[RELz] Harvest Containers v0.99.xx

Post » Wed May 25, 2011 6:20 pm

I upgraded from Harvest Containers V0.90.3 in which everything worked as claimed. Harvest containers 0.99.09 works, except any store in the Imperial City goes to black screen upon loading. I am sure there are more than just that however I removed the newer version of the mod.
So I will downgrade back to Harvest Containers V0.90.3 so I can have functionality back. I always keep backups since authors always want you to use their newest versions, and along with new features often come new problems.
I will wait for version 1.x.x
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Wed May 25, 2011 10:50 pm

I still experience game breaking bugs with "DEJ Harvest - Containers [Combo] v0.99.08.esp" (V0.99.08b).

The most recent is trying to enter the Copius Coinpurse in the IC Market district. I get the loading screen and it finishes loading, but when the loading screen disappears and the room should appear, it just remains black forever. I can't bring up the console or inventory. The sounds are all playing, but no controls work, just a black screen.

I had this problem when animations were first added to upper class furniture. I think it has something to do with the animations not playing properly and locking up the game. I started from a clean save, but some interiors with upperclass furniture still cause this, like shops and castles.

I upgraded from Harvest Containers V0.90.3 in which everything worked as claimed. Harvest containers 0.99.09 works, except any store in the Imperial City goes to black screen upon loading. I am sure there are more than just that however I removed the newer version of the mod.
So I will downgrade back to Harvest Containers V0.90.3 so I can have functionality back. I always keep backups since authors always want you to use their newest versions, and along with new features often come new problems.
I will wait for version 1.x.x


Ok well I think we have two mentions of a similar bug here, but I'm not experiencing it so it's going to be hard to find the culprit.
So I have a few questions that may help: Are you running the latest patches? Is it every store in the IC (particularly Divine Elegance)? Does typing cal in the console help at all?
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Thu May 26, 2011 7:59 am

Do you plan on harvesticizing SI containers?
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Thu May 26, 2011 4:17 am

Another bug... when NPCs at the Goblin Trouble quest try to get food out of the barrels at their camp, they can't. They just keep bending over at the barrels and are unable to do so. I've disabled this wonderful mod because of these issues :-/
I can't replicate this.


Do you plan on harvesticizing SI containers?
Most of it is already done, so yes it's "planned". No schedule for it though.

Edit:
Hi. I found a vanilla quest-affecting bug with Harvest Containers.

In the Whodunnit Dark Brotherhood Quest, once 2 people in Summitmist Mansion die, if you talk to Neville the Redguard, he takes out his old Imperial Legion Armor and Mace from the chest beside his bed and wears them.

If Harvest Containers is enabled, Neville gets stuck trying to access his chest while just endlessly shifting the chest from an Open and a Closed model state and isn't able to get his stuff.

Any ideas?
Fixed this particular one on my side, will be in the next release. Seems any onActivate block prevents NPC's from taking items via their find AI package, so that would explain the other bug.
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Thu May 26, 2011 6:31 am

Ok well I think we have two mentions of a similar bug here, but I'm not experiencing it so it's going to be hard to find the culprit.
So I have a few questions that may help: Are you running the latest patches?
1.1.511

Is it every store in the IC (particularly Divine Elegance)? Does typing cal in the console help at all?
No, just Copius Coin Purse and the Imperial Commerce Office, and some castles I've been in and opened upperclass fruniture. Still fails with H[C] V0.99.09 (no other addon ESPs enabled).

My suspicion:
It is something that got saved in the Save Game file when there was a bugged H[C] released that had something wrong with the new upper class animations. Those two cells have an upper class desk with drawers that animate sliding out.

A new character can go into those cells and watch the open animations fine. But my 300 hour level 30 save gets a black screen and can't open the console to try the "cal" command. Entering the command before opening the door was no help.

The problem I have is that I have cell resets completely disabled and I don't know how to selectively reset individual cells. So I don't know how to clean my save file to get rid of the reference to the bugged upperclass furniture. Creating a "clean save" without any Harvest mods enabled doesn't fix the problem for some reason. I think DEJ knew that at the time this bug was discovered and said the fix was to wait until the cells get reset.

Thanks for looking into this bug, and I'd appreciate any help on how to reset an individual cell, or remove the offending references from my save file.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Thu May 26, 2011 1:11 am

1.1.511


If this is the game patch version the current one is v1.2.0416. If you're game is out-dated, as I suspect it is, it might explain some of the issues you're seeing. There were a number of changes in the 1.2 patch that affected Harvest Containers and some alterations were made in the mod. So you might be facing some compatibilty issues with the older patch. I'd suggest updating your game and seeing if that helps.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Tue May 10, 2011 4:33 am

Tom could you try (in a separate save) setting your cell reset time back to normal and letting the cells reset to see if that solves the problem. I can't see a command to reset a single cell unfortunately.

If that doesn't help you could try updating to the latest patch. I can understand you may not want to mess with things, but based on Dersh being able to use the old version (and no mention of the animation errors) I think he may also have an older version of Oblivion.

You could also try using older meshes as they seem to be working for Dersh.

EDIT: http://cs.elderscrolls.com/constwiki/index.php/ResetInterior might do the trick.
ResetInterior ICMarketDistrictTheCopiousCoinpurse
Will reset the cell, but the desk in there is non-respawning so it will be re-opened when you enter.
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Thu May 26, 2011 6:37 am

Tom could you try (in a separate save) setting your cell reset time back to normal and letting the cells reset
...
You could also try using older meshes as they seem to be working for Dersh.

EDIT: http://cs.elderscrolls.com/constwiki/index.php/ResetInterior might do the trick.
ResetInterior ICMarketDistrictTheCopiousCoinpurse
Will reset the cell...
Allowing cell resets does make that problem go away, but I don't want to continue the game that way.

The 1.2 patch will break at least five of my favorite mods that I really don't want to update as everything was working the way I wanted. The patch won't fix anything I want but will definitely break the game for me. Besides, this bug came up long before that patch was even in Beta, and I'm almost certain it won't help.

I'm afraid to start using the old meshes because I'm not sure which had the bug to begin with. The mesh from V0.85 is named "P1DharvestUpperDesk01.nif," then its name changed to "XMSharvestUpperDesk01HiFi.nif" in V0.95.0.

Anyway...hallelujah! :bigsmile:

ResetInterior does reset the individual cell, and I can now enter the shop and H[C] works just fine!

Thanks a lot for your research. I thought I had tried that command before, but maybe I misread it thinking I had to be in the cell first (which I couldn't do, even using "coc") instead of NOT being in the cell. Now I can use V0.99.09 again with my current save and leave cell resets disabled, then just execute ResetInterior on the broken cells (I think at least 5 cells are affected).

I owe you one, so let me know how I can help in return. I'll let you know if I run into any other problems.
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Wed May 25, 2011 10:23 pm

Sweet, glad it worked.

For reference, the P1D (me) mesh is very old from back when we were doing static swaps (disabling the original model, and placing a new harvested one). We call these NoFi.
The XMS (XMarksTheSpot) one is fully animated - a HiFi mesh. Instant animation meshes such as the handprint crates and flat-topped barrels are LoFi.
Suffice to say switching the two around would break the newer scripts.

Anyway that's probably not at all interesting, but it makes this post look longer. Enjoy your game ^_^
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Thu May 26, 2011 4:58 am

Update to fix CTD entering the second floor of Alval Uvani's house in Leyawiin caused by the painting container.
Thanks to this http://www.gamesas.com/bgsforums/index.php?showtopic=838172 and dev_akm for pointing it out.

Download
http://www.sendspace.com/file/p5vx4l
http://www.tesnexus.com/downloads/file.php?id=3979
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=829
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Thu May 26, 2011 3:53 am

I have just reinstalled Fran's & HC (v.99.10 now) again and am STILL getting missing meshes (yellow box w/gray exclamation point).

Here's my load order:
Oblivion.esmFrancesco's Optional New Items Add-On.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Creatures Add-On.esmHrmnsOblivionScriptOptimizationv1.0.espUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espMM_NoMoreAnnoyingMessages.espFrancesco's 10 days respawn time - 1-20 day lenght rescale.espNo More Annoying Merchant Comments.espFrancesco's level up mini mod - Slower skills x1.5.espNoInfamyCheckAtAltars.espNo More Annoying Comments.espFrancesco's More Wilderness Life.espFrancesco's Optional Leveled Guards.espattack and hide easier v2.1.espFrancesco's Optional House Chest Loot.espMIS Low Wind.espMIS New Sounds Optional Part.espFrancesco's Optional Vendor Tweaks.espFrancesco's Optional Dungeon Chest Loot.espMore_Arrows_Recovered-2169.espFrancesco's Optional Leveled Quests.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Arena.espHarvest [Flora].espDarNified Books.esproad+bridges.espStreamline 3.1.espQuest Award Leveller.espHarvest[Containers].espHarvest[Containers] - Player Home Add-on.espHarvest[Containers] - Havok Crates Add-on.espHarvest[Containers] - Flat-Top Barrels Add-on.esp


I have seen posts about a patch for Fran's that should be loaded after HC, but I can't find anything of the sort.

The only place I'm seeing the yellow boxes is on containers.

Could someone either point me to that patch to see if that will work or offer another suggestion?

Thanks in advance.
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Thu May 26, 2011 3:14 am

Check the BSA is in the data folder and named the same as the esp (Harvest[Containers].bsa). Perhaps the optional meshes got installed to the wrong place, try un-checking those esps.

I don't know where to get the Fran version, but you'll want it to keep Fran's loot changes as designed?it won't fix the missing mesh problem however.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Tue May 10, 2011 5:25 am

I have seen posts about a patch for Fran's that should be loaded after HC, but I can't find anything of the sort.

Could someone either point me to that patch to see if that will work or offer another suggestion?

http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=12232480.

But that patch is only an ESP, and only affects a very few containers so that they don't lose Fran's changes when H[C] puts the animation scripts on them. It doesn't change the meshes or the esp model targets or anything like that, so even having it won't solve your missing meshes, which can only be caused by an issue with H[C] (since I don't think Fran's adds any custom container meshes-- why would it?), but how or why it might be misinstalled is a mystery to me, unless it's Vista and UAC acting up again (is your Oblivion installed to Program Files? I've heard that in that situation, people have had mysteriously disappearing files due to UAC moving mod files-- but just some of them, apparently-- into the Virtual Store, where they are apparently inaccessible to the game).
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Thu May 26, 2011 1:40 am

http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=12232480.

But that patch is only an ESP, and only affects a very few containers so that they don't lose Fran's changes when H[C] puts the animation scripts on them. It doesn't change the meshes or the esp model targets or anything like that, so even having it won't solve your missing meshes, which can only be caused by an issue with H[C] (since I don't think Fran's adds any custom container meshes-- why would it?), but how or why it might be misinstalled is a mystery to me, unless it's Vista and UAC acting up again (is your Oblivion installed to Program Files? I've heard that in that situation, people have had mysteriously disappearing files due to UAC moving mod files-- but just some of them, apparently-- into the Virtual Store, where they are apparently inaccessible to the game).


Yes, wmj, thanks for the link. Sorry about throwing my questions around all over the place, but I got a little frustrated (and desperate).

One thing about that patch: that's got the same file name as the Harvest [Containers].esp file. I was suprised to see that. I thought is was a separate esp that was to be loaded after the HC esp.

As for UAC, I have enough sense to have it off, thank you very much! Disabling that is one of the first things I did after installing the OS. Moving installed program files around?!?! What the heck is MS thinking of?
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Tue May 10, 2011 4:54 am

One thing about that patch: that's got the same file name as the Harvest [Containers].esp file. I was suprised to see that. I thought is was a separate esp that was to be loaded after the HC esp.

Well, that seems to be a bit of a failure to communicate in some respect. According to the http://www.gamesas.com/bgsforums/index.php?showtopic=840943, the compatibility patch replaces the H[C] ESP:
HC, download and install the original Harvest Containers mod, replace the esp with the one provided here, load it after my optional files.

Whereas, according to the H[C] readme, Fran's compatibility patch should be used alongside the regular H[C] ESP:
Using this mod with Francesco's Mod

Francesco has provided a compatibility mod for Harvest[Containers] which you can find in the 3rd post on this thread on the ES Official Forums. Although the compatibility mod was created for the previous version of H[C], it will continue to work properly with this update. As stated in the link above, your load order should be like this:

* Fran's esm files
* Fran's optional add-ons
* Harvest[Containers]
* Fran's HC compatibility mod

Many thanks to Fran for taking the time to address compatibility with H[C] and other mods.


Myself, I haven't had any noticeable issues using the Fran's ESP as a replacer, but since I'm fixing up my mod list atm (due to a video card upgrade, many things I currently have installed I don't need to keep around, like all the reducer mods, and of course I want to add some eye candy mods, and while I'm doing all that, I might as well make whatever adjustments and upgrades to my "regular" mods that are needed-- such as upgrading H[C]), I decided to try it the other way this time, so I renamed the Fran's compatibility patch so I could add it to the H[C] omod without penalty, and now both of them will be installed as the H[C] readme suggests.

I don't really expect any problems, and I don't think it really makes that much of a difference either way, as I understood the 'overlap' between Fran's and H[C] to be a matter of some 5 containers (or some really low number that you would barely notice if they weren't animated, which is why Fran had stopped or planned to stop making the H[C] compatibility patch).

But all things considered, I figure that the H[C] readme information is more "current" than the Fran's information (since people are still working on H[C], while the compatibility patch is rather old), so I'll follow their instructions and just rename the Fran's compatibility plugin so that it doesn't overwrite the H[C] plugin.
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Wed May 25, 2011 10:08 pm

In a hurry, so I only skimmed. I think the way the Fran HC patch worked changed at some point.
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Thu May 26, 2011 6:52 am

The Frans comp patch .esp replaces the normal HC one. It is designed to add Frans locks functions to these containers.
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Thu May 26, 2011 8:38 am

wmj: I think those 5 or so overlaps were the case of Darker Dungeons compatibility patch and the reason for why Fran's dropped support for it. HC on the other hand are is still active - besides, I'm using the patch .esp as an replacement, as Fran's stated in the readme, and have no problem. I think the author of the patch should be trusted in this ;) .
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Thu May 26, 2011 5:02 am

Originally posted this http://www.gamesas.com/bgsforums/index.php?showtopic=851724&st=20.

I too have experienced the error where the game screen freezes when opening a container and you need to load a save game to recover. I believe I have tracked down at least one possible cause of the problem. I experimented by reloading a save game close to a container that caused the problem. I found that LCs AutoHarvest mod seemed to be causing the problem. With LCs AutoHarvest mod disabled the container loads fine, when I enable the mod the problem recurs.

The problem seems to occur only when the Ring of Harvesting is enabled when first opening the container. Loading the savegame, taking off the ring (disabling autoharvest) then opening the container works fine. Likewise enabling the ring after opening the container does not cause the problem to reoccur for that container.

Changing the load order of the Harvest[Containers] and LCs Auto Harvest mods does not seem to fix the problem.

I have no idea what is causing the conflict, however now that a possible culprit has been identified I hope someone with a better knowledge of oblivion mods might be able to determine the cause and hopefully find a solution.

Loaded MODS:
Oblivion.esmUnofficial Oblivion Patch.espHarvest[Containers].espHarvest[Containers] - Player Home Add-on.espHarvest [Flora].espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espHarvest [Flora] - Shivering Isles.espKnights.espKnights - Unofficial Patch.espSD Skill Diary.espP1DkeyChain.espSmarter Mercantile Leveling - Multi.espToggleable Quantity Prompt.espLCs Auto Harvest.esp


LCs AutoHarvest mod:

http://www.tesnexus.com/downloads/file.php?id=16445
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Thu May 26, 2011 4:41 am

I've now played a couple more weeks and haven't had a single incident of the freezing problem occur when I disable the ring of harvesting before opening any containers.
User avatar
~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Tue May 10, 2011 6:56 am

[CC of Message to Harvest Team]

Some of you may have followed the UOP 3.2.0 Update - if you did you would have noted the one of the main changes was the re-PyFFIcation of all of the meshes and the reason for it.

In short the reason for the PyFFIcation was that previous versions of PyFFI stripified all tristrips. However, it turns out that Oblivion has issues with tristrips with lengths of less than 10 and on some (perhaps all) machines this can cause FPS drops and stuttering while the camera is near or looking at one of those objects.

On my machine this causes such an FPS drop that the game becomes unplayable, and it turns out that there were at least two meshes in Harvest Containers that caused this as well. As such, I have used PyFFI v1.0.1 on all the Harvest Containers meshes (which has fixed the bad meshes and I think has even increased my FPS a little smile.).

All in all only 6 meshes from Harvest Containers could not be PyFFIed. But the rest could be and in some cases thousands of duplicate verts were removed - seriously thousands. In total the harvest folder (shrunk by 4 megabytes).

Now I don't want to tread on anyones toes, but I think it would be a benefit to the community to get a copy of this updated harvest containers. However, I also think that it would be more useful if it came from the harvest team and was just an update to their download. As such I'm hoping to that I can make contact with the Harvest team and pass on my PyFFIed version of the Harvest Containers meshes folder. Or point them to where they can get PyFFI v1.0.1 (as it's not currently available to the general public).

I should also note that the version of Harvest Containers that I did this to was the one which comes with OOO 1.33. However, I do know that the mesh issues can be found in the current download of Harvest Containers as well.

Cheers and thanks for all the great work.

Oh on last thing, PyFFI hasn't been updated official to 1.0.1 it should happen soon, but PyFFI v1 is not able to fix the issues with Harvest meshes currently.
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Thu May 26, 2011 1:11 am

[snip]
As I see it the mod is in dire need of a complete overhaul, not only as far as the PyFFI-ication goes.
There's a few issues that would need to be adressed like turning the collision shapes into proper MOPPs, adding smooth animations to some containers that still miss them, a proper script rewrite, possibly making use of advanced OBSE commands for increased compatibility, plus the inclusion of SI containers that keep collecting dust on my hard drive for ages now.

*sigh* Sounds like a lot of work, does it not? ^_^

Your work is appreciated though, I just don't really know how to proceed from here - I wouldn't feel content with releasing this as an update since there's so much more that could and should be done, I guess... :embarrass: (personal opinion)

X.
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Thu May 26, 2011 8:36 am

I understand ;)

I'd be more than pleased to pass you the PyFFI-fication, which would be some of one thing off your plate if that would help. I'd try and do more but I'm still new to the whole modding of oblivion - all new territory for me; lots left to learn.

However, I unless you have anything against it I may toss the PyFFied meshes over to OOO since they are using the non bsa version of this most wonderful mod.

Cheers and thanks for the info.
User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Tue May 10, 2011 5:25 am

could you even explain how to do the optimisation ourselves? I downloaded the pyffi tool and q-scope but couldn't figure out what to do :/

/edit - nevermind, just read how over http://www.gamesas.com/bgsforums/index.php?showtopic=878889&st=20 and http://cs.elderscrolls.com/constwiki/index.php/Nif_Optimization :)
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Thu May 26, 2011 6:10 am

could you even explain how to do the optimisation ourselves? I downloaded the pyffi tool and q-scope but couldn't figure out what to do :/

/edit - nevermind, just read how over http://www.gamesas.com/bgsforums/index.php?showtopic=878889&st=20 and http://cs.elderscrolls.com/constwiki/index.php/Nif_Optimization :)


Unless the download of PyFFI has been updated to 1.0.1 which I don't think it has as it's still in beta PyFFI most likely will fail on many of the meshes contained in H[C].
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

PreviousNext

Return to IV - Oblivion