chaospearl Posted April 2, 2012 Posted April 2, 2012 Okay, so. I've decided to give Skyrim modding a go, and this is my very first time using the CK. I haven't touched a thing yet and already I encounter errors. I opened the CK, and as my first step, I went into the File --> Data menu, and checked the box for Skyrim.esm. I didn't set an active file at all; I just wanted to load the game data and take a look at how items and such work, which fields are available, and all of that. No sooner had I clicked OK all sorts of error boxes began popping up. The first one was this: MASTERFILE: NavmeshInfo 00028e37 has no parent space, ignoring After that one came a whole bunch of identical InitItem warnings: MASTERFILE: Errors were encountered during InitItem for reference: Base: 'ShipTrapdoor01MinUseHidden' (00061435)Ref: (00099315)Cell: 'Wilderness' (0000967A) (2, -6) in world 'Tamriel' (0000003C) See Warnings file for more information. MASTERFILE: Errors were encountered during InitItem for reference: Base: 'AutoLoadDoor01' (00031897)Ref: " (00015E1D)Cell: 'YngolBarrowExterior' (0000B452) (38, 11) in world 'Tamriel' (0000003C) See Warnings file for more information. There were at least half a dozen of those, all identical (same first line about InitItem) save for the specifics. I clicked to ignore each one as it popped up but I'm afraid to do anything else now in case something is corrupted or otherwise wrong. What could I possibly have done to create errors without editing a thing? Is there something wrong with my Skyrim.esm file? Am I supposed to load something else along with it? I was under the (apparently mistaken) impression that one created a plug-in (a mod) by first loading up that Skyrim.esm with no active file, then going to File --> Save, which would create a new .esp file. At that point, one should still have the Skyrim.esm file loaded, with the new .esp file checked and set as the active file, to which one made their various edits and additions that comprise a mod. In the case that one were creating a patch or other plug-in that further modified or depended on an existing mod, the same procedure is followed with the addition that alongside the Skyrim.esm one would also load up the .esp file of the mod to be patched before creating the new plug-in. The result is that the parent mod is mastered to the new one; the new one won't run unless the master is present. At least that's how it worked in Oblivion... again, unless my understanding of things is very mixed up, and that's what I'm afraid of. So, my question is, what went wrong here that I'm receiving errors just on loading the .esm? Something I did wrong, or a problem with the .esm itself? Is it safe to ignore the errors and create my plug-in? If not, how do I fix things?
chaospearl Posted April 3, 2012 Author Posted April 3, 2012 No thats normal. It's naff but normal. Huh. Thank you for the response, I really appreciate knowing it's safe to proceed. Based on what I've read in the process of familiarizing myself with the CK's various foibles, I gather the initial error (the navmesh\parent space one) is related to the Great Navmesh Bug. Fortunately the kind of mod I'm working on doesn't involve navmeshes in any way. Does anyone know where the whole string of InitItem warnings stems from? What's up with those?
scrivener07 Posted April 4, 2012 Posted April 4, 2012 http://www.creationkit.com/Creation_Kit_Startup_Errors Most are doors that have their portal markers too close to the door itself.
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