom worldspace and wondering if anyone else has encountered this. Everything looks fine in the CK, but I've got a single cell that will not render a base texture when in-game. My character can run over the terrain and follow all variations in the landscape height -- in Wireframe view, I can see it has structure. Placed objects are rendered fine in the cell, as is the grass. Otherwise, I can see straight through to the void. I've used Landscape mode to attempt repainting the underlying texture (dirt, etc.), but it isn't working. I've generated LOD through the CK and Oscape (terrain, water, mountains, architecture, etc.). LOD data is working great. It's just a single cell that will not load surface texture, whether my character is standing right on top of it or viewing it from far away. Anyone have any ideas?
  4. Not sure if you've resolved this. I just got an IM in Steam from a friend of mine -- she just hit the same situation a few minutes ago (magicka won't regenerate with no apparent diseases or effects). So far, no luck in fixing, either. :(
  5. I've been working on a mod for several weeks now, and I just received this error tonight: Assert File: c:\_skyrim\code\tesv\bscore\BSTArray.inl Line: 1091 Invalid array Unlike zurrgo, I'm not working with any character textures. This is a straight dungeon quest mod. The only custom texture I've added is through the "Paintings and Frames" mod assets (there is one painting placed in my mod). Everything else is vanilla. When testing my mod (esp) today, I discovered that I was consistently getting CTD in the Dawnguard Arkngthamz exterior. The only change I've made is several cells away, just NW of Dushnikh Yal -- I added a farm house and had to customize the navmesh around it. Deciding to check for (an unlikely) navmesh ripple-effect in the surrounding cells, I added Dawnguard as a master file in CK. I discovered many navmesh portal edge errors in the Arkngthamz exterior cell. I've cleaned them up, but now the assert error is occurring. The CTD is also still occuring. So that's a summary of my issue. I've been unable to locate any information about the BSTArray.inl file. While I'm fine ignoring CK errors, the CTD is end-of-the-road on this mod. If I'm able to find a fix, I'll post it here. I'm going to check previous versions of my mod as well as the errors thrown on a new esp. If anyone else has encountered a similar problem and found a fix, advice is greatly appreciated. ----------------------------------------------------------------------------------------------------------------------------------- EDIT (19Aug2013): In my mod, I confirmed that the CTD events and Assert error are not related. I reverted to a previous version of the mod and have continued working. * The CTD is the result of bad navmesh fixes. I allowed the CK to advise triangle deletions in the cell for Arkngthamz (tried both with the basic navmesh and the navmesh with Dawnguard loaded as a master file). Despite hand-fixing and repeatedly finalizing the rest of the navmesh, the portal edge errors remained. Since my followers track correctly over these areas, follow me across cells, and correctly zone into interiors, I will be ignoring the CK warnings for now. Other modders and the CK team have made clear warnings about navmeshes in outside cells: my advice to anyone finding similar CTD issues after navmeshing exteriors is to proceed with extreme caution. * The Assert error loads differently with multiple loads in CK (this evening, I found one pointing at BSLightingShaderProperty.cpp). I've verified it is related to my use of the "Paintings and Frames" mod assets, since it occurs only when loading the interior cell containing the custom painting and because of similarly reported issues in the following thread (see explanation by HawkFest). It is not a critical error and does not appear to impact the mod ingame. http://forums.nexusmods.com/index.php?/topic/836080-ck-error-shadersbslightingshaderpropertycpp/page-2 If anyone else has similar issues, hope all of this helps.
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