Why does my mod keep throwing me into the ocean?

Post » Thu Apr 07, 2011 7:54 pm

So I'm working on my first post-tutorial mod and I'm trying to set it up so that after passing through a door in Weye, you find yourself on this huge mountainside. You cross a bridge over a deep cliff and walk down the following valley. Here's my problem: After I walk through the door in Weye, the mountain isn't there - I can see the bridge floating up there in space - and my character materializes in the water. The land is there in the CS but not in the game. What am I doing wrong? Any help would be GREATLY appreciated.

http://www.filedropper.com/jonsovaelysium2.

I should also mention that I pressed B to check for cracks in the quadrants that I might be falling through, and in the CS none are apparent. But swimming around in-game beneath the cliffs, there are HUGE cracks in the rock. Could this be connected?


EDIT: Okay, after closing and reopening CS, the mountain is indeed gone, vanished for no apparent reason. I wonder if this has happened to anyone else....
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Amie Mccubbing
 
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Post » Fri Apr 08, 2011 3:39 am

Ok, stupid question: Did you save the ESP after making the mountain? Answer is probably "yes", but hey, still gotta ask it.

Smart(er) questions: How are you doing the door? is it a simple "walk into" script, or is it a normal transition (i.e. activate the door). If it's the former, you need to include a Z-coordinate, otherwise the game will thing that Z=0, which is water level, and dump you there. If you need to activate the door, you need to place the door marker where you want it to go; it's not going to search for doors and place itself- you need to find it and move it.
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OnlyDumazzapplyhere
 
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Post » Fri Apr 08, 2011 2:30 am

Hi

I haven't started it up yet, but a great little program for quickly checking your code is http://www.tesnexus.com/downloads/file.php?id=11536

Start it up, place a tick check box for your mod, expand it out, look at weather, notice it has a invalid value, right click it, select edit, change to 1

You might of intended to change it, or maybe it was the phantom that does the same sneaky tricks to my files sometimes, lol . Will check it out soon, if i find any thing i'll let you know
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xxLindsAffec
 
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Post » Fri Apr 08, 2011 8:37 am

@ Mars: Yep, I saved :) There's actually a strange razor-clipping of textures around the base where the mountain should have been. As for connecting the door, it's just floating out there in the ether for now but it was on top of the mountain, and I made sure the door marker was up there with it.

@Tigerpaws, I'll have a look at that program, thanks. Maybe it's the weather that's causing all this crazyness? Because while I was waiting for replies to this thread I went ahead and remade the mountain, with more comical effects. This time, the mountain is there but there's another huge land mass blocking access to the bridge that I definitely did NOT create. I swear to god....
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TOYA toys
 
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Post » Thu Apr 07, 2011 8:28 pm

I dont think its the weaher, start up the cs, goto world space and select JonSovaElysium2(double click it to load it up) then doble click fast the CathedralCryptDoor01 on the editor id the right hand side. Your door appears to me to be floating, is that where it throws you? or the other end?
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Soraya Davy
 
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Post » Thu Apr 07, 2011 10:53 pm

I dont think its the weaher, start up the cs, goto world space and select JonSovaElysium2(double click it to load it up) then doble click fast the CathedralCryptDoor01 on the editor id the right hand side. Your door appears to me to be floating, is that where it throws you? or the other end?



Yeah it's floating now, but when I originally put the door in there was solid ground there. After I closed CS and reopened my mod, however, the mountain was gone and the door was floating.
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Trevor Bostwick
 
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Post » Fri Apr 08, 2011 6:59 am

Check http://www.gamesas.com/index.php?/topic/1107082-new-worldspace/.
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Jessica White
 
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Post » Fri Apr 08, 2011 3:36 am

Check http://www.gamesas.com/index.php?/topic/1107082-new-worldspace/.



I just tried out Gecko but it didn't seem to have any effect - or is it already too late for the existing mod if it's been opened once in-game? Because running around in-game seems to forever change the esp file. I've been staring at the computer screen for 10 hours trying to solve this problem and my eyeballs are about to fall out. :confused: Would anybody be willing to walk me through this tomorrow (Saturday) on vent/skype/aim? I can provide my contact info via PM and would be eternally grateful.
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Laura-Lee Gerwing
 
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Post » Thu Apr 07, 2011 8:32 pm

Just in case no one is able to help me out one on one, let me list out exactly what I'm doing.

1.) Pretty much follow directions in the http://cs.elderscrolls.com/constwiki/index.php/World_Space_Tutorial verbatim. I load oblivion.esm as main, create a new world space with a unique name and choose one of the default weather templates like "all weather." The only box I leave checked is "small world."

2.) Load up 0,0 cell of my new world space in the render window and, following the guide, lift a little hill out of the water. Then I go into the height editor, drag a box of like 5 squares by 10 squares around the light blue mark of my hill, and draw some land in using the dropper and brush tools. I then highlight my work, implement erosion and click save.

3.) After clicking save it often gives me an error message, that terrain data is missing for X,X cells and do I want to continue playing? If I click no it closes CS, so I click yes to all and hope for the best. Could this be a source of my problems?

4.) Back in the render window, everything looks pretty good and just as it should. I make some minor adjustments to the land and put a generic door on top of the mountain (in this case a cathedral crypt door to be attatched to a building later). I leave it unlinked for now.

5.) I go to the Weye Exterior and create a companion door next to the inn, just floating in air. I link this door to the other one in my new world space, then switch back to the world space to fix the door's spawn position.

6.) I save. Everything looks good.

7.) I boot up the game, go to Weye, walk through the door into my new world space. Half of the mountain sides are corrupted and strange looking, with huge gaps between polygons.

8.) I close the game and go back into CS - returning to my world space - and the render window now looks just like it did in the game world. Totally messed up.

9.) I open the height editor and the map looks really strange, especially the bottom half. Where it was blue and uniform is filled with blacks and greys.


Can someone please tell me where I'm going wrong?
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Rachel Eloise Getoutofmyface
 
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Post » Fri Apr 08, 2011 1:56 am

Stage 3 is likely the cause of your problem.

There is a bug in the heightmap editor that causes a hole or spike in the landscape at the corner of each quad (a quad is 32x32 cells). It always creates an error in 0,0 and every 32 cells in each direction.

You have to correct these errors after generating your heightmap by flattening them with the landscape editor. If you leave the error in your mesh, when you load it in-game it will cause the land mesh to disappear. You can correct your landscape at any time, even after saving and closing the editor, so it's not really a big deal.

The warnings the CS were giving you were to inform you that there was an error in the landscape. Because the error appears in the corner of the cell, it affects 4 cells at a time (every cell that touches the corner), but a single fix will fix all 4 cells. If you have a large heightmap spanning multiple quads you will end up with multiple errors each creating 4 warnings. In general, you should not ignore warnings unless you know exactly what the warning means and what will happen to your mod if you do. In this case, it is not a serious problem, but a minor annoyance that has to be dealt with every time you save your heightmap.

You can find out more information at the wiki under http://cs.elderscrolls.com/constwiki/index.php/Heightmap_Editing#Notes.
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Elizabeth Falvey
 
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Post » Thu Apr 07, 2011 6:17 pm

Thanks so much, I'll see what I can do about this. I tried remaking the map just now and saved the heightmap once before applying erosion. There were no errors. After I applied erosion and saved again, however, I was flooded with about twenty error messages saying there's no terrain data for cells (5,0), (4,0), (3,0), (5,1), (4,1) and on and on. I clicked yes to all and went back into the render window to try and hunt some of them down but didn't see any. They must be VERY small.

My landscape is very high - a plateau above the water reaching 8,000z at its highest point - so maybe that has something to do with the mesh errors being indiscernible.

I'll try remaking again, this time without erosion and see where it gets me.


Edit: Well that didn't work. Instead of getting the errors when I saved, I got them when I clicked into cell view. Just as many as before.The thing is, gaps in the render window don't even appear until I close and reopen the CS, and then they're MASSIVE, to the point where "smoothing" vertices alters my landscape by 2-4,000z and the ocean floor completely disappears in places. What the hell causes this?
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Crystal Clear
 
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Post » Fri Apr 08, 2011 6:23 am

If your elevation is too steep between cells you can end up with tears in your landscape. These tears then result in disappearing land meshes. Avoid steep inclines approaching 90 degrees, especially if there is a large elevation distance between cells.

The problem with the technique you're using (drawing a box in the heightmap editor and painting elevation inside the box) is that if there is a sharp elevation distance between the edge of your landmass and the neighboring cells it's going to result in tears once you load it in-game. You'll have to make your box bigger in the heightmap editor and leave room around the area you want to work in so that you can blend/soften the colors around the edges so that they don't transition sharply.

I talk a bit about this in my (wip) tutorial about http://www.truancyfactory.com/tutorials/fallout_worldspace2.html (it's essentially the same tool).
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Claire Mclaughlin
 
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