yourenotsupposedtobeinhere Posted January 18, 2015 Share Posted January 18, 2015 Dungeon and house designers are also in great demand for me. Basically anything that can be done out of house, IE outside my esp and then imported in, speeds the overall completion of the mod drastically. Not to mention I am rubbish at interior design.But then you say this. Lol Ok I don't have this problem and I stay in the ck for like .. 8+ hours sometimes at the leastWhat are you doing in the CK? It sounds like you have other people doing your Level design and perhaps other things you can bash into it. Perhaps your lack of glitches is due to the impact you have on your mod, from your PC. Lol in a given 9 hour period I will do everything from create new statics, actors, place them, change interiors around, import interiors, change landscape, gen navmeshes, create quests, add audio, etc etc.And I just take others levels, copy them to a new esp, then copy from that new esp into Discorld. Then I have to change craptons of stuff to make it fit the quest :smile: It might be because I am inside a new worldspace maybe and I never ever open a vanilla interior cell or anything anymore IDKBut ya son, don't downplay da Discworld work AMG!!! I mean I get where it sounds like I don't spend my soul into this sometimes, but I really do I'm not a hater, just and observer, boi. :) It's all good.Got nothing against "Discorld" or even Discworld for that matter.To your point of working in a "New Wolrdspace" and not editing anything Vanilla. Sounds like clean modding to me and a formula close to my own.My current WIP is also in a separate world, several actually.Also, I was not suggesting that you don't pour your soul into your works, just that, because you are not solely responsible for the interior work, could be the reason that you were able to avoid these broken aspects of the CK. Link to comment Share on other sites More sharing options...
Guinefort1 Posted January 18, 2015 Share Posted January 18, 2015 I look at all this and shrug. Given how buggy TES games are, I am not at all surprised how buggy the CK/CS is. I swear they malfunction for no other reason than because it's Tuesday. I've long since learned not to question these things. :dry: Link to comment Share on other sites More sharing options...
Arthmoor Posted January 19, 2015 Share Posted January 19, 2015 I've left the CK open for hours before. Never get any of the weird things people claim will happen from it. Stuff doesn't just get deleted spontaneously. Navmeshes don't edit themselves unless you've touched a door marker, etc. @Elianora: When you took that snap in xEdit, did you expand those cell records to see just what the CK thought needed to go in there? Link to comment Share on other sites More sharing options...
Elianora Posted January 19, 2015 Author Share Posted January 19, 2015 Lol Ok I don't have this problem and I stay in the ck for like .. 8+ hours sometimes at the least I have 35 Gb of high res textures. When I try to go from interior cell to an exterior (Tamriel), I crash every time. I have to name my Data\textures into Data\0textures when I want to edit exterior cells. Then the thing obviously doesn't turn unstable. Sometimes it crashes just because I tried to move an object or clicked "something wrong" in the Object Window. I feel like I'm dealing with a tool made in 1998 and I get punished for trying to run it on a 64bit system and too much "oomph" in my puter. @Arthmoor I should've, but I didn't, I just deleted them and moved on. I'd better check that the next time CK does this. (And I am 105 % sure I didn't touch any door, copy anything weird or even go near those cells in CK) edit: Checked again. I DIDN'T delete them yet, clever me. Here's what I apparently "added/changed"http://i.imgur.com/I77XQ11.png Link to comment Share on other sites More sharing options...
Arthmoor Posted January 19, 2015 Share Posted January 19, 2015 Weird. What do the individual tree records claim they've had done to them? Link to comment Share on other sites More sharing options...
Elianora Posted January 19, 2015 Author Share Posted January 19, 2015 That's as far as my TES5edit goes. I can't determine it. it's hilariou because I only added new trees to ONE exterior cell where my house is. Link to comment Share on other sites More sharing options...
BlackRampage Posted January 19, 2015 Share Posted January 19, 2015 (edited) That's as far as my TES5edit goes. I can't determine it. Sure you can.Just click on one of the yellow tree object record entries to see what the CK changed about those objects. My guess would be that it changes the placement/rotational data. Edited January 19, 2015 by BlackRampage Link to comment Share on other sites More sharing options...
yourenotsupposedtobeinhere Posted January 19, 2015 Share Posted January 19, 2015 Navmeshes don't edit themselves unless you've touched a door marker, etc. So, Navmesh edits itself when I touch a door marker?I have Navmeshed a lot and I am not familiar with this as the navmesh tool is not active, or do you mean if the door marker is moved out of the navmesh triangle it was assigned to? Still the navemesh should still remember the marker placement even if the marker is moved slightly as the mesh would need to be finialized even just for that cell for it to change the mesh. Lol Ok I don't have this problem and I stay in the ck for like .. 8+ hours sometimes at the least I have 35 Gb of high res textures. When I try to go from interior cell to an exterior (Tamriel), I crash every time. I have to name my Data\textures into Data\0textures when I want to edit exterior cells. Then the thing obviously doesn't turn unstable. Sometimes it crashes just because I tried to move an object or clicked "something wrong" in the Object Window. I feel like I'm dealing with a tool made in 1998 and I get punished for trying to run it on a 64bit system and too much "oomph" in my puter. @Arthmoor I should've, but I didn't, I just deleted them and moved on. I'd better check that the next time CK does this. (And I am 105 % sure I didn't touch any door, copy anything weird or even go near those cells in CK) edit: Checked again. I DIDN'T delete them yet, clever me. Here's what I apparently "added/changed"http://i.imgur.com/I77XQ11.png I use two computers, one for playing with mods, one for modding with no mods.I don't get any weird errors when loading the CK, ever.I find that OPAL's always crash the CK, adding music palettes if open too long as well as region editing, and manually navmeshing more than 10 exterior cells in one session.If I think back to the random edits I had of cells I never touched, I recall having the same cells you logged here, I am 99.99% sure of it.In a different session I had AnisesCabin01 marked for deletion, which of course I did not do.My error was not tracking it. Going forward I think this would be a good page for others having this issue as well, I will post screens of TESVEdit here in the future when or if it happens again. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 19, 2015 Share Posted January 19, 2015 Navmeshes don't edit themselves unless you've touched a door marker, etc. So, Navmesh edits itself when I touch a door marker?I have Navmeshed a lot and I am not familiar with this as the navmesh tool is not active, or do you mean if the door marker is moved out of the navmesh triangle it was assigned to? Still the navemesh should still remember the marker placement even if the marker is moved slightly as the mesh would need to be finialized even just for that cell for it to change the mesh. Yes, it does. Which then also causes the Navigation Info record to get updated too. Assuming you moved the door marker far enough to leave the triangle it's parked on. Link to comment Share on other sites More sharing options...
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