Warning on mod load in CS

Post » Tue May 18, 2010 9:32 am

I just wanted to check on this warning I get when I load up my mod in the CS. I believe it is harmless, especially as I have not altered that particular cell in any way, only the cells next to it. But to be sure...

http://i110.photobucket.com/albums/n99/Shezrie/path.jpg

Anyone know what the cause is> Should I be concerned?

Thanks.
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JaNnatul Naimah
 
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Post » Tue May 18, 2010 4:21 am

It's fine, ignore it. The CS likes to throw up random errors like that.
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Juliet
 
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Post » Tue May 18, 2010 5:31 am

This happens when you alter existing path nodes in an esm via esp (for example path nodes in the Tamriel worldspace of the Oblivion.esm). Sometimes the existing nodes are duplicated in the esp for whatever reason and so are the connections between nodes. There is only a limited amount of connections per cell allowed under normal circumstances, that's why the error comes up. I don't think it is anything to be really worried about, but it may decrease performance since the AI has twice the amount of paths to choose from. Not sure whether you can clean it up with TESEdit, I think I've seen Vagrant0 post about it so maybe ask him.

It's fine, ignore it. The CS likes to throw up random errors like that.


Generally you should never ignore errors that come up after loading an esp unless you know exactly what they mean and why they are there. A healthy esp either has no errors or errors that were done on purpose (like no biped slot selected for tokens etc). Errors that come up while closing the CS can be ignored of course.
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joannARRGH
 
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Post » Tue May 18, 2010 6:15 am

Thanks for the replies.

It is very strange because that particular cell has not been altered in any way at all by the mod. It is easy to tell as that cell is actually across a bridge from the cells I have altered. Also I went into the mod, loaded that cell and checked out the pathgrids and they are definitely not duplicated.

The reason I came over to this forum and brought this up is because another person has the very same error on their ORE Challenge mod, so we wanted to be sure before proceeding.

Edit, I just loaded up the CS with just the Oblivion esm, no mods at all, and went to the vanilla Pell's Gate exterior. Same error pops up so it is definitely something in vanilla Oblivion and nothing to do with my mod. Woohooo!
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Melly Angelic
 
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Post » Tue May 18, 2010 8:07 am

Thanks for the replies.

It is very strange because that particular cell has not been altered in any way at all by the mod. It is easy to tell as that cell is actually across a bridge from the cells I have altered. Also I went into the mod, loaded that cell and checked out the pathgrids and they are definitely not duplicated.

The reason I came over to this forum and brought this up is because another person has the very same error on their ORE Challenge mod, so we wanted to be sure before proceeding.

Edit, I just loaded up the CS with just the Oblivion esm, no mods at all, and went to the vanilla Pell's Gate exterior. Same error pops up so it is definitely something in vanilla Oblivion and nothing to do with my mod. Woohooo!


That is strange. Went to the cell as well and I get no errors. With path grid mode on and without. Also moved around a bit to Pell's Gate, no errors. Not sure why you get errors, with just the Oblivion.esm loaded there should be none. Never heard of an esp spitting out errors because of a problem in the Oblivion.esm either. Especially since in the vanilla cell (in my Oblivion.esm) there are definitely less than 666 inter-grid connections. I guess it's nothing to worry about, but it is still strange.
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Peetay
 
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Post » Tue May 18, 2010 4:21 am

Never heard of an esp spitting out errors because of a problem in the Oblivion.esm either.


Hmmm I never thought of it like that, I have reinstalled Oblivion about 6 times since starting my mod and the same error has always been present. I really hope there is no problems with Pell's Gate (the mod) as that would put two years work down the drain. :(
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Eddie Howe
 
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Post » Tue May 18, 2010 1:11 pm

Hmmm I never thought of it like that, I have reinstalled Oblivion about 6 times since starting my mod and the same error has always been present. I really hope there is no problems with Pell's Gate (the mod) as that would put two years work down the drain. :(


Nah, unless you do something really stupid (something you can't really do by accident) you can always clean the mod with TESEdit. I don't even think the error is problematic, but personally I feel bad when I get an error in one of my mods and can't get rid of it. Had that in my Sheogorad mod once, but fortunately I found the reason why it came up and could clean it with TESEdit. It wouldn't have caused any serious trouble, but I'm still glad it is gone. I sleep better that way.

If you don't care about the error just leave it like it is, you can always try to get rid of it before you release the mod. If it doesn't go away it won't cause any problems either I'm sure. Except maybe a very minor performance hit, but nothing that would make a noticeable difference.
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Lisha Boo
 
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Post » Tue May 18, 2010 11:11 am

I am sure you must be right. Thank you for your help. :)
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KRistina Karlsson
 
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Post » Tue May 18, 2010 4:34 pm

Meek, for what it's worth, my Lakeview house mod is in that area and I got the same warning you did every time I loaded it up in the CS. That was almost 4 years ago and there have been no complaints traceable to that. So, it this particular instance, I think you are safe to ignore the warning.
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sophie
 
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Post » Tue May 18, 2010 5:55 am

That was almost 4 years ago and there have been no complaints traceable to that. So, it this particular instance, I think you are safe to ignore the warning.


That is good to know, thanks! :)
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Jack Moves
 
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