How to find which mesh is messed up!

Post » Mon Nov 01, 2010 6:45 pm

Hello everyone.
!

After having Pyffified all my meshes I found that one of them has gotten collision where it shouldn't be., thus making this particular tile impassable. I used Refscope to examine it but how do I get from there to determining which mesh it is.

Refscope tells me the following:

Defined in Oblivion.esm

Reference: 00049B5F
Static: 00053E6D

This it the Ayleid ruin tile that has a secret passage, opened by a floorplate in Vilverine.

If someone could give me a hint or some other help I wuld be most appreciative!
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Allison C
 
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Post » Mon Nov 01, 2010 10:16 pm

If I'm not wrong FormID Finder also gives the mesh location.

Or you can find that form ID that Refsckope gave you and find the item with help of TES4Edit.

It would be convenient if someone would make a comparison of RefScope and FormID Finder. They both seem to have some different features.
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emma sweeney
 
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Post » Mon Nov 01, 2010 3:51 pm

RefScope only shows the mesh path if the file is missing, which it isn't in this case. But as washington said, you can look up that FormID in TES4Edit (or even just the CS, assuming you don't have any other mods overriding that object and changing its mesh path) to find out what nif it uses.

It would be convenient if someone would make a comparison of RefScope and FormID Finder. They both seem to have some different features.

In a nutshell, RefScope provides more detailed information than FormID Finder, but as a result it sometimes requires a bit more modding knowledge to understand what it tells you. Other than that, they're pretty similar in purpose, and I think Asesino and I have both drawn ideas from each other.

FormID Finder's user interface is based on scrolls, which present the information in a nice-looking way with fonts and colors, but aren't interactive. RefScope's user interface is based on MessageBox menus, which are more constrained for space on the screen (that's why I don't show file paths if they aren't missing), but they have buttons that let you navigate around to browse lots of related information beyond what appears on the first "page".

(NB: I'm the author of RefScope, so I'm naturally biased and I don't use FormID Finder much.)
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Ashley Tamen
 
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Post » Mon Nov 01, 2010 3:39 pm

Thanks Wyzard! I have noticed that for example RefScope gives information about AI packages which FormID Finder does not.
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Connie Thomas
 
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Post » Mon Nov 01, 2010 12:49 pm

RefScope only shows the mesh path if the file is missing, which it isn't in this case. But as washington said, you can look up that FormID in TES4Edit (or even just the CS, assuming you don't have any other mods overriding that object and changing its mesh path) to find out what nif it uses.


In a nutshell, RefScope provides more detailed information than FormID Finder, but as a result it sometimes requires a bit more modding knowledge to understand what it tells you. Other than that, they're pretty similar in purpose, and I think Asesino and I have both drawn ideas from each other.

FormID Finder's user interface is based on scrolls, which present the information in a nice-looking way with fonts and colors, but aren't interactive. RefScope's user interface is based on MessageBox menus, which are more constrained for space on the screen (that's why I don't show file paths if they aren't missing), but they have buttons that let you navigate around to browse lots of related information beyond what appears on the first "page".

(NB: I'm the author of RefScope, so I'm naturally biased and I don't use FormID Finder much.)


I can't get FormID to work in my current set up. I do use the WTF file from that mod because it isn't as huge as the default one so I can actually click on the item to get refscope to work on it. When I had FormID working I used it for that as well.
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Causon-Chambers
 
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Post » Mon Nov 01, 2010 11:29 pm

Thanks for the support guys!

I reverted the faulty mesh from my backup BSA and now everything works again.
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neil slattery
 
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