[RELz]Animated Window Lighting System - Thread 5

Post » Mon Mar 14, 2011 1:59 pm

My system hangs when I try and enter Cheydinhal. By removing all mods and then installing a few at time, it seems that Animated Window Lighting System is causing the hang. Can anyone help me to get this mod to work?


What happens if you ONLY enable the AWLS ESP? What happens with your complete load order if you start a new game as a test character and visit Cheydinhal?
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Tue Mar 15, 2011 12:54 am

What happens if you ONLY enable the AWLS ESP?

Many thanks for taking the time and effort to try and help.

I *don't* have the hang problem with only the ESP enabled (and no AWLS meshes or textures installed) - would never have thought of trying that.

What kind of problem could my meshes and texture be causing? What should I be looking for?

Edit:
Also hangs if I install the meshes or textures without the ESP
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Mon Mar 14, 2011 3:13 pm

Many thanks for taking the time and effort to try and help.

I *don't* have the hang problem with only the ESP enabled (and no AWLS meshes or textures installed) - would never have thought of trying that.

What kind of problem could my meshes and texture be causing? What should I be looking for?

Edit:
Also hangs if I install the meshes or textures without the ESP


That isn't what I meant, I meant what happens when AWLS is installed fully, but all other ESPs are disabled. Still, you've done something else that's just as good a test :)

This suggests a bad mesh in AWLS, but this is highly unlikely as AWLS has been around for quite some time now without this being brought up. Are you sure you're using the latest version? Have you tried a manual or OMOD install instead of BAIN?
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Mon Mar 14, 2011 1:34 pm

I've experienced a few hangs and crashes on the west side of Cheydinhal - especially near the mages guild.

Perhaps it is a matter of one of the mage guild windows version and not that common.

I'm using the blue orange version. And the crashes always seemed to be more in the day time.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Mon Mar 14, 2011 11:37 pm

That isn't what I meant, I meant what happens when AWLS is installed fully, but all other ESPs are disabled. Still, you've done something else that's just as good a test :)

This suggests a bad mesh in AWLS, but this is highly unlikely as AWLS has been around for quite some time now without this being brought up. Are you sure you're using the latest version? Have you tried a manual or OMOD install instead of BAIN?

I just tried a whole range of things - here are the key tests I did...
  • Used the OMOD installation mechanism - same problem
  • Removed everything (all mods and textures - back to vanilla Oblivion) - same problem
  • Using 2, went back to a much earlier save - NO problem
So my assumption is that there is something wrong with my save game. If this is the case...
  • How can I tell what is wrong with the save and is there any way to fix it?
  • If I go back to an earlier save, how do I know that it won't develop the same problem as I repeat the same steps to get to the point at which I did the latest save?
Many thanks for any help.
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Mon Mar 14, 2011 11:59 pm

I just tried a whole range of things - here are the key tests I did...
  • Used the OMOD installation mechanism - same problem
  • Removed everything (all mods and textures - back to vanilla Oblivion) - same problem
  • Using 2, went back to a much earlier save - NO problem
So my assumption is that there is something wrong with my save game. If this is the case...
  • How can I tell what is wrong with the save and is there any way to fix it?
  • If I go back to an earlier save, how do I know that it won't develop the same problem as I repeat the same steps to get to the point at which I did the latest save?
Many thanks for any help.



Oh dear now you're talking possible save-game corruption, I don't know anything about that other than that it's not at all desirable :)
I'm a bit surprised that a gamesave itself can get upset with just a change of meshes or textures, but I guess anything's possible.

The only other suggestion I can make, is that you put all your mods back in (without AWLS), load that latest save, go to an empty interior (no NPCs, no creatures, preferably one where NPCs and creatures never exist such as a player home), then make a new save (use a new slot) and try installing AWLS again. Beyond that, I can't figure why a gamesave would have an issue with AWLS.
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Mon Mar 14, 2011 6:20 pm

The only other suggestion I can make, is that you put all your mods back in (without AWLS), load that latest save, go to an empty interior (no NPCs, no creatures, preferably one where NPCs and creatures never exist such as a player home), then make a new save (use a new slot) and try installing AWLS again. Beyond that, I can't figure why a gamesave would have an issue with AWLS.

Many thanks for giving me something to try.

I did as you suggested - actually did the save in my Cheydinhal home. Got very hopeful when I went from the home into the city. Then exited the city through the same gate that I was having problems with and then tried to re-enter - game still hangs on the load screen :(

Would *really* like to try and avoid restarting the entire game or plating with AWLS - any other ideas or thoughts?
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Mon Mar 14, 2011 6:38 pm

Many thanks for giving me something to try.

I did as you suggested - actually did the save in my Cheydinhal home. Got very hopeful when I went from the home into the city. Then exited the city through the same gate that I was having problems with and then tried to re-enter - game still hangs on the load screen :(

Would *really* like to try and avoid restarting the entire game or plating with AWLS - any other ideas or thoughts?


Well, I suppose you could get really drastic and take AWLS apart piece by piece, testing until you narrow down the cause. Assuming this only happens in Cheydinhal worldspace, that obviously suggests a Cheydinhal texture or mesh problem in your game, so start by removing those parts of AWLS from your Data folder, but leave the rest of AWLS installed. If the game allows you to enter the worldspace, then put some of the Cheydinhal AWLS files back in and see if you can find a single file causing the problem. I don't see how this will work though, since you have no trouble with an earlier save, and others are fine in Cheydinhal, but it's something to do, at least.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Tue Mar 15, 2011 4:33 am

Well, I suppose you could get really drastic and take AWLS apart piece by piece, testing until you narrow down the cause.

Thanks once again for giving me things to try :)

Using the BAIN installer I have established that Meshes: QTP3 Windows Chimneys or Textures: Mages Guild Orange or Red Chimney QTP3 causes the load to hang. I also get the hang if I use the non-QTP3 texture so it seems to be something to do with the Chimneys.

I don't understand what could be causing the problem, but I may try and play without including the AWLS chimneys (even though I have Smoke Textures enabled) and see how it goes. Perhaps if it goes well, I can try re-install Chimneys at a later stage and see if the problem is still there.

I have presumed that AWLS meshes and textures should be installed after UOP and QTP3 - thought it worth mentioning, just in case.

As ever, happy to try anything else anyone can think of.
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Tue Mar 15, 2011 2:42 am

Just want to make a little bit of advertisemant for this lovely mod:

http://i35.photobucket.com/albums/d191/haegint/Oblivion/Cheydinhal_AWLS_01.jpg

I installed it with the OMOD-ready version, and it went without problems. Somehow, I like the somewhat restrained Ismelda Grey coloring best. Thank you Brumbek and all for this beauty!
User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Mon Mar 14, 2011 4:46 pm

We discovered two wrong meshes in the folders
"51 Bravil B&M QTP3 Windows & Chimneys"
"61 Bravil QTP3 Windows & Chimneys"
"61 Bravil QTP3 Windows Only"
"71 Bravil Vanilla Windows & Chimneys"
"71 Bravil Vanilla Windows Only"

BravilHernanstirHouse (missing wall at the bottom):
http://www.pic-upload.de/view-4570449/Mesh-Fehler-AWLS.jpg.html

BravilFightersGuild (missing bottom stuff):
http://www.pic-upload.de/view-4570538/Bravil-FightersGuild-Mesh.jpg.html

This leads to landscape holes in Bravil (and harbor), if one uses AWLS with e.g. B&M and QTP3 (at least with the german town package).
I am using AWLS, Better Cities with B&M, but without QTP3 and everything is fine.

E.g. the bravil fighters guild of the BBC Bravil B&M EV 4.4.1 looks funny, when using QTP3 meshes of AWLS (folder 51):
http://www.pic-upload.de/view-4571091/BravilFightersguildMeshproblem.jpg.html
http://www.pic-upload.de/view-4571104/Bravilfightersguildmeshproblem2.jpg.html

With a correct mesh it looks like this:
http://www.pic-upload.de/view-4571299/BravilMeshrichtig1.jpg.html
http://www.pic-upload.de/view-4571300/BravilMeshright2.jpg.html

Best regards,
ThreeD
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Tue Mar 15, 2011 3:21 am

The UOP includes a replacer mesh for the Bravil FG building, stripping that bottom section out. It's fine for the game's vanilla use of the mesh, but a real pain when used in mods. AWLS must have used the UOP version of the mesh, hence the gap underneath where the mesh is used by BC. This was in fact resolved in more recent versions of BC, so only those using old versions should still be seeing that gap :)
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Tue Mar 15, 2011 4:48 am

This was in fact resolved in more recent versions of BC, so only those using old versions should still be seeing that gap :)


Are you sure? The screenshots were made with the EV 4.4.1 and changelog of 4.4.2 doesn't state anything about any change in Bravil, so I assume, that there'll be still a gap with such a mesh.

Is there any chance, that AWLS will use a mesh with the bottom section of those two meshes in the next release?

Best regards,
ThreeD
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Mon Mar 14, 2011 4:25 pm

Are you sure? The screenshots were made with the EV 4.4.1 and changelog of 4.4.2 doesn't state anything about any change in Bravil, so I assume, that there'll be still a gap with such a mesh.

Is there any chance, that AWLS will use a mesh with the bottom section of those two meshes in the next release?

Best regards,
ThreeD


I'm certainly sure I fixed it. BC contains a duplicate of the vanilla mesh as an alternate instead of a replacer. I do hope it hasn't unfixed itself somehow - this sort of behaviour has happened in the past.
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Tue Mar 15, 2011 3:10 am

Ah, you fixed it by a mesh replacement. The test wasn't done with your bsa.

But, hmm, AWLS overrides these meshes, how can this fix work? (or did I missunderstood your explanation?)

Best regards,
ThreeD
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Mon Mar 14, 2011 11:03 pm

Ah, you fixed it by a mesh replacement. The test wasn't done with your bsa.

But, hmm, AWLS overrides these meshes, how can this fix work? (or did I missunderstood your explanation?)

Best regards,
ThreeD

AWLS uses UOP meshes but neither AWLS nor UOP overwrite Better Cities as we did put the meshes that were "fixed" by UOP inot another path for Better Cities as we needed them as vanilla did them. They are in Architecture\BetterCitiesResources\ and not in Architecture\Bravil.

AWLS is basically the same as UOP though, just with animation added. We do not offer non UOP meshes (even QTP3 meshes are with UOP fixes).
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Tue Mar 15, 2011 12:22 am

You mean the static BCRBravilfightersguild, correct? This is not referenced in the Bravil B&M esp of the current version 4.4.2.
Instead the vanilla static Bravilfightersguild is referenced six times (and this mesh is replaced by AWLS).

Best regards,
ThreeD
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Tue Mar 15, 2011 2:26 am

You mean the static BCRBravilfightersguild, correct? This is not referenced in the Bravil B&M esp of the current version 4.4.2.
Instead the vanilla static Bravilfightersguild is referenced six times (and this mesh is replaced by AWLS).

Best regards,
ThreeD


Until I get home I cannot look into this (and this really should be in the BC thread by now) but BC should be using the alternate mesh at least twice. It was when I set this up several versions ago.

EDIT
I've answered this in the BC thread :)
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Mon Mar 14, 2011 4:13 pm

http://www.tesnexus.com/downloads/file.php?id=19628


Just a quick update to fix the Fighter's Guild meshe for the QTP3 Blood & Mud Windows and Chimneys version as reported by Threed.
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Mon Mar 14, 2011 10:23 pm

Just a quick update to fix the Fighter's Guild meshe for the QTP3 Blood & Mud Windows and Chimneys version as reported by Threed.

Is this upgrade recommended even though I do not use QTP version of AWLS (but vanilla) ?

Ch?re Ismelda, je te remercie infiniment pour ce tr?s, tr?s aimable mod! And I wish my french was better :)
User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Mon Mar 14, 2011 3:15 pm

Is this upgrade recommended even though I do not use QTP version of AWLS (but vanilla) ?

Ch?re Ismelda, je te remercie infiniment pour ce tr?s, tr?s aimable mod! And I wish my french was better :)

No need of it at all if you are:
- Not using Blood & Mud
- Using Blood & Mud but with the Blood & Mud original colors
- Using Blood & Mud with the vanilla recolor but without the chimneys

No worries about your french, it is a stupid language anyway :)
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Mon Mar 14, 2011 11:26 pm

BravilHernanstirHouse (missing wall at the bottom):
http://www.pic-upload.de/view-4570449/Mesh-Fehler-AWLS.jpg.html


Totally forgot: this mesh also leads to a landscape bug with one house in the bravil harbour (same issue as with the fighters guild mesh).
Could you also replace this one?

Best regards,
ThreeD
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Mon Mar 14, 2011 5:15 pm

The recent UOP hotfixes fixed some buildings that are used by AWLS. Any chance for a compatibility patch of some sort?
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Tue Mar 15, 2011 1:23 am

The recent UOP hotfixes fixed some buildings that are used by AWLS. Any chance for a compatibility patch of some sort?

I believe there are just two AWLS meshes affected by UOP Hotifx, AnvilFG and LeyawiinMagesGuild. This should be easy to fix I believe. I forgot to check AWLS when I checked All Natural for possible changes.

Anyway, I was thinking (dangerous)...Illumination Within has those cool shutters...wouldn't it be neat if we could add those shutters to the exterior meshes and actually make simply animations for them to physically shut right before night time a few seconds before the lights go out. Adding the shutters to the meshes is doable of course...the animation part I've never experimented with...anyway, that thought just hit me today...would require some real scripting though wouldn't it?
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Mon Mar 14, 2011 6:06 pm

Anyway, I was thinking (dangerous)...Illumination Within has those cool shutters...wouldn't it be neat if we could add those shutters to the exterior meshes and actually make simply animations for them to physically shut right before night time a few seconds before the lights go out. Adding the shutters to the meshes is doable of course...the animation part I've never experimented with...anyway, that thought just hit me today...would require some real scripting though wouldn't it?


Yes, that would require additional scripting. It would be cool though.
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

PreviousNext

Return to IV - Oblivion