Grrrr Land Tearing

Post » Wed Sep 14, 2011 7:09 am

Well I successfully completed an FCOM install as well as many other mods on top of that, Ive reached the point where I only find the occassional graphical glitch and bizzare unrepeatable crash and can go through a solid 3-4 hours of play without too much trouble. However I modded in a personal home behind Weye on the beach to the south of an Ayleid ruin and for some reason a large chunk of the land is screwed up. It isnt like this when I load up the file in the Construction Set and havent been able to find anything that may cause this particular issue. Please help!



http://www.flickr.com/photos/58887748@N08/6145983764/in/photostream#/photos/58887748@N08/6145983764/in/photostream/lightbox/
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flora
 
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Post » Wed Sep 14, 2011 9:42 am

You won't see it in the CS because only the one plugin is loaded. You see it in-game because it's obviously conflicting with one of your other mods.
Try tracking it down in TES4Edit. Load up all your plugins, look up the cell co-ordinates and see which other mods are affecting that area. Sounds like you'll have to create a patch to fix the landscape.
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marina
 
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Post » Wed Sep 14, 2011 10:01 pm

You're using a mod that changes the terrain in or around Weye. You'll need to find out which mod is conflicting with yours and make your mod compatible with it. Or make it compatible with your mod.
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Rik Douglas
 
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Post » Wed Sep 14, 2011 8:20 pm

It wasnt messed up before i may have altered the terrain and forgot about it, is there anyway to reset the terrain in a cell back to its default values? That would be much simpler than trying to track down the issue and make it compatible as the land changes really weren't neccesary.
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Gen Daley
 
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Post » Wed Sep 14, 2011 10:03 am

It wasnt messed up before i may have altered the terrain and forgot about it, is there anyway to reset the terrain in a cell back to its default values? That would be much simpler than trying to track down the issue and make it compatible as the land changes really weren't neccesary.


If you load up your entire load order in TES4Edit, then you can open any land changes from just your mod and any conflicts will be shown. Then you can pick which set seems to be the "right" set and drag them over to your mod in order to patch it.
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Stat Wrecker
 
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Post » Wed Sep 14, 2011 3:58 pm

Will do, Ill see whats up, thanks for the help.
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Penny Flame
 
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Post » Wed Sep 14, 2011 4:05 pm

Alright it shows a conflict with a mod called Weye Farmstead in the Worldspace Block, the lines are red and indicate the change I made conflicted with this mod. I dont even use this mod so i removed it, I'll see if that fixes it.
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MR.BIGG
 
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Post » Wed Sep 14, 2011 9:53 pm

Fixed, some other issues now but none related to what I've discussed in this thread lol. I'll save the fact that some creatures are now invisible, UVII and OBGE issues for another date
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Eric Hayes
 
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