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Game Crashing Upon Loading Save game when testing Mod


kane4355

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use Tes snip to remove the nav mesh that you created because you probalby suck at it like everybody else does when they start. Test the mod when you are done. You need to back up the original .esp first until you find the root cause so you can keep trying new things on the same one. I'll look at it in a few minutes.

 

Navmesh deleted - still crashed. I am honestly out of ideas and any that you bring up I am willing to test because it is more than i have to offer myself right now.

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I'll look into it in a minute. To put a castle in Skyrim world you would only need to edit or change 6-8 cells. These are 192 feet by 192 feet. You can press B to see them the borders will light up with black an yellow lines. In this mod I see edited cells all over the worldspace, 20-30 maybe more. If you are going to build keep it focused on your goal don't go wandering off looking for cheeseburgers an fries in the middle of it. :D You gave me the original crashing version correct?

 

Navmesh is easy to understand, don't autogen. The Verts are placed by hand one at a time. With two verts selected you Ctrl right click to add another vert which also connects the three in a triangle. This is so you can do it quickly. A lot of times you create the triangle then have to select an move the single vert. The goal is to avoid spider webs by making the triangles large as to lower the number of triangles. You don't have to navmesh around clutter because it will move out of the way. Statics won't move so you work around them. Sometimes you have to create a spider web to do this. The edges can be marked for cover, this will tell the NPC to hide behind things when someone shoots at them. (you don't mark much cover)

 

In the gameworld the navmesh doesn't have to be above the ground just close. You can only have one cell active at a time when navmeshing. When each cell is finished you hit the checkmark to finalize it. Any door teleport markers or borders will light up with green this tells you that the NPC's will move to to this triangle to teliport thru the door, an that the NPC can travel between the cell borders. In order to make a border each vert on both sides of the borderline need to be stacked nearly exactly on top of one another. The first 3 buttons are select triangle, line, or vert, this is very much like a 3D editor, but you don't have to roll with all 3 checked if you just want to select triangles then turn the others off. The W key cycles between full, half, an navmesh only view, this way you can make the world halfway transparent an see how the mesh stacks up while looking thru it.

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I'll look into it in a minute. To put a castle in Skyrim world you would only need to edit or change 6-8 cells. These are 192 feet by 192 feet. You can press B to see them the borders will light up with black an yellow lines. In this mod I see edited cells all over the worldspace, 20-30 maybe more. If you are going to build keep it focused on your goal don't go wandering off looking for cheeseburgers an fries in the middle of it. :D You gave me the original crashing version correct?

 

Navmesh is easy to understand, don't autogen. The Verts are placed by hand one at a time. With two verts selected you Ctrl right click to add another vert which also connects the three in a triangle. This is so you can do it quickly. A lot of times you create the triangle then have to select an move the single vert. The goal is to avoid spider webs by making the triangles large as to lower the number of triangles. You don't have to navmesh around clutter because it will move out of the way. Statics won't move so you work around them. Sometimes you have to create a spider web to do this. The edges can be marked for cover, this will tell the NPC to hide behind things when someone shoots at them. (you don't mark much cover)

 

In the gameworld the navmesh doesn't have to be above the ground just close. You can only have one cell active at a time when navmeshing. When each cell is finished you hit the checkmark to finalize it. Any door teleport markers or borders will light up with green this tells you that the NPC's will move to to this triangle to teliport thru the door, an that the NPC can travel between the cell borders. In order to make a border each vert on both sides of the borderline need to be stacked nearly exactly on top of one another. The first 3 buttons are select triangle, line, or vert, this is very much like a 3D editor, but you don't have to roll with all 3 checked if you just want to select triangles then turn the others off. The W key cycles between full, half, an navmesh only view, this way you can make the world halfway transparent an see how the mesh stacks up while looking thru it.

 

 

thank you for the insight for navmeshing. when i get around to implementing that into my mod, i will use your tips.

 

Yes, my mod does have more than it should but if you actually look at it, a majority of those cells are just roads.. if you click on the link in my signature it will go to my mod forum post. yes it is a castle mod, but there is more to it than that. it adds roads to interconnect it with the rest of the world, and it has a city. now the city itself has not been implemented yet because i been working on interiors. also my castle is spread across three worldspaces. with how much detail im putting into it it was feesible to do this without severe lag. plus it was easier to manage in the creation kit. it all worked out fine obviously until experienced crashes while loading my save game. i assure you though most of those cells altered exterior wise are around the roads i put in. the castle and the city itself i would say span over about 10 cells in tamriel itself.

 

the other two worldspaces are: DKworld1 and DKcourtyard.

 

also, pay no mind to the naming convention right now for the cells and the labels. when i originally started on the mod, i had no clue what i wanted to name it so i gave it a blanket name. after i created a name i started using that for a naming convention. i was starting to switch over all the cells to the new one but havent gotten around to that yet. anything labeled "DK" or "castledragonborn" are my cells.

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another note too.... i been using wrye bash to convert to esm. when it does it deletes all the landscape edits, removals and deletions or alterations i do to the game. instead it only keeps what i have added IE static emplacements creating new reference ID's.

 

But when i move my mod to my desktop and simply rename the extension to esm and try it out in game, i still get the crash even with a master file.... so i am wondering if this has to do with some type of landscape edit....

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It looked great inside, you should have only focused on that. The roads an extra B/S could cost have you the entire mod. Later on when other people are using it, because it's spread across a wide area it's more likely to conflict an thus crash. Top that off that worldspace edits in a large amount like this will create the most identical to master records, dirtyness. It's not your fault but the cost of editing the vast amount of data that makes up a persistant worldspace. Normally it wouldn't be as much of an issue, but as a community we lack the ability to clean it. It sounded like sky edit was developing into TES5 edit if they don't give up.

 

The crash is caused by navmesh issues. Noted by it being a hard crash, doesn't matter what or when it crashes instantly upon load. Right now it's a 50/50 split between the navmesh issue an a havok collsion map error in one of the big rooms. Do you have any idea what is causing that Havok collision error? Also in that same room I found a huge artifact of speedtree deco flora. Speedtree is the little bushes an flora that sways back an forth in the world outside, however I've found it inside a interior an it is huge. That shouldn't ever be in interiors. It's also located about 500 yards away from where the interior cell is the walls an floor. Heh.

 

I've spent a few hours now working in Navmesh. The mod is now saved without navmesh errors. Also a large portion of the castle is now navmeshed. So it is good news at least. I'll probalby test it real quick an if it doesn't crash I'll send you a copy. Also there were many little bar type pieces connecting floor pieces, you might remember them they are dark colored. A bunch of them were cliping. On stuff like that open the reference by double clicking it in the render window. Then on the Z which is up an down set it from 6584.2345 to 6584.0000 thus zeroing it out. Then you can move it up an down in 1.0000 units until it doesn't clip, copy the Z number an paste it on the others you find at that level.

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It looked great inside, you should have only focused on that. The roads an extra B/S could cost have you the entire mod. Later on when other people are using it, because it's spread across a wide area it's more likely to conflict an thus crash. Top that off that worldspace edits in a large amount like this will create the most identical to master records, dirtyness. It's not your fault but the cost of editing the vast amount of data that makes up a persistant worldspace. Normally it wouldn't be as much of an issue, but as a community we lack the ability to clean it. It sounded like sky edit was developing into TES5 edit if they don't give up.

 

The crash is caused by navmesh issues. Noted by it being a hard crash, doesn't matter what or when it crashes instantly upon load. Right now it's a 50/50 split between the navmesh issue an a havok collsion map error in one of the big rooms. Do you have any idea what is causing that Havok collision error? Also in that same room I found a huge artifact of speedtree deco flora. Speedtree is the little bushes an flora that sways back an forth in the world outside, however I've found it inside a interior an it is huge. That shouldn't ever be in interiors. It's also located about 500 yards away from where the interior cell is the walls an floor. Heh.

 

I've spent a few hours now working in Navmesh. The mod is now saved without navmesh errors. Also a large portion of the castle is now navmeshed. So it is good news at least. I'll probalby test it real quick an if it doesn't crash I'll send you a copy. Also there were many little bar type pieces connecting floor pieces, you might remember them they are dark colored. A bunch of them were cliping. On stuff like that open the reference by double clicking it in the render window. Then on the Z which is up an down set it from 6584.2345 to 6584.0000 thus zeroing it out. Then you can move it up an down in 1.0000 units until it doesn't clip, copy the Z number an paste it on the others you find at that level.

 

The intent was to have my city be interactive to the game, like an add on. so the addition of roads to integrate it was paramount but i see where your going with it it...

 

The havok collision error in the main hall has been there since i built it. i could never figure out where it was coming from but it never created a huge issue in the game. It however could be the suspect for why it crashed when i had the main hall linked to the courtyard. in that instance, a door leading to the exterior (which now leads to the patio), upon loading to enter the exterior it would crash. in fact it would crash on any exterior load - but not interior loads. here is the link for that issue:

http://forums.bethsoft.com/topic/1349601-castle-mod-having-issues-with-static-displaying-and-game-crashing/page__fromsearch__1

 

as far as clipping, it was my intent to do a sweep through the entire mod to alleviate any issues or concerns that may have been there, especially clipping. I found with using solitude interior statics that it took a great detail of aligning everything. But it seemed the more effort i put into being anal about things lining up the more things would become unaligned or wouldnt line up somewhere else. So in some areas i had to make due with what was lined up and clipping is seen in those cases.

 

as far as a speed tree??? im not sure where that came from either nor do i remember putting it in. does not mean i did not put it in but if its a distance away from it then it shouldnt be there.

 

The only cells which should not be completed or should have items floating about is the library, lower west wing hall, and the studyhall. originally it was going to be all one cell but there was so much detail put into the library with everything else i was experiencing lag and skipping in game and not to mention it was harder to work with in the creation kit with the more detail i put into it. so hopefully you did not put forth any effort into navmeshing the studyhall as its incomplete and most of the statics are going to get deleted.

 

As far as the navmeshing, i honestly can say thank you because i have no experience working with it much other than my mod and i can honestly say that it seems to me like it was a project for you to do so thank you for doing it. Please let me know if you alleviate or find the problem.

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Okay so i tried this to see if it was landscape edits or the edits done to the tamriel worldspace causing issues. I went into TESVsnip and deleted the worldspace changes done to tamriel, got rid of them completely, but it still crashes in game. so that didint work...
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Har HAR, I deleted everything an started making cute little bunnies instead. They hop around an keep me happy all day long. Oh Mr. bunny your so cute, what would you like to do today? oH whats that you want to have a tea party. Excellent! your so smart mR. bunny. Lah lah lah la la....
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