BreezehomeHearthfire problem - is there a fix?

Post » Fri Mar 08, 2013 11:01 pm

I finally went in to update my Breezehome Extension mod, and make it child-friendly for use with Hearthfire.

I now have two problems:

1. I still get CTDs trying to enter the house. I need to use a new navmesh because I've completely altered the layout.
2. I need to have the children's bedroom furniture AND keep the alchemy stuff without forcing the player to choose.

Advice appreciated
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neil slattery
 
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Post » Sat Mar 09, 2013 1:10 am

I'm not having CTDs or anything, but I'm also in the process of remodding the five original player homes for use with HF installed and I'd like to arrange things so that I don't lose alchemy and enchanting tables, etc. when I get the child's bedroom decorations from the steward for those houses.

What actually controls the disabling of the affected objects when the child's furnishings are purchased? I can see that some of them appear to be linked up to something now that wasn't there without the changes made by the DLC, but this doesn't seem to be the case with everything as far as I can tell. Or else I'm underestimating the number of vanilla items that get disabled when the child's furnishings are purchased.

Is there something else in the CK or a script that causes those things to be removed? Like, something that tells the game to just get rid of an entire room's previous decor, without respect to what I can see when I edit the individual items in the CK?
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Kortniie Dumont
 
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Post » Fri Mar 08, 2013 9:28 pm

The crashes are caused because the HearthFires.esm deletes the navmesh and that conflicts with anything else that edits the navmesh, like my mod! I don't know how to get around that, because obviously I need to edit the navmesh in my mod because otherwise Lydia would be bumping into the furniture (and wouldn't navigate the new areas). So. Problem.

The enabling/disabling is caused by a script attached to an x-marker in the house that triggers when you purchase the children's bedroom upgrade: it enables the children's furniture and disables the alchemy stuff. I don't know enough about Papyrus - or even if we have access to the Hearthfire DLC scripts - in order to stop that script from executing. I have removed the 'initially disabled' markers from the children's furniture, so they should be visible from the outset, but the alchemy stuff is more of an issue because it seems to relate to a LOT of stuff and I don't even know if laboriously tracking down and de-selecting 'initially disabled' on each item would work to stop it being disabled later on.
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Pixie
 
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Post » Fri Mar 08, 2013 6:10 pm

Check http://skyrim.nexusmods.com/mods/27053 out. :)
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Nikki Morse
 
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Post » Sat Mar 09, 2013 3:24 am

@princess_stomper: I have successfully modded Breezehome, including the navmesh, and been able to enter and exit the home with Hearthfire installed. No CTDs at all. However I did have the HF .esm loaded in the CK when modding the house so my mod would incorporate and account for whatever changes the DLC made to the interior, I mean I assume it does, lol. I don't know if that makes a difference.

Pretty sure I found the script that controls the disabling/enabling of the Alchemy Lab when the Child's Bedroom is purchased or switched for the Lab again:

byohrelationshipadoptionhousepurchase.pex

Which based on its description adds the functions necessary to enable, swap, and track the children's bedrooms in the five original player homes.

I have edited the script to remove the commands for disabling/enabling the markers for the Alchemy lab furnishings when the Breezehome child's bedroom is purchased, so purchasing the child's room should only enable the marker specifically for that and leave everything else alone. I can't confirm that this will work since I haven't been able to test it out in-game yet and TBH this is all based on intuition and guesswork since there may be other stuff involved of which I am not yet aware.
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Miguel
 
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Post » Sat Mar 09, 2013 5:40 am

Check http://skyrim.nexusmods.com/mods/27053 out. :smile:

Hey, thanks! Actually, that might help me fix the issue if it's the DOOR causing the CTDs, because I can try unlinking and then re-linking the door teleport settings and see if that stops the crashes.

@ Lyn, thanks - I'll search for that script and see if I can edit it. :)
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Hayley Bristow
 
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Post » Fri Mar 08, 2013 8:07 pm

Yep, it works. I had the same trouble as you when I bought Hearthfire. I was getting CTDs every time I tried to enter Breezehome. But with that installed they stopped straight away.
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Guinevere Wood
 
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Post » Sat Mar 09, 2013 9:44 am

Unfortunately it doesn't work for me. Without the "fix" mod, it crashes when I try to enter the cell; with the fix mod, the game won't even load at all - it just crashes instantly the minute I try to start the game. :(

I have spent hours trying to work around it. I might just have to resign myself to the fact that my mod is just wholly incompatible with Hearthfire DLC :(
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lucile davignon
 
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Post » Fri Mar 08, 2013 7:24 pm

That's interesting. As I said above, Breezehome was the first home I finished modding after installing HF and I started a new game and COCed myself into it, then unlocked the door with the console and went in and out with no problems. However I have not gone through the process of purchasing the house and entering it with the key, so I don't know if that makes a difference. Altho in the past if there were issues with a house that would cause CTDs, they would happen when I COCed into the interior under any circumstances.

I am also running the Unofficial HF patch, are you using that as well? I wonder if it does something to alleviate whatever the issue is.

Regarding the script, it comes with Hearthfire. Check in your data\scripts folder to see if you have a Hearthfire subfolder in there, that's where I found the .psc file in order to do the editing. Pretty sure that folder was created when I installed the DLC as I don't think I extracted all the HF scripts from the .bsa prior to looking for this one. If you don't have the folder with the HF source files for new scripts you will need to extract them from the .bsa archive.

And again, I don't know if editing that script will actually work. It seems like it should as it is attached to the house purchase/decoration quest and seems to be the only one there that deals with things being enabled/disabled as a result of children's furnishings being purchased.
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Brittany Abner
 
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Post » Fri Mar 08, 2013 6:19 pm

Hearthfire deletes a navmesh in Breezehome, USKP edits that navmesh because it's not connected to the door. If a plugin edits a record that was deleted by another plugin, the game crashes. Try cleaning Hearthfire with TES5Edit.

At least, that's what I think is going on here if memory serves.
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sarah taylor
 
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Post » Sat Mar 09, 2013 1:36 am

Well, I deleted the navmesh edits from my own mod and can now enter/exit with no problems.

(Yes, I found the scripts, thanks - all seems OK on that front.)

There's not much point me trying to do anything to Hearthfire because I can guarantee that Joe Bloggs on Steam isn't going to mess around like that so we're still stuck with a mod that nobody can use. My current plan is to try to navmesh the mod again, and if that fails, just leave it with the vanilla mesh and create a new entrance to the basemant from the exterior (i.e. trapdoor to cellar) and companions can enter the new area that way. You'll just have to put up with them avoiding the kitchen - it's just one little room.

Thanks for all your help so far.
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Nitol Ahmed
 
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