Riverwood Hold - Some seemingly small issues

Post » Tue Feb 23, 2016 7:50 am

Good day, people. I'm working on a mod called "Riverwood Hold", but I've recently run into some seemingly small and, as far as I can tell, non game-breaking issues. The mod works fine so far, no CTD's whatsoever. But the things listed below are the things that bother me, and I'd like to (have them) fix(ed) (them) before the first release:




LOD Landscape. Big custom constructions, so far only applicable to Riverwood Castle, have a nasty habit of popping up on the screen whenever you get close. This doesn't go for the entire construction, but mainly the smaller parts of it like additional towers. The castle itself is not visible from great(er) distances at all, unlike other big original constructions like Bleak Falls Barrow that have been in the game ever since it was released in 2011. I don't know how to fix this, so I'm hoping people can tell me and/or help me with that.



Something similar applies to navmesh. Not that I don't know how to work with that, but ever since I first started editing the navmesh in the Riverwood area, both Hadvar and Ralof take a sharp turn right upon exiting the Helgen cave. Remember that cave, from your first steps in the world of Skyrim all those years ago? After that sharp turn right, they run a bit and enter Riverwood from the south road instead of the usual west road. They don't guide you past the three standing stones, nor do they comment on Bleak Falls Barrow. A visual check on the navmesh told me that original roads, which I partly relayed in the Riverwood area, have a, with lack of a better description, 'dirty-coloured' yellow navmesh, and everything around it is red-coloured as we know it. It could be that it might have something to do with me interrupting the original navmesh when I relayed a small part of the original road, but fixing that is at this moment beyond my skills. It doesn't break the game, but I feel that this should be fixed so that Hadvar and Ralof travel their usual, albeit slightly relayed road again.



Then, as a final entry in the "small issues department", comes the customization of Skaal clothing, so far only found on the guards of Bleak Falls Outpost, a wooden fort between Bleak Falls Tower and (DUHH!!!) Bleak Falls Barrow. It serves as a base of operations for the northern border region of Riverwood Hold. I get error messages, ever since I put the customized clothing on these guards, that say something like this:



"MODELS: Armor priorities are the same (10) for part 'Hair' (31) of 'DLC2SkaalHatKhaAA' and 'DLC2SkaalHatAA'."



That is just one example of the 20 or so error messages of this category that I get, and I don't know what it means. All I know is that the guards seem to function as they should. But these errors also appear upon entering any exterior cell, regardless of wether it's related to my mod or not. I can't work like that since I expect to be doing a lot more exterior work, so I'm hoping someone can shed some light on this and hopefully provide a solution. If that requires me to log every error message of this kind individually, let me know and I'll make sure to get the rest of them as well.





So there's that. Strictly speaking, it's not game-breaking and/or CTD related but they're still annoying little issues at the very least. Also make a note of the fact that I won't be implementing any new resources and/or models. Anything that I make will be made using resources and/or models that have their roots in either vanilla Skyrim and/or any official DLC's. Therefore, custom stuff of that kind sinply cannot be the cause of trouble. Now, if this covers enough for now I would greatly appreciate it someone could help me. If some required information is still missing, don't hesitate to let me know and I'll see if I can find it.

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Roberta Obrien
 
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