Weird issue with Magic You Can Believe In

Post » Sat Feb 19, 2011 8:36 am

I installed Duke Patrick's Magic You Can Believe In and was very impressed with it. In fact, I wondered how I could have missed it for so long. Anyway, after playing for a while I http://i49.tinypic.com/2z5rbzb.jpg. Never seen anything like it so I assume it is connected to the mod. I thought it might be something messed up with resource loading, but the issue was still there when loading the save after restarting the game. Uninstalling the mod fixed it.

I wonder what it might be and if there's a fix?
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le GraiN
 
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Post » Sat Feb 19, 2011 7:56 am

Looks like a missing texture - but probably on a magic shader, hence the glow. Perhaps something has been labelled wrongly, or that there was something missing from the download. Maybe downloading it again will help?
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Eliza Potter
 
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Post » Sat Feb 19, 2011 1:15 am

I think I fixed that at one point. Can't find the message I had about it, but this might help.

Spoiler
Package Structure:Duke Patrick's magic you can believe in.txtDuke Patricks - Magic you can believe in.esptextures\  magic\    breakdamage.dds    breaksteam.dds    fly.dds    magicsymbols.dds    magicsymbolsReverse.dds    shockdamage.dds    smallstar.dds    strans.dds


I'm pretty sure I just renamed one of the DDS files, so compare this to yours and see if anything is different.
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Amber Ably
 
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Post » Sat Feb 19, 2011 12:31 am

I think I fixed that at one point. Can't find the message I had about it, but this might help.

Spoiler
Package Structure:Duke Patrick's magic you can believe in.txtDuke Patricks - Magic you can believe in.esptextures\  magic\    breakdamage.dds    breaksteam.dds    fly.dds    magicsymbols.dds    magicsymbolsReverse.dds    shockdamage.dds    smallstar.dds    strans.dds


I'm pretty sure I just renamed one of the DDS files, so compare this to yours and see if anything is different.


That's exactly what I have and the download seems uncorrupted. Hm. I might try redownloading/reinstalling.

Looks like a missing texture - but probably on a magic shader, hence the glow. Perhaps something has been labelled wrongly, or that there was something missing from the download. Maybe downloading it again will help?


I'll do that. Hi there, mate! :wave: I was just thinking of how nice it is with the scripted version of Shining Creatures. Faced loads of Flame Atronachs and Hell Hounds during the Kvatch quests and it works perfectly. Plus it's nice to have the vanilla light unchanged, as for example with the cool flash effect when casting Light with Magic you can believe in to get back on topic. :)
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Kaylee Campbell
 
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Post » Sat Feb 19, 2011 9:23 am

Okay, I did it the other way. Open the file in TES4Edit and find the magic effect 8b95e, effectDestruction and change fill texture from dpdamage.dds to breakdamage.dds.
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Victoria Bartel
 
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Post » Sat Feb 19, 2011 6:30 am

I'll do that. Hi there, mate! :wave: I was just thinking of how nice it is with the scripted version of Shining Creatures. Faced loads of Flame Atronachs and Hell Hounds during the Kvatch quests and it works perfectly. Plus it's nice to have the vanilla light unchanged, as for example with the cool flash effect when casting Light with Magic you can believe in to get back on topic. :)


Haha, hello! ;) Thanks muchly, I'm pleased with the work we did on that one! We rock! :rock:

Looks like Showler has helped you fix the issue, good show :goodjob: (Back on topic XD)
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lolly13
 
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Post » Sat Feb 19, 2011 12:11 pm

Okay, I did it the other way. Open the file in TES4Edit and find the magic effect 8b95e, effectDestruction and change fill texture from dpdamage.dds to breakdamage.dds.


Excellent. Thanks!
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James Baldwin
 
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Post » Sat Feb 19, 2011 5:04 am

I hope if fixes it for you....always seems to happen when you use those teleport pads in the Oblivion towers.
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Nicola
 
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Post » Sat Feb 19, 2011 5:28 am

Hi all

That was removed for a reason, although I may have done a "half-done" job of "removing it".

For some ungodly reason my destruction effect would STICK to the PC and never disappear.

And yes it always seemed to happen when you use those teleport pads in the Oblivion towers.

At lest in my game and other players reported the same thing. I could never find out why this was happening and as I was not into updating that mod any longer I decided it was best to REMOVE that from the mod and just leave it as pink, and remember I say in the read me file the mod is unfinished work.

So keep your eyes out for the effect gluing itself to your PC. KEEP MANY SAVES! And please do not blame me or my mod if you get the effect stuck on your PC! I was not the one to er..."reseruect" the bug by editing the esp with 3rd party programs..... right? :rolleyes:

I am at home today, so even as I officially am not updating that mod, I would love to get that effect REMOVED completely from my esp and re-upload it so it will NOT glue itself to the player and yet also NOT pink-ee-fie the player. I will look at it again and I am open to suggestions as well.

So Showler if your edit works and will not GLUE to the player I will use your edit esp if you would be kind enough to email it to me. But only if you have used it for a long enough time to be sure the bug is not in it anymore.


I hope if fixes it for you....always seems to happen when you use those teleport pads in the Oblivion towers.

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Heather Kush
 
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Post » Sat Feb 19, 2011 8:42 am

Wait, what was sticking? Was it the effectDestruction itself that was sticking? If so, it was still sticking, only it was sticking without a texture and turning the player pink.

Re-routing it to the other texture was all I did and it seems to have worked. I've never noticed the new texture sticking that I recall, but it may be because it's less obvious than being hot pink.

I'll have to remember to test it next time I have access to those teleports. If it's still sticking, then maybe the effectDestruction changes should be removed entirely.
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CxvIII
 
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Post » Sat Feb 19, 2011 1:45 am

Okay, it appears the problem is that the teleport pads add the effectDestruction with a PMS command but never turn it off. Vanilla effectDestruction is non-animated, I think, so it only plays for one cycle and stops, whereas the one added by this mod ends up playing indefinitely. That suggests that even with the texture re-routed, the effect is still playing, just subtle enough not to stand out and would stop when loading a new game (or when something else inteferes with it).

Presumably, then, a non-animated effect is necessary or the PMS command from the teleport pads needs to be stopped. Since there's no guarantee that nothing else will call that shader, the effectDestruction should probably be removed from the mod entirely so the non-animated one will re-appear.
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jess hughes
 
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Post » Sat Feb 19, 2011 1:15 pm

Very excellent investigation work on your part Showler! WOW I am impressed (really!)
Huh, I wonder if I would have discovered that now myself if I looked, as I am much more knowledgeable now then I was when I made that mod many years ago. Maybe not, you can get blind to your own work sometimes which is why drafters use "plan checkers" to look for errors.

Anyway you saved me the head pain and lose of my time on my other project, thank you so very much Showler, you are the best!

I can make a non animated desctiuction shader, I will do that and upload the mod today.

Thanks again!


Okay, it appears the problem is that the teleport pads add the effectDestruction with a PMS command but never turn it off. Vanilla effectDestruction is non-animated, I think, so it only plays for one cycle and stops, whereas the one added by this mod ends up playing indefinitely. That suggests that even with the texture re-routed, the effect is still playing, just subtle enough not to stand out and would stop when loading a new game (or when something else inteferes with it).

Presumably, then, a non-animated effect is necessary or the PMS command from the teleport pads needs to be stopped. Since there's no guarantee that nothing else will call that shader, the effectDestruction should probably be removed from the mod entirely so the non-animated one will re-appear.

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lauraa
 
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Post » Sat Feb 19, 2011 1:32 pm

Duke Patrick's Magic You Can believe In Rev 6

Rev 6 Replaced custom effects that I took out to fix the transporter problems. I found a better way to fix the transporter problems by seting the transporter effects to a duration of 5 seconds. But this does not necessarily mean I am back to updating this mod so please do not ask.


get it here:

http://www.tesnexus.com/downloads/file.php?id=30635


Thank Showler for this fix, I may not have gotten to it for a very long time had Showler not isolated the exact problem so quickly!
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Sammie LM
 
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Post » Fri Feb 18, 2011 9:53 pm

Duke Patrick's Magic You Can believe In Rev 6

Rev 6 Replaced custom effects that I took out to fix the transporter problems. I found a better way to fix the transporter problems by seting the transporter effects to a duration of 5 seconds. But this does not necessarily mean I am back to updating this mod so please do not ask.


get it here:

http://www.tesnexus.com/downloads/file.php?id=30635


Thank Showler for this fix, I may not have gotten to it for a very long time had Showler not isolated the exact problem so quickly!


Awesome! Thanks for the update - thanks to showler as well. :thumbsup:
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Joey Avelar
 
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