Nibel8 Posted August 29, 2009 Share Posted August 29, 2009 I'll explain letter why title is door and crash.i'v made personal mod (nothing sepcial,just castle for my own taste)i made new world space,space marked as Oblivion Worldspace and created there oblivion gate (to enter and exit)problems is,that i can't change its location.well,i can in CS,but in game gate stand in PREVIOUS location,but if i entert i'll teleport tolocation of DM (Door Marker)Example:Gate and DM is on point Ai change (with CS)location of Gate and DM to point Bbut in game gate still on pont A even if in CS on point B and with DM all ok,gate teleport to DM that on point B.now i'll answer your question "and ?u may just delete gate and make new" no,i can't...well i can,but there is a little problem... when i do so and load my savegame i can't save anymore because when i try to save (using my save game where that gate still exist) it crash.only starting new game will fix that...but starting a new game every time i change location of gate...it will be easier to shoot my self xDany suggestion to solve this ?i mean to fix (remove of whatever) gate from save game ?PS: no,disabling mod won't solve anything,disabling isn't different from removing gate...disable mod/delete gate it do same thing - remove this damn gate from the gamePSS: after load savegame (without this mod) and save - game CTD ( Crash To Desktop) and thats save corrupted (not that was loaded lol xD) Link to comment Share on other sites More sharing options...
David Brasher Posted August 30, 2009 Share Posted August 30, 2009 It is not safe to use Oblivion Gates in your mods unless you are very careful and take precautions. The game engine will cause you to have all sorts of bugs and corrupted save-games. I had to abandon one bad mod I made and start over because of this. I used console commands to fix some of my savegames. I was finding problems for days after the bad mod was removed. Your problems sound even more severe than mine though. To successfully use an Oblivion gate in your mod, you need to rename a standard Oblivion gate and give it a new form ID. Then you need to remove the script from your door and use it without a script. (Unless you are going to write some special-purpose script for it.) I can't really help you with all the corrupt save-games. you may have to load an old savegame from before you installed your mod. Disable the mod and don't reactivate it as is. Hopefully you can just delete your copied Oblivion Gate and the mod will be safe to use, but there is the chance that it is utterly ruined and you will have to start over. Even if that is the case, you may be able to cut and paste large portions of it to your new mod. I wish there was some documentation on this. I can't find any information on making mods that take place in Oblivion. Link to comment Share on other sites More sharing options...
Nibel8 Posted August 31, 2009 Author Share Posted August 31, 2009 To successfully use an Oblivion gate in your mod, you need to rename a standard Oblivion gate and give it a new form ID.i did that from begining )well,i can understand that if gate remove that may caouse error,but why gate doesn't change location even if location changed via CS?location change only in new game.paradox...i can't find logical suggestion WHY this gate cause game CTD when removed from save...i did search for something like that by google and nexus search but nothing...oh my...what if i'm cursed ? lol XDwell all of i can think is to remove gate and start a new game OR just leave them and put some house or something on them to hide them and in public version(if there will be) just remove them (gates) Link to comment Share on other sites More sharing options...
David Brasher Posted August 31, 2009 Share Posted August 31, 2009 Did you remove the script from the gate? That is the most important part. That is why you rename the gate and create a new form ID. You don't want to ruin all the Oblivion gates in the whole game, so you just remove the script from your own. When you renamed your Oblivion gate you did create a new object didn't you? One with a new form ID and which shows up as a separate object in the list of doors for you to pick from the object window? You can't just change the Reference ID of a standard Oblivion gate. Playing a bad mod will sometimes irreversibly ruin a save-game. In that case, you must load an old save-game from the time before the mod was activated or played. It really stinks for play-testing, because sometimes your new changes will not show up and you will have to go back in time to see what the changes you just made on the CS do. There is some deep programming involved in the plain vanilla Oblivion gates. I do not think the CS has the power to move a plain vanilla Oblivion gate. It is part of the game engine. Link to comment Share on other sites More sharing options...
Nibel8 Posted August 31, 2009 Author Share Posted August 31, 2009 Did you remove the script from the gate? That is the most important part. That is why you rename the gate and create a new form ID. You don't want to ruin all the Oblivion gates in the whole game, so you just remove the script from your own. When you renamed your Oblivion gate you did create a new object didn't you? One with a new form ID and which shows up as a separate object in the list of doors for you to pick from the object window? You can't just change the Reference ID of a standard Oblivion gate.no scripts,new id and name.its just a door as any other doors,just with oblivion gate texture.my head hurt when i try to think wtf may be with thouse gate...i got that save's may not be restored,but now i want to know WHY simple door with oblivion gate meshes and texture cause something like this ?! Link to comment Share on other sites More sharing options...
Maigrets Posted September 1, 2009 Share Posted September 1, 2009 A lot of things in the game are hard coded and can't be changed. I imagine Oblivion gates are one of them. I do know that if you try to remove one altogether to use that space, for example for a house, the sounds and red skies will still appear. As far as I'm aware no-one has been able to get around that issue, but I haven't looked into it for awhile. This may have something to do with your issue. Another hint:Always use a test character and saves when making and testing mods. That way your main game won't be messed up. Link to comment Share on other sites More sharing options...
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