Landscaping question

Post » Fri Apr 30, 2010 7:58 am

I'm building the exterior for a house mod I'm working on, I've found a nice spot in the middle of the wilderness, relatively far from anything significant. I put my house on the top of the mountain, created a nice path leading downward to the main road, moved all the rocks out of the way, and added stairs for the more vertical parts of the path.

Everything looks fine in the cs, but when I test it in-game, there are rocks in the way, and floating all over the place. And when I say in the way, I mean very in the way, so much so that there's no way I could have missed it, and upon double-checking in the cs, those places are rock-free. My guess is that these rocks are added/moved by a different mod, which is conflicting with mine. How can I solve this? Is there a way to make the changes in my mod supersede the changes to those particular cells from other mods?

While I'm on the topic, how do I change the name of an exterior cell? I.E., changing it from "wilderness" to "my house exterior"
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Hussnein Amin
 
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Post » Fri Apr 30, 2010 2:13 pm

I have seen similar problems (not with rocks but other objects) with my mod. Upon releasing the beta I used a vanilla island, but releasing the full version I had to create my own.
I never did a clean save and wound up finding a few of the older objects still in place on old island. I recommend unchecking your mod in the Oblivion (deactivate it) open your saved game, save, exit out, and then reactivate it.
if this does not fix the problem then yes, the problem is due to a different mod.

you can change the name of an exterior cell ID by clicking once on that cell - pause for a minute - and click again, and it will make it so that you can rename the ID of the cell. If you want to name that specific cell with a name (not ID) you sadly cannot do this to exterior cells.
To name an interior select "World" on the toolbar in the CS, select "World Spaces" and select "Interiors" Find your interior and go to "Interior Data".
Alternatively (and more preferably) you can right click on your interior and select "edit" via the "Cell View" panel/window.
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Stephy Beck
 
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Post » Thu Apr 29, 2010 11:20 pm

It's definitely not a dirty save issue, I haven't saved at all since I began testing with this mod even. I make it a habit not to dirty my save game with unfinished mods.

So, since it's a mod conflict, is there any way I can go around it?
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Sarah MacLeod
 
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Post » Fri Apr 30, 2010 12:19 am

Sadly, I am not the one to ask, but I do not believe so... You could figure out what mod causes the problems and fix it yourself, but thats all I can offer, sorry.
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Sabrina Steige
 
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Post » Fri Apr 30, 2010 12:26 pm

Well, other than OOO, I can't think of any mod I'm using that might alter those cells. They're incredibly out of the way, the nearest landmark is Herma's shrine, and not very many mods change anything out that way (none that I know of, in fact). I'll try shutting off OOO and testing it.
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Rachael
 
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Post » Fri Apr 30, 2010 6:04 am

I strongly doubt OOO to be the culprit of this.
the last suggestion I have, which I doubt will fix anything, is try running TES4edit on your mod (and a few others - disincluding any Overhaul you may running) and fix any dirty edits. While I doubt this will fix it, it's always a good thing to eliminate from the list
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Rhysa Hughes
 
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Post » Fri Apr 30, 2010 9:50 am

Well I don't have any other UL mods that alter anything nearby, and OOO is the only overhaul mod I use.
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Tamara Dost
 
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Post » Fri Apr 30, 2010 10:42 am

well the possiblity could - as mentioned above - lie within one of your other mods due to a dirty edit. It could be a simple mod just adding one new weapon, to a large mod - OOO disincluded as it is well maintained and is the teams utmost importance to keep it clean (same goes for nearly every major Overhaul). So that is why I am suggesting taking TES4edit to clean any of your mods, and clean your own while you are at it. The CS's bugginess may surprise you with a dirty edit you didn't even know about :P
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Taylah Illies
 
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Post » Fri Apr 30, 2010 4:00 am

I don't usually have unfinished mods active, and I make a note to thoroughly clean every finished mod I have (morrowind modding trained me well in that).

I tried it out with OOO.esm turned off, and as you predicted, it didn't move the rock in my way. What's more, I now seem to be suffering from a much bigger problem. Whenever I try to go near my house, I get "You cannot go this way. Turn Back". Seems my location is more "out of the way" than I thought... Anyhow, is there a way to fix that? or at this point, am I better off just picking a new location?

edit:

I found the mod that's causing the conflicts. Get this: It's the unofficial patch. I thought of a way to make my mod overwrite the culprits from UOP: slightly alter every rock reference in my mod, so it thinks I've altered them. When they all load, the reference moved by UOP will be moved by my mod, and since my mod will load after UOP, the rocks will remain out of the way.

The problem remains though, how can I make the "turn back" message (and invisible wall. Did I mention an invisible wall?) without making my mod dependent on OOO (which appears to remove such border)?
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Kitana Lucas
 
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Post » Fri Apr 30, 2010 9:59 am

this one is a simple one. Ever wonder how the big projects that add other continents that are playable to the game like Elwyr?

go to the Oblivion.ini
Default: (documents/mygames/oblivion) and open the Oblivion.ini there. hit ctrl + F and when the box comes up search "bbord"
the first result should be something called"bBorderRegionsEnabled=1"
change the 1 to a 0, hit save and close out and open the game.

edit: typo
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sarah
 
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Post » Fri Apr 30, 2010 7:20 am

I thought the big other-province mods did it by adding a new worldspace, and linking it to "tamriel" by placing "doors" along the pathways between provinces.

Anyhow, question is, how does OOO disable the border without requiring .ini edits? I went from "Everything's fine" to "Bam! Invisible wall in your face!" just by disabling a mod, so it must be possible. Is it a GMST?

And, next question, is it worth requiring the user to tweak their .ini in order to play my mod?
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Krista Belle Davis
 
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Post » Fri Apr 30, 2010 4:23 pm

most people have to do it eventually anyways.
I mean it doesn't take but less than 2 seconds to allow border regions. I am not so lazy as to not download a mod just because I have to disable border regions.

As for OOO editing border regions...I don't think it does - not 100% sure on that. Otherwise I am not completely sure how they did it.
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Brittany Abner
 
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Post » Fri Apr 30, 2010 3:46 pm

most people have to do it eventually anyways.
I mean it doesn't take but less than 2 seconds to allow border regions. I am not so lazy as to not download a mod just because I have to disable border regions.

As for OOO editing border regions...I don't think it does - not 100% sure on that. Otherwise I am not completely sure how they did it.



Found it. It's in the region editor, under "CyrodillBorderRegion". I moved the parts that were making my house inaccessible. I suspect that OOO simply disables it's "Border Region" status altogether. Now, question is: Will my moving, but not disabling, the border region cause major evil conflicts with mods (including OOO) that disable it altogether? Am I better off disabling it completely?
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Stacey Mason
 
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Post » Fri Apr 30, 2010 9:06 am

don't move the border region! God only knows what demons will spawn! You might have just opened the gate to hell!!!!!

no, in all honesty, I don't know what the results be, but I would rather not know. I am sure this can cause huge problems. Which is why I just recommend using the .ini's setting to disable the border region. It is not that hard.
Open your Documents folder, open the "My Games" folder inside Documents, open the Oblivion folder inside your My Games folder that is inside your Documents folder.
double click the Oblivion.ini hit and hold the key control (ctrl) and while holding it, hit the F key. type in the dialogue box bbord and hit find next. The first result says bBorderRegionblah blah blah, change the the 1 to a 0, save your changes, exit the .ini file, and launch the game. Really it isn't hard, and it saves potential conflicts.
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CHangohh BOyy
 
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Post » Fri Apr 30, 2010 8:25 am

Well I did just test it out, with the moved border region. It was moved out of the way nicely, and I was able to make my way to my house, but there was a big problem with it....

When I tested it with OOO active (which normally disabled the border region), the border region was back, and when I moved far enough away from my house, I got the invisible wall of doom.

What I'll do instead of moving the border region is uncheck it's "border region" status. This should, theoretically, disable the border region without any .ini edits at all, and I'd guess is how OOO does it.


EDIT: Okay, so I just went to clean my mod, and... How in the hell did all those entries get there?!? It's like every other cell in tamriel has an entry! Is there a way to automatically delete refs for cells that weren't actually edited, or is there a reason for those to be there? Am I going to have to sort through each entry and delete whatever I didn't actually touch?
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Roanne Bardsley
 
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Post » Fri Apr 30, 2010 12:40 am

as I mentioned: the CS is buggy and can cause a lot of unwanted edits.

Most people I know only clean some of the cells, and ALL of the interior cells. just a note.

Anyways, I don't know why you avoid going to the .ini. Obviously, moving the border region is causing problems, and I don't know what you just did, but it could possibly cause more problems as well. I cannot stress how much easier and more dependable it is to just change the one setting in the .ini.

When you upload the mod, instead having high chances of it just [naughty language] some one over, just add in the readme/description on Nexus:
If you wish to use my mod, you must disable border regions. If you don't know, here is how you do it...........


tuh-duh! Saves you a lot of complaints, possibly some flaming, and the high chance of large incompatibilities.
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renee Duhamel
 
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Post » Fri Apr 30, 2010 2:30 pm

I cleaned out the changes I made to the border region. I've now set it to not be a border region, though the border itself is unchanged, so if someone can't find the .ini or whatever, they don't have to, I've done it for them. This shouldn't conflict with any mod, other than mods that alter the border region in a manner other than disabling it, or a mod that relies on the border region being active (though I can't imagine why). I'll still include border region info in the readme, though.
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Madison Poo
 
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Post » Fri Apr 30, 2010 3:33 am

alright whatever :shrug:

well good luck with it. glad I could help.
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naome duncan
 
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Post » Fri Apr 30, 2010 1:09 pm

What's the specific cells your mod is using? As far as I'm aware the UOP should not be editing anything outside the game borders.

As far as the borders themselves, the best approach is disabling them in the ini. Doing so through the CS is inviting all sorts of incompatibility issues.
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CORY
 
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