kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 Heck if I know, that's what is causing the crash though. I would duplicate the war room then delete everything in the duplicate. Pick the smaller of the two cells then remove the door teleports for it. Top view an scroll way back. Draw out a marque select box so you select everything. Copy that, then go paste it in the duplicate war room cell an teleport the doors. Don't forget to delete the original cell after you copy it though. Navmesh is made up of two parts. One part is in the cell list window at the top. The other part is a master list of how each navmesh tie into one another an which doors ect. If you just select the Navmesh in the cell list it only deletes part of it an causes all kinds of stuff. So when removing navmesh you use the navmesh tab to remove cell navmeshes. This will remove both parts. navmeshing... i can go through and do that for the exterior cells. war room? i thought you said earlier that it was the dininghall and lowerhall? Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 did what you said to do for the war room - still got a crash. im gonna work on the navmesh. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 19, 2012 Share Posted March 19, 2012 Yeah it's something inside one of those cells. I'm going to guess that it's DKcastlelowerhall. Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 Yeah it's something inside one of those cells. I'm going to guess that it's DKcastlelowerhall. Sigh.... that didint work. so i did what you said to do just like with the war room... crashed.... then i completely DELETED that cell and still i got crash. this is seriously starting to irritate me. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 19, 2012 Share Posted March 19, 2012 Delete the group that contains DKcastleDiningHall an DKcastleLowerHall It's the only way I found to load into the game without crashing. It's like the 2nd group down. I seperated these two cells but then I noticed other cells are doing it as well. I also duplicated every cell an it still crashed. Sorry, I got real close just nothing concrete yet. Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 Delete the group that contains DKcastleDiningHall an DKcastleLowerHall It's the only way I found to load into the game without crashing. It's like the 2nd group down. I seperated these two cells but then I noticed other cells are doing it as well. I also duplicated every cell an it still crashed. Sorry, I got real close just nothing concrete yet. hey brother i appreciate the help very much! if i sent you an ESM of the same you think u could decipher what is different? in ESM mode (proper esm) it works. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 19, 2012 Share Posted March 19, 2012 No idea... I'm going back to work on yesterdays file in the hope it will correct itself. Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 No idea... I'm going back to work on yesterdays file in the hope it will correct itself. alright then i have no choice tho but to stop working on it until the crash can be resolved. let me know if you want the ESM. And let me know if you find anything or have questions :) Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 Fun fact:Wrye Bash has an option where you can convert files between esp and esm. So if you go in there and select your mod file, you can convert it to a esm file. what it does is it copies your mod file and creates a master file, it does not overwrite your mod file. so you have 2 files now: a master and a mod file but with both active it tells you it conflicts. you can also do this with turning a master file into a mod file, does the same. Now with mine i thought i be creative. Known fact: mod works perfectly as a master file only because additions persist not changes, alterations or deletions. so with this known how about i convert to a master file and with a working file convert back to a mod file? logic is there, but unfortunately it crashes still. for some reason no matter what, my mod does not work as an esp file right now BUT works fine (interiors, new worldspaces, etc...) as a master file. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 19, 2012 Share Posted March 19, 2012 You know these pieces are designed to be built upon a grid. 16, 32, 64, or 128. This way it's located on a .0000 but also it's very easy to quickly line it up perfectly. At the very least you need the walls an floors on the grid. These are the havok collision you stand on, and are of a complex nature. There isn't a way to fix that without rebuilding the whole cell. Link to comment Share on other sites More sharing options...
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