Vagrant0 Posted September 3, 2008 Author Share Posted September 3, 2008 The arrow error is currently not anything I'm concerned with at the moment. That said, the entire worldspace is custom, there is simply no way to not edit cell 3,3 in a new worldspace. If it is some issue related to 3,3 then the only way to make it less noticable would be to reposition everything in a different spot so that the player never enters that cell. The current issue I am concerned about is one where whole cells get bugged if the mod .esm is not loaded first after Oblivion.esm. Oddly enough the cells only seem to lose their landscape if they have any trees placed within the cell. I've tested this with seperate plugins, a .esm containing only a new armor form, and another .esm which only has a worldspace that has 3 trees in one cell. When the armor.esm, or any other .esm is loaded before the worldspace.esm the cell with the 3 trees is gone. I have tried both with, and without moving the worldspace with TESGecko without any change. Setting the worldspace .esm to a position other than 2 doesn't change anything (buffered it up to index 10 using empty .esms) while moving it back to 01 makes the landscape in that cell work. Making the worldspace.esm use armor.esm as a parented master doesn't solve the problem, but instead makes it happen no matter what since armor.esm will always be loaded in the 01 index. The only way the landscape.esm does work is if it is in the 01 index. It only seems to be cells which have trees and bushes in them, for whatever reason. Making a new form for the trees used in that worldspace does not solve the problem. It seems some other landscape mods, atleast those which are .esm based have the same problem. This means that those mods have to be used in the 01 index, and therefore cannot work with other .esm based landscape mods. Like most other large mods, this one cannot be effectivly used in .esp form since it is already rather large, and will eventually be much larger. Also much of the point for making the mod was to act as a platform for other mods to be made. This cannot easily be done without making it a .esm. On the otherhand, I cannot expect everyone else to turn away every other .esm based land mod just to use mine. I don't know what can be done, and havn't seen anyone who can provide a solution to this issue. Half of the problem is that anyone who looks at it doesn't seem to understand what is happening and writes it off as some sort of form conflict. Even I did this initially. The mod cannot continue until this is resolved, and I don't know of any way to resolve the issue since it isn't something with the specific .esm, or any of the files related, but seems to be something funky with how the game handles .esm data, any .esm data. For all I know, this could be the great reasoning behind why SI needed to be merged with Oblivion.esm. Link to comment Share on other sites More sharing options...
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