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[LE] Vanishing Default Meshes - Updating Mod


Feralkyn

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Hello! I'm trying to update a mod, but whenever I go in-game, there's missing static items that are default CK items. This occurs even on a fresh save, and I have tried moving the mod to last in the load-order. I have also tried saving and reloading in-game.

 

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I've a mod that I released in an "alpha" state. It turned out to have some bugs, as expected--minor things, mostly. The mod in question is a Nord ruins player house mod:

 

https://www.nexusmods.com/skyrim/mods/94236/?

 

Now, I opened it back up today with my list of fixes. So far it's been running just fine, just the minor bugs needed fixing--ex. Apiary isn't respawning so I need to fix its respawn type, and a couple of typos in books, things like that.

 

When I open the mod in CK, however, I find that my entire NavMesh has been deleted. Puzzled, I shrug it off, download the mod off NexusMods (thinking maybe my HDD lost a file?!) and to my bewilderment find that it's still missing.

 

So, I spend an hour or so redoing the entire NavMesh. Then I make my fixes, which I will list here in case any might have affected this.

 

- Changed the cell's respawn type from no-respawn to none, then back again in favor of adding a 10-day respawn script to the Apiary (I don't want naked mannequins every time the cell resets). I've tried removing this script and reverting to an older save but no dice.

- Moved two dagger cases that are forever giving me hell (seriously, can't get them to work when vertical)--they still don't work.

- Added a Dwarven astrolabe

- Fixed a doubled sentence in a letter Book item, and fixed two errors in a journal Book item

- Added a custom container for SoulGems that was missing, with activator box & linked chest

- Lifted a Daedric display up a bit, and added a static pillar beneath it

- Added a small amount of clutter--vines, pots, nothing not already present but not copied

- Added a broken Word Wall into another cell

- Removed several Occlusion Planes near the main hall

- Removed two non-functioning bookshelves and replaced them

 

SO. I went back in, and there's several issues. Some might be down to updating a mod during an active save? Others can't be, they're present even in a fresh save.

 

1. Mannequins are invisible. Activating them makes them visible again but the armor they previously had on, even though it's still in inventory cannot be made visible. Removing all armor and adding more does not allow it to display. Mannequins NOT previously in use don't have this problem. I've updated mods like this on active saves before and this has never happened.

2. Static items are missing. Entire tables, plates of food, etc are all gone in-game. There's a whole chunk missing in one of the rooms. I have a missing fire in the kitchen. All six children's beds are missing, indicating it could be an issue with specific items for some reason. HOWEVER, upon reloading in the CK, it's all still there. Any idea wth this could be? It should have nothing to do with dependencies, since this mod was functioning just fine before, but I'm still suspicious.

3. My bookshelves are all also having the issue that the mannequin is--activating them shows books in their "inventory" but they aren't displaying. I suppose I could try to revert to the last version of my mod, and then see if I can take everything off ALL bookshelves and mannequins before updating, but should this really be necessary..? It didn't happen before, and none of these bookshelves or mannequins have been altered in any way.

 

To reiterate, the mod should have NO dependencies--these are static meshes like tables and fires present in the default game. That said, TES5 is showing it as having Update.esm as a master, though no statics listed. Likewise the items are still showing up in the CK--just vanishing in-game.

 

A strange point that may help to troubleshoot: on my older save file, there's a table in the dining hall missing, along with everything on it. Right beside it, the identical table is still there, as are all the other hand-placed meals. It's like an actual "area" was removed. Yet on a new save, only the -table- is missing--the items sat on it load in just fine.

 

One last point--on my saved files, the NPCs that were present--my children, follower, etc--are no longer in the building.

 

Anyone have any clue what might be causing this? Any help is greatly appreciated; I just want to get the mod updated for the people using it.

Edited by Feralkyn
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The usual reason for items appearing in the CK and not in game is because the CK has a bsa loaded (ie its in the skyrimeditor.ini) that has meshes in it but in game that bsa is not loaded. Might not be the case here but worth checking.

 

Also remember to always only test your esp with other esp it requiries (like Skyrim and the DLC) and not what is usually in your load order.

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These are default Skyrim objects, though, would they not be loaded with the default game? Vanilla stuff, as mentioned.

 

I'll try to load with only the mod; the reason I hadn't done this is that it's gonna be a pain to remember my prior load order and which mods were in it. I have TONS, lol. I was hoping maybe it was something obvious/simple people have run into.

 

Thanks for the response!

 

Edit--the objects do load in when it's just the mod. I've no idea why a conflict would have -suddenly- cropped up when it was playing nice all this time & last in the load order, but time to enable hundreds of mods a couple at a time... knucklecrack

Edited by Feralkyn
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The esp currently on nexus does indeed not have navmesh, which means only the player can go in there and NPC's can't spawn in there (even if you place them in the CK) so if you want to test with some NPC's you need a save that has not seen this version in case this is baked into your save (it may or may not be).

 

Difficult to know what is wrong with the statics not appearing without seeing your esp as you have it now. If you want to upload it somewhere I will have a look for you to see if its just your setup or a different problem.

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This is bizarre, because the navmesh has been working fine for me up until this point. I've already remade the entire navmesh, because it was missing in the CK, I've no idea what became of it.

 

So, as an update--

 

- Disabled all mods. COC'd to the exterior cell, walked in. Statics are all correctly present.

- Re-enabled mods 5 at a time. COC'd to exterior cell each time, walked in. Statics all correctly present. Reached prior mod load order, everything's still fine.

- Load prior save with the mod active. Fast-travel to, and enter, cell. Statics (same as before, for saved game) are missing.

- Quit to -menu,- COC to exterior cell, walk in. Same statics as prior "new game" load are missing.

- Quit to desktop, restart, COC straight to exterior cell, walk in. Everything's fine.

 

So it looks like maybe the navmesh is unrelated, and somehow got deleted. I don't know how, considering the fact that I've been using it all this time with followers that enter/exit just fine, and living companions/kids. As for the statics, I SUSPECT I've a script issue, which persists between savegames until quitting to desktop. I thought maybe it was Hearthfire related, since some of the vanishing statics have Hearthfire keywords, but it's also removing a fireplace with no keywords and a bunch of unkeyworded, vanilla food. It's happening with my older saves, too, which is strange, and even weirder is that some of those saves wind up with a completely pitch-black cell with no walls/furniture, bar a few beds and all the mannequins floating on a plane.

 

https://drive.google.com/drive/folders/1PZabRZkpIXqwnQ1gXlhN1eB3pw_zorsb?usp=sharing

 

Can you see/use this? It's just the .esp, but I'd think you can just replace the old with this one, as I've not changed much in the way of scripts yet (just added a container).

 

I'd like to add that if I knew it was just -my- savegame "corrupting" it I'd be fine with that--but I need to make sure I'm not gonna bork the save files of people who are already using the mod, and who try to update it.

Edited by Feralkyn
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Will adding a prefix after the fact break any that are already there? I'd imported some from a resource, so I didn't want to mess with them except to include them, but if it will adjust the existing instances I will, thanks!

 

(For compiling mine into a .zip I always just sorted by date, lol--I didn't know you could prefix them en masse like that, and it would be nice so other people could remove any scripts later.)

Edited by Feralkyn
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No you cant just change the script names now. You would have to remove them and create new ones - note the ck only adds the prefix to the scripts it creates.

 

I have looked at the latest esp and gone in game. Eveyrthing seems to be there and the mannequins work and the shelves take the books and display them. Must be your setup

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All right! I know there's one shelf that doesn't work (bottom right from the enchanter) but I can fix / replace that easily enough. I'll keep working on trying to figure out why it's doing this, as I want to make sure I don't bork existing saves, but thanks so much for checking it over. I'm really glad it's nothing with the existing mod!!

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