Problems creating a new "light" object.

Post » Mon May 07, 2012 10:43 pm

I'm trying to create a new entry in the "Light" category in the CS. What I want to do is create a light that uses the welkyndstone03.nif. So far, what I've tried is this:

1. Right click and select "New" in the "Light" category (also tried the following steps with existing lights)

2. Click on "Add NIF File" and selected welkyndstone03.nif and clicked "OK".

3. Tried to save the .esp or place the new "light" in a cell.

Step 3 results in an instant crash.

I know for a fact a mesh can be used as a light source because several vanilla "lights" are meshes (example: WallSconceTriple01Yellow512 uses the WallSconceTriple01.NIF). http://tesnexus.com/downloads/file.php?id=36968 also adds a new "light" that uses a modified WelkyndItem.NIF as a light source. I've tried using that mesh (both by following the above steps and just copying it from the Malamath.esp) and the CS still crashes as soon as I add the light to a cell or try to save the .esp.

What do I need to do to get this to work?
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cheryl wright
 
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Post » Tue May 08, 2012 1:35 am

First, can you make a default basic light with no mesh? Some people can't make new lights at all.
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cheryl wright
 
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Post » Mon May 07, 2012 12:08 pm

If you can furnish me with a repro plugin, I can offer to look into the save issue. The CTD that occurs when placing a new light reference has already been fixed for the next update to CSE.
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joeK
 
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Post » Tue May 08, 2012 12:04 am

http://www.4shared.com/file/_WfPHZsU/JDFwelkydstone03Light.html that uses the Welkynd stone and can be used as a light source (I copy\pasted the Welkynd stone tristrip into the CandleFat.nif and removed the flamenode and candle model ( as well as the NiControllerManager that controlled the flame since it was removed) - I did a quick check in game and it was working - If you have any problems with it PM me and I'll see what I can do.

Not sure why the original Nif will not work but it seems (probably something in the NistringExtraData or something -- as it has no havok collision in the Nif but in game does move so they nust be doing something different with it somewhere.
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Yung Prince
 
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Post » Mon May 07, 2012 11:36 pm

First, can you make a default basic light with no mesh?
I have no problems making those types of lights. I can make 'em and place 'em all day long with no problems at all. :P

If you can furnish me with a repro plugin, I can offer to look into the save issue. The CTD that occurs when placing a new light reference has already been fixed for the next update to CSE.
Looking forward to that update. Out of curiosity, would plugins created with the CSE require OBSE in order to work if no OBSE functions are used?

http://www.4shared.com/file/_WfPHZsU/JDFwelkydstone03Light.html that uses the Welkynd stone and can be used as a light source (I copy\pasted the Welkynd stone tristrip into the CandleFat.nif and removed the flamenode and candle model ( as well as the NiControllerManager that controlled the flame since it was removed) - I did a quick check in game and it was working - If you have any problems with it PM me and I'll see what I can do.

Not sure why the original Nif will not work but it seems (probably something in the NistringExtraData or something -- as it has no havok collision in the Nif but in game does move so they nust be doing something different with it somewhere.
Thanks for the .nif! :D Tamira over at TES Alliance made a similar one for me. Oddly enough, I can get both into the CS as light objects and save the .esp without a crash, but the CS still crashes when I try to add either one directly to a cell. However, If I add a vanilla light to a cell and then use Search & Replace to add yours and/or Tamira's, it works. Once I get just one of them placed in that manner, I can drag more into the render window without any problems. A nice little workaround.
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Dalley hussain
 
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Post » Mon May 07, 2012 7:55 pm

Looking forward to that update. Out of curiosity, would plugins created with the CSE require OBSE in order to work if no OBSE functions are used?

No. That's exactly what we're doing :D You'll only need OBSE for your plugin if you use OBSE functions...
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kiss my weasel
 
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Post » Mon May 07, 2012 10:36 pm

Thanks for the .nif! :D Tamira over at TES Alliance made a similar one for me. Oddly enough, I can get both into the CS as light objects and save the .esp without a crash, but the CS still crashes when I try to add either one directly to a cell. However, If I add a vanilla light to a cell and then use Search & Replace to add yours and/or Tamira's, it works. Once I get just one of them placed in that manner, I can drag more into the render window without any problems. A nice little workaround.

Hmm - that's strange but at least you found a way around it -- I made a quick .esp and placed a couple in the CS to make sure it was working before I uploaded it so not sure what could be causing the first CTD on your system. This CS sure can do a number on you at times !
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Breanna Van Dijk
 
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Post » Tue May 08, 2012 2:23 am

Just FYI about making new lights from scratch. The CS will always crash if you try to make a new light by right clicking and selecting "new". You have to edit an existing light source and select your mesh from there and save as new form. This is the only method that works for me and I've created tons of new light sources for Sands of Destiny using this method.

~DE
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matt
 
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Post » Tue May 08, 2012 3:10 am

Just FYI about making new lights from scratch. The CS will always crash

Not true, I do this all the time and it makes the lights fine. They are then placeable with no issues on my computer.
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Teghan Harris
 
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Post » Tue May 08, 2012 1:40 am

Not true, I do this all the time and it makes the lights fine. They are then placeable with no issues on my computer.

Yep - I think it is similar to the Crash on Bow equip bug that effects some systems but not others with the Bows that Beth left with a reach of zero -- Seems some systems will crash much faster with a divide by zero error while others will just ignore it or recover.
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Celestine Stardust
 
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