GrindedStone Posted March 20, 2012 Share Posted March 20, 2012 I'm really sorry dude. This project is a failure. I thought it looked fantastic. Your work is messy because you haven't learned enough yet. Most of your work isn't built on a grid. The walls an floors would need this, it's not negotiable. There are a few other factors that killed the mod. If you are going to do something like this then you need to do it by the book. This mod was done by the seat of your pants. If it's any help once you learn how to use a grid the building will become about 100 times more easy for you. Plus the more you build the faster you get. You could still fix it an put these cells on a grid. It's going to be a lot of work. The dining hall took 2 failed attempts an roughly 3-4 hours to fix. It was very difficult. I had the dang thing halfway navmeshed so it's a real disapointment. Link to comment Share on other sites More sharing options...
kane4355 Posted March 20, 2012 Author Share Posted March 20, 2012 I'm really sorry dude. This project is a failure. I thought it looked fantastic. Your work is messy because you haven't learned enough yet. Most of your work isn't built on a grid. The walls an floors would need this, it's not negotiable. There are a few other factors that killed the mod. If you are going to do something like this then you need to do it by the book. This mod was done by the seat of your pants. If it's any help once you learn how to use a grid the building will become about 100 times more easy for you. Plus the more you build the faster you get. You could still fix it an put these cells on a grid. It's going to be a lot of work. The dining hall took 2 failed attempts an roughly 3-4 hours to fix. It was very difficult. I had the dang thing halfway navmeshed so it's a real disapointment. that is unfortunate. thank you for your time and help. Link to comment Share on other sites More sharing options...
kane4355 Posted March 20, 2012 Author Share Posted March 20, 2012 (edited) HAHA! i got it to work! here is what i did, a posting from my castle post: "We know my mod works as an ESM but the landscapes, edits and deletes dont persist. this only tells me the issue with the mod file is due to some change, deletion or alteration. We know that my mod doesnt work entirely as an esp file, causing the game to crash. SO what i plan on doing, is keeping my main mod as an ESM. all the additions to the game such as statics, new interiors, new worldspaces, additions to tamriel will be in the ESM.all the modifications such as removals, landscape edits, alterations etc. will be in the esp file. i will let everyone know how this idea goes." doing all that worked! of course there is minor cleanup i have to do but i am able to get into the game with no huge modifications to my game. all the interiors are there, exteriors worldspaces, landscape edits etc. EVERYTHING! and best of all - no crash. What i did was use TESVsnip and delete all the landscape values from "housemaster.esp". i then used wrye bash and converted that file to an esm.then i took a file which was my whole mod, using TESVsnip deleted ALL references and activators, cells i didint need and the interior cells and ONLY left behind the landscape edits. i named this file "housemod.esp". With both the esm and esp active in game, i experienced NO CRASHES. I am going to go back through later obviously to clean up things and make it presentable as well as modder friendly. Edited March 20, 2012 by kane4355 Link to comment Share on other sites More sharing options...
kane4355 Posted August 9, 2012 Author Share Posted August 9, 2012 Here is the mod uploaded: http://skyrim.nexusmods.com/mods/22020/ endorse it if you like it :) Link to comment Share on other sites More sharing options...
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