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Hypn0sef

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Everything posted by Hypn0sef

  1. I don't think there's any meshes used in each of the cells that are causing crashes
  2. Wait, just as I say that I COCed to a small cell and it worked!
  3. @Maxarturo thanks that's really helpful. What's strange is that since everything worked in game prior with these same mod assets something must've been corrupted along the way. I just did a nifscan and it failed on a few meshes which I replaced with clean ones but still got a CTD so I'm gonna try test cells with various assets at a time. I have one question though. So I'm experiencing a CTD whenever trying to COC to any cell, even tiny ones with very few assets. Did you have a CTD when COCing to cells without the corrupted mesh, or only ones with it? Cause if it's the latter I don't know of any assets that each of my cells share.
  4. Okay I just tried 'validating integrity of game files' then starting a new game without the mod. Activating the mod, going back in, and it still CTDed. I'm screwed.
  5. I'm back to tearing out my hair. Here's the whole story: For months I've been working on a huge Redguard palace. All along the way I never had a CTD when testing it in game, it ran at 60 fps consistently. When trying to make the BSA (archive) I got a ton of textures and a few meshes corrupted. This was causing both the game and CK to crash and I was close to throwing in the towel, this is when I made my previous post. I figured it out due to CK Fixes, replaced all the textures and meshes, and now everything looks perfect in the CK again. BUT when I went to test in game, it crashes. Every time. I tried COCing to different cells, some with NPCs, some without, thinking that was the issue. CTD every time. I had never had this happen before, all the textures and meshes are in the right place, it looks fine in CK, what the hell? I was about ready to post it! If anyone knows what could be causing this that would be a huuuuge help and it'll get you a place of pride in the credits section. What's super strange is that the exterior area works just fine, everything renders properly and runs at 60 fps, so it has to do specifically with interior cells, or navmesh, I'm really not sure. But considering that everything works fine in the CK, I feel like it'll just be some small fix I need to do. Oh and I cleaned it in TESEdit and LOOT and Vortex both say it's clean.
  6. Maxartuto, thanks a lot that's super helpful. So I'm gonna try it again with a single BSA under 1.8 GB, uncompressed, through the archive tool, and then pack the remaining files loose, correct?
  7. I had a backup, and nothing was uploaded without me doing so, Vortex messed up the composition of the data file and some textures were corrupted in the process of archiving but I got it figured out
  8. Haaaaallelujah!! I figured it out and salvaged hundreds of hours of work. Some of the textures were corrupted in the archiving process, but luckily none of the ones I made myself and thus wouldn't have had a backup of. CK trying to load them was causing the CTD, (whoever is behind CK Fixes is my hero because without the log I never would've known.) So I removed all the textures and now it loads!! It's a bluish-purple mass but I can easily just redownload the textures from the assorted resources. I'll still have to figure out the BSA/loose files but hell at least I'll be able to play it myself, I thought I ruined it for myself trying to share it with others, the irony. So if anyone saw Souira briefly posted the other day and thought 'that looks cool' then saw this and was like 'aw s***' don't you worry!
  9. I moved the data folder to make a new blank one with just my ESP/BSA in it to test. Vortex seems to have messed things up, so I unpacked the BSA back into my data folder but it still CTD's when trying to load a cell. It's a huuuuuge bummer and I'm honestly pretty devastated but it was my first mod on that scale and I made a bunch of mistakes I couldn't fix so I'm just gonna start something new on a much smaller scale with a bunch of the assets I made. It's a bummer but ya live and ya learn. I did have everything custom in a separate folder, which I still have (thank god.) but this time around I'm gonna organize my assets much better so they're easier to archive. Thanks for the tips and commiseration! R.I.P Souira 2020-2021
  10. Well... I moved the loose files back into the data folder, tried to load up the mod in CK and it CTDs when trying to load a cell so I'm pretty sure I broke the whole mod.
  11. Yup, CTD at fast travel with that BSA. Although for some reason that one was only 500mb despite being the same files that produced a 2gb BSA also through the archive tool. Probably forgot to click compress the first time.
  12. Thanks for the reply! My next attempt will be as loose files. It's bizarre it seems like the game just doesn't recognize the BSA. I just remade it with everything packed together, and deployed mods through Vortex to update the FNIS and it says "0 animations for 0 mods" despite my mod having animations files! I always looked at spotless mods and thought, "I could do that" ha. This is what I get.
  13. First of all I apologize if this isn't the correct location or if there's a pre-existing thread. Okay so I've spent close to 5 months working hours a day on this massive palace mod. I made hundreds of textures and meshes (I realize now I went a bit overboard) and it all works great on my machine. I've made a few mods before but never uploaded them so didn't have to deal with BSA's and all that. So here's my whole ordeal: When trying to use the built in CK archive option, the CK freezes. It often shows, "Not responding" when doing large operations like exporting Facegen, etc, so I let it ride. After probably 20 minutes I gave up and quit out. This is before it evens loads the page of used assets. Next I tried the Archive tool. I used TESedit to find all used assets and exported them as a (massive, 2 gb) BSA. Tried loading the mod based on just the ESP and this new BSA. The initial quest fails to run, and when fast traveling to the location, the game CTDs. Next I tried it with a separate Texture BSA. With this configuration the game didn't quit, but objects showed the red missing mesh icon (despite being in the BSA) various other objects showed up purple (despite the textures being in the texture BSA.) I'm close to ripping my hair out feeling like all these months of work were for naught. If you can help I'll love you forever. PS. I read the pinned BSA thread but it didn't give me the answer. I also watched the DarkFox127 tutorial on the subject on Youtube and followed it exactly. Should I just pack all the loose files? I feel like that will be a maaaaasive file and no one will download it because it'll be like 3 gb.
  14. I found this awesome Roman-esque pool model (https://sketchfab.com/3d-models/swimming-pool-nouveau-roman-classical-25-m-4f470b5761734dbabba5b9e1920abda2) spent about two days working on the model in blender, got it UV mapped, textured, etc. It loads into CK fine and looks normal in NifSkope. I used Chunk Merge to create a collision, it shows up in NifSkope, and even in CK the collision geometry shows, but I still walk right through it. Considering that I'm days into working on this I'd hate to just scrap it. (I'd also love to not have to create a new mesh for the collision in Blender, since my Blender skills are awful and it'll take me a week.) If anyone could take a look at this and let me know what I'm doing wrong, or if you're an absolute saint, collision it yourself, I will be eternally grateful and credit you on the mod page. https://drive.google.com/file/d/1cdcZgaltFs-0PQuddnpG4H7MOvbmDcD-/view?usp=sharing I have a million versions, .obj, .fbx. .dae, if anything else is needed feel free to ask. Thanks in advance everyone! -Nevermind I figured it out- I hadn't added a BSX Flag. I'll leave this up in case anyone experiences the same issue. You can add it through 'Attach Extra Data' and then click on the flag and select 'Havok.'
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