TR Stirk Problem

Post » Sat Feb 19, 2011 9:21 am

I installed TR's Stirk a while back. It worked fine for a while but now the island and most of the meshes are gone. All the NPCs are swimming, the ship and the doors for all the buildings are still in place.
I suspect it has something to do with either Onra's height maps I installed or unique landscapes.

I've been modding for a long time but I'm not entirely sure how to go about fixing this.

Anyone know whats wrong?
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chinadoll
 
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Post » Sat Feb 19, 2011 5:10 am

make sure its as far down your load order as you can get it. UL should definitely not conflict, and the heightmaps are listed in onra's thread as compatible as well, but i'd still place Stirk after them to be sure.
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KU Fint
 
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Post » Sat Feb 19, 2011 3:26 am

I installed TR's Stirk a while back. It worked fine for a while but now the island and most of the meshes are gone. All the NPCs are swimming, the ship and the doors for all the buildings are still in place.
I suspect it has something to do with either Onra's height maps I installed or unique landscapes.

I've been modding for a long time but I'm not entirely sure how to go about fixing this.

Anyone know whats wrong?


My guess is you installed Onra's heightmaps, ESMified one or more of Onra's ESPs (with Wrye Bash) to use in the CS, then forgot to ESPify those ESPs again before running the game. An ESMified ESP used in-game will wipe out every non-persistent object in every worldspace touched by that ESP. Simply ESPify it again then all should be well.
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Sweets Sweets
 
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Post » Sat Feb 19, 2011 1:32 am

Stirk is loaded last so Its probably the esmifying issue, I'll take a look and make sure everything is an esp.
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Katharine Newton
 
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Post » Sat Feb 19, 2011 5:12 am

I looked through all my mods for an ESMified mod that should be an esp and found none. I have disabled several mods including all the master files I had loaded but nothing changed.
I have stirk loaded at the end of the load order with only the patch that removes the boat at anvil loaded after it.
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Love iz not
 
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Post » Sat Feb 19, 2011 11:50 am

I looked through all my mods for an ESMified mod that should be an esp and found none. I have disabled several mods including all the master files I had loaded but nothing changed.
I have stirk loaded at the end of the load order with only the patch that removes the boat at anvil loaded after it.


If the land itself is missing, as you first said, the only known cause for this is an active ESMified ESP. I know of no other way for the game to lose the land height and non-persistent meshes yet keep persistent objects like doors and NPCs. You haven't tried to use TES4Edit on the Stirk ESP by any chance, and accidentally removed some portions of the mod?
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Sarah Knight
 
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Post » Sat Feb 19, 2011 10:29 am

hey

the Tamriel heightmaps are fully compatible with TR Stirk

http://www.tesnexus.com/downloads/images/27235-1-1275131945.jpg


Important !

TR Stirk has to be loaded before the Tamriel heightmaps (like boss does) ...the Stirk lod meshes and textures have to be installed after the tamriel heightmap resources..in other words must overwrite them !

I stated this very often now on different threads...

IF TWO MODS GENERATE COMPLETE NEW LAND AT THE SAME LOCATION THE MOD WHO COMES FIRST IN LOAD ORDER WINS NOT THE LAST MOD !

cheers
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Dan Wright
 
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Post » Fri Feb 18, 2011 10:34 pm

OH Ok I'll give that a try. Loading Stirk first is just about the only thing i haven't tried.
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JD FROM HELL
 
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Post » Fri Feb 18, 2011 10:27 pm

It worked :goodjob:
Thank you very much for all the help.
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Kanaoka
 
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Post » Sat Feb 19, 2011 7:34 am

heh, shows how much I know about load orders :P glad it worked out for ya :)
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Chloe Yarnall
 
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Post » Fri Feb 18, 2011 10:16 pm

heh, shows how much I know about load orders :P glad it worked out for ya :)


@ Lady Nerevar

usually it works the way you suggested :-)

only when completely new cells are generated by different mods the mod who comes first wins....found this out whilst making my Valenwood map comaptible with Ilianas mod...

regards
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Trevi
 
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Post » Sat Feb 19, 2011 1:19 am

@ Lady Nerevar

usually it works the way you suggested :-)

only when completely new cells are generated by different mods the mod who comes first wins....found this out whilst making my Valenwood map comaptible with Ilianas mod...

regards


And that would explain why non-persistent objects also disappeared - they're linked to the cell they were placed into, whose Form ID is no longer valid if an earlier-loading ESP has the same cell (which would have a different Form ID), while persistent objects would be unaffected due to being linked to the Tamriel worldspace as a whole. A most inconvenient one-off reversal of TES modding law, and one to remember, now that I know of it!
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Kahli St Dennis
 
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Post » Sat Feb 19, 2011 5:46 am

@ Lady Nerevar

usually it works the way you suggested :-)

only when completely new cells are generated by different mods the mod who comes first wins....found this out whilst making my Valenwood map comaptible with Ilianas mod...


You know, this bit of knowledge really needs to get archived somewhere more lasting than a forum post because that's rather important to know.
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Jodie Bardgett
 
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Post » Sat Feb 19, 2011 9:01 am

I would put it in with the Stirk description and read me as a note, also it should be in the description and readme for the heightmaps.
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no_excuse
 
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