Problems when trying to make house.

Post » Thu Dec 08, 2011 12:07 am

I'm kind of a newbie at modding but I've been looking through tutorials and reading up on it and cant find a solution.

I made a duplicate of Rosethorn Hall, named it My House, and I'm trying to edit it. I have no active file, but I have the Oblivion.esm, Knights.esp, and DLCShiveringIsles.esp selected.

Whenever I try to save I get Assertion errors, and a bunch of other errors when I load up the CS.

Help please?
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Rachyroo
 
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Post » Thu Dec 08, 2011 3:41 am

You have to create a new "*.esp"-file and this will be your active file, when starting next time.
That'll be the place, where your changes will be saved and loaded from.

Seen this tutorial already ?

http://cs.elderscrolls.com/constwiki/index.php/Creating_a_House

Or start with the tutorial, lesson 1:

http://cs.elderscrolls.com/constwiki/index.php/A_beginner%27s_guide

Hope you'll have some fun ;)
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..xX Vin Xx..
 
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Post » Thu Dec 08, 2011 2:13 am

Thanks, I'll post back if I have any more problems.

I appreciate the help.
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Vahpie
 
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Post » Thu Dec 08, 2011 9:34 am

Hey, I got another quick question if you don't mind,

does placing objects inside/merged with walls cause lag or the CS to crash? I'm doing something where I have a large portion of a static object outside the walls or "boundaries", and I've done this on quite a few objects in my house so I'm wondering if it's causing the crashing.

Everytime I save it crashes.
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Karine laverre
 
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Post » Thu Dec 08, 2011 10:11 am

Hm, don't think so. I had littered walls and parts of additional rooms and so on all around my room in the void of my own cell ...
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Jessica Thomson
 
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Post » Thu Dec 08, 2011 5:22 am

A number of the vanilla game's building interiors are like that. In fact it appears that a number of static items are intended to push through the walls to a variable extent, e.g. the hangers for tapestries are over-long so they can be used on uneven surfaces, and put the cloth at a variable distance from the wall.
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Monika
 
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Post » Wed Dec 07, 2011 10:49 pm

What assertion error do you get ? If you get it everytime it is a problem you should solve in priority. Sometimes it is innocent sometimes it is serious.

For the multiple warnings and the crashes it is because you used knights.esp in another .esp and duplicated things you should not. Whenever I try to duplicate cells I created in a mod to another mod the CS crashes on save, due to incorrect references no longer existing ( esp use dierent masters) but it is normal.
In your case, you probably get a 0 kb .esp and a .tes file. You just need to rename the .tes file, to .esp, load it again in the CS, save it without changes and clean it with TESedit. And keep in mind you need to create new REFID for each object imported, delete the old one and use the newly created one or change manually the refID. Tedious but if it is an important cell it is worth the time

eg : if your .esp is 03xxxxx and the object you duplicated refers to 02xxxxx you can get some weird issues, like a NPC used as a static object, and more often if you load several .esm or .esp and he reference is found but not of the correct type. In TESedit you can chose the REFID and apply the correct one, or even create one to replace the "error could not be resolved" but you have no way to see easily if the found ref is of the right type. CS is unforgiving for this and throws thousands of warnings and most often crashes. If it loads, it will crash when you open the cell in the render window and of course when you enter the cell in game.
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SWagg KId
 
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Post » Thu Dec 08, 2011 6:56 am

Thanks for the help guys. Here's what I'm doing:
1) I'm creating a copy of TestQuest01
2) I'm loading up Rosethorn Hall into that cell because I want a duplicate of it, but this could be where the problems are coming from. Instead of editing the Rosethorn Hall in Skingrad, I simply want a copy of it to edit and use somewhere else.
3) In the Data section, I have Oblivion.esm, Knights.esp, and DLCShiveringIsles.esp selected, but my mod as my active file.


Does anything seem wrong? You should know I'm getting a bunch of error messages upon start-up, like "errors were encountered during InitItem for reference."

What assertion error do you get ? If you get it everytime it is a problem you should solve in priority. Sometimes it is innocent sometimes it is serious.

For the multiple warnings and the crashes it is because you used knights.esp in another .esp and duplicated things you should not. Whenever I try to duplicate cells I created in a mod to another mod the CS crashes on save, due to incorrect references no longer existing ( esp use dierent masters) but it is normal.
In your case, you probably get a 0 kb .esp and a .tes file. You just need to rename the .tes file, to .esp, load it again in the CS, save it without changes and clean it with TESedit. And keep in mind you need to create new REFID for each object imported, delete the old one and use the newly created one or change manually the refID. Tedious but if it is an important cell it is worth the time

eg : if your .esp is 03xxxxx and the object you duplicated refers to 02xxxxx you can get some weird issues, like a NPC used as a static object, and more often if you load several .esm or .esp and he reference is found but not of the correct type. In TESedit you can chose the REFID and apply the correct one, or even create one to replace the "error could not be resolved" but you have no way to see easily if the found ref is of the right type. CS is unforgiving for this and throws thousands of warnings and most often crashes. If it loads, it will crash when you open the cell in the render window and of course when you enter the cell in game.



Why can't I use the Knights.esp? I'm not setting it as my active file, I just wanted to use objects from that DLC. Does that still cause problems?

Also the first time I load up the CS prior to creating the mod, I don't have any active file selected, then when I first save, save it as a .esp and set that as the active file next time, is that correct?
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Alex [AK]
 
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Post » Thu Dec 08, 2011 12:25 am

Thanks for the help guys. Here's what I'm doing:
1) I'm creating a copy of TestQuest01
2) I'm loading up Rosethorn Hall into that cell because I want a duplicate of it, but this could be where the problems are coming from. Instead of editing the Rosethorn Hall in Skingrad, I simply want a copy of it to edit and use somewhere else.
3) In the Data section, I have Oblivion.esm, Knights.esp, and DLCShiveringIsles.esp selected, but my mod as my active file.

Does anything seem wrong?




Why can't I use the Knights.esp? I'm not setting it as my active file, I just wanted to use objects from that DLC. Does that still cause problems?

Also the first time I load up the CS prior to creating the mod, I don't have any active file selected, then when I first save, save it as a .esp and set that as the active file next time, is that correct?

Well... you CANNOT use objects from other plugins .. not the way you're tryig :D ..
You CS must think Knights.esp is actuall a ESM file so your mod can be DEPENDANT on Knights.esp to use its objects. If you know how to use Wrye Bash you can use the espyfy/esmfy function. You'r Knights.esp will still be an esp file, just your CS will think its a esm and will add its dependency to your mod thus allowing you using Knights.esp content. After you're done and want some testing revert Knigts.esp to its actual ESP state with Bash.
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Dezzeh
 
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