[QUOTE=oskutin;35930866][URL]http://www.creationkit.com/Mod_Troubleshooting[/URL]
I bet that there's something conflicting inside the mod.
So people who have made scripts should try disabling them and checking that does the .esp work in game.
If it doesn't, the script work probably fine.
If it does, there some conflicts inside the script.
[editline]13th May 2012[/editline]
Other causes might be:
Invalid/corrupted object.
Really bad navmesh error.
Landscape error.
Or this mod is just so big that it needs to be converted into .esm:
[URL]http://www.creationkit.com/Creating_Custom_Master_Files[/URL]
[editline]13th May 2012[/editline]
And by the way, [B]Wheeze[/B] will take my "leader" position in this project, since i'm really busy with enterance exams, other mods and later i'll need to go to army too.
[editline]13th May 2012[/editline]
Also we should finally build the LOD:
Here is how:
[URL]http://www.creationkit.com/Creating_a_Custom_Worldspace_with_LOD[/URL][/QUOTE]
I'll look into it but I'm pretty sure I'm the only one who made scripts for the mod since I don't think anyone else on the team knows how or at least it seems that way, my best guess is that the mod is too big and probably needs to be converted to .esm. If that is not the reason then it's gonna be a pain trying to figure out what it is, especially if it's a navmesh, landscape, or an object causing the problem.
Hopefully I can figure out what's causing the problem so I can edit again, I basically know how to do everything to make the arena functional now including betting, It's been so long since I edited Luftahraan
[QUOTE=xCheeseburger;35931154]Diablo will be devastating for all of us.. im scared[/QUOTE]
And then, the Luftahraan project got cancelled due to errors in the file, change in leadership and Diablo 3. The latter being the most devastating of them all.
[QUOTE=SteezMyster;35931207]I'll look into it but I'm pretty sure I'm the only one who made scripts for the mod since I don't think anyone else on the team knows how or at least it seems that way, my best guess is that the mod is too big and probably needs to be converted to .esm. If that is not the reason then it's gonna be a pain trying to figure out what it is, especially if it's a navmesh, landscape, or an object causing the problem.
Hopefully I can figure out what's causing the problem so I can edit again, I basically know how to do everything to make the arena functional now including betting, It's been so long since I edited Luftahraan[/QUOTE]
Maybe we should convert to .esm, atleast it allows multipile modders at same time.
Also we should build the LOD.
[QUOTE=oskutin;35931622]Maybe we should convert to .esm, atleast it allows multipile modders at same time.
Also we should build the LOD.[/QUOTE]
It allows multiple modder? Either way I say go for it if you know how, and if that doesn't fix it at least we know that it's not the problem
[QUOTE=SteezMyster;35931669]It allows multiple modder? Either way I say go for it if you know how, and if that doesn't fix it at least we know that it's not the problem[/QUOTE]
I guess each modder make each their cell and one person links them to the city.
Well we would definitely get more done if people could all mod at the same time, does anyone know how to convert to .esm?
Time for another rundown of what happened during our weekly writers meeting.
Only three people were online, only two people could show up. Vizard couldn't make it as well. Unfortunately we don't really have anything new to show for this week. If you're one of the writers and couldn't make it, pm me or vizard with what you have completed.
[QUOTE=SteezMyster;35931734]Well we would definitely get more done if people could all mod at the same time, does anyone know how to convert to .esm?[/QUOTE]
My long post had link to tutorial.
[editline]13th May 2012[/editline]
[QUOTE=oskutin;35930866][URL]http://www.creationkit.com/Mod_Troubleshooting[/URL]
I bet that there's something conflicting inside the mod.
So people who have made scripts should try disabling them and checking that does the .esp work in game.
If it doesn't, the script work probably fine.
If it does, there some conflicts inside the script.
[editline]13th May 2012[/editline]
Other causes might be:
Invalid/corrupted object.
Really bad navmesh error.
Landscape error.
[B]Or this mod is just so big that it needs to be converted into .esm:
[URL]http://www.creationkit.com/Creating_Custom_Master_Files[/URL][/B]
[editline]13th May 2012[/editline]
And by the way, [B]Wheeze[/B] will take my "leader" position in this project, since i'm really busy with enterance exams, other mods and later i'll need to go to army too.
[editline]13th May 2012[/editline]
Also we should finally build the LOD:
Here is how:
[URL]http://www.creationkit.com/Creating_a_Custom_Worldspace_with_LOD[/URL][/QUOTE]
[QUOTE=oskutin;35931908]My long post had link to tutorial.
[/QUOTE]
I Fixed it! Here's the clean file with .esm :smile:
[url]http://www.mediafire.com/?1puisjanyza7rxx[/url]
So it worksingame now?
WIN!
I probably will be AWOL for a few weeks, I've got AP Testing, finals, job interview, and my shower assploded finally, so yeah I'll check in now and then.
[QUOTE=oskutin;35932170]So it worksingame now?
WIN![/QUOTE]
Yeah it feels a lot smoother too, like less lag then last time. Not sure how to edit or how we can multi-edit but I'm looking it up right now
[QUOTE=SteezMyster;35932003]I Fixed it! Here's the clean file with .esm :smile:
[url]http://www.mediafire.com/?1puisjanyza7rxx[/url][/QUOTE]
Can we do edits and save them as an ESM through Creation kit no problem ? Or is there another way that won't take too much time ?
Because this may solve problems but it could also cause problems.
[QUOTE=Wheeze201;35932240]Can we do edits and save them as an ESM through Creation kit no problem ? Or is there another way that won't take too much time ?
Because this may solve problems but it could also cause problems.[/QUOTE]
I'm currently looking up how to edit it
Renaming it into .esp and editign and then renaming it back to .esm?
Maybe we should only the "veterans" to edit .esm and others should edit 1-3 plugins placed on it?
But we must make sure that they don't conflict/refer each other.
[editline]13th May 2012[/editline]
And sometimes or when finished everything should be merged:
[URL]http://www.creationkit.com/Version_control[/URL]
[QUOTE=oskutin;35932375]Renaming it into .esp and editign and then renaming it back to .esm?
Maybe we should only the "veterans" to edit .esm and others should edit 1-3 plugins placed on it?
[editline]13th May 2012[/editline]
And sometimes or when finished everything should be merged:
[url]http://www.creationkit.com/Version_control[/url][/QUOTE]
Yeah that seems like the only way to edit it, there is a way using the FOMM but it might be complicated to do for some people and it's definitely not convenient to do so. Also what do you mean by "veterans" edit .esm and other's edit .esp? If we edit a esm we have to change to esp first so wouldn't everyone be technically editing a .esp?
Or just make new .esp over our .esm, and continue the same way. And merge it later to the .esm.
[QUOTE=oskutin;35932375]Renaming it into .esp and editign and then renaming it back to .esm?
Maybe we should only the "veterans" to edit .esm and others should edit 1-3 plugins placed on it?
But we must make sure that they don't conflict/refer each other.
[editline]13th May 2012[/editline]
And sometimes or when finished everything should be merged:
[URL]http://www.creationkit.com/Version_control[/URL][/QUOTE]
Why is this the first time I read about this ? This thing is a fucking godsend. We need to figure out how to use this.
[QUOTE=oskutin;35932481]Or just make new .esp over our .esm, and continue the same way. And merge it later to the .esm.[/QUOTE]
Sounds like a plan, but people would have to choose something to work on and let others know so that we don't get multiple .esp files that edit the same cell as this could lead to another problem, also I might be able to figure out how to get version control working wheeze, but I suggest someone else learns how to as well in case something happens to my computer or if I'm not available.
I still don't understand how we are to work simultaneously on the same esm. So from what I understand(but not really) is that the way it seems to work is that you load up the luftahraan.esm along with skyrim.esm with no other mods enabled and you "Check-Out":
[quote]
Checking Out a formID means you "reserve" it, it gets "locked" in the Network master file (the ESM in Merging\Data) so that none modifies the same content at the same time, which would result in conflicts.[/quote]
This is what I don't understand. How do you reserve formIDs ? I don't understand. I think I have lost the understanding of what formID's are in the first place.
EDIT: -snip-
EDIT2: I'm tired, I shouldn't try and think about how this works now. I'll think about it later. But I still have 1 easy question: Will the .esm file be hosted on a server ? Because I don't understand how we can edit at the same time if it isn't.
[QUOTE=Wheeze201;35932693]I still don't understand how we are to work simultaneously on the same esm. So from what I understand(but not really) is that the way it seems to work is that you load up the luftahraan.esm along with skyrim.esm with no other mods enabled and you "Check-Out":
This is what I don't understand. How do you reserve formIDs ? I don't understand. I think I have lost the understanding of what formID's are in the first place.
EDIT: Wait do you check out a formID every time you do something in the CK ? Does that mean that the ESM file is being updated in semi-real time ?
EDIT2: I'm tired, I shouldn't try and think about how this works now. I'll think about it later. But I still have 1 easy question: Will the .esm file be hosted on a server ? Because I don't understand how we can edit at the same time if it isn't.[/QUOTE]
I think (keep in mind I might be wrong which is why I said think) you just choose skyrim.esm and luftahraan.esm then edit whatever your gonna edit in the CK when your done save it as a seperate .esp, so if you were to work on the keep you would have to announce that your working on the keep so others know not to make another .esp and instead contact you asking for the .esp if they want to work on the keep. When the keep is done and everyone is satisfied you would then merge it through version control....... I think
I'm pretty tired myself so my logic might be a bit off
Ah, this is great. We've just learned how to handle one of our biggest roadblocks, controlling who does what and merging things together. Is it safe to say that the future will be smoother, in terms of how everything operates?
[QUOTE=woolio1;35934067]Ah, this is great. We've just learned how to handle one of our biggest roadblocks, controlling who does what and merging things together. Is it safe to say that the future will be smoother, in terms of how everything operates?[/QUOTE]
On the technical side of things, yep.
[QUOTE=woolio1;35934067]Ah, this is great. We've just learned how to handle one of our biggest roadblocks, controlling who does what and merging things together. Is it safe to say that the future will be smoother, in terms of how everything operates?[/QUOTE]
Hopefully, I still need to figure out how to set up version control, but I definitely think this project is headed in a better direction. Since people can work on one thing at a time instead of a bunch of little things here and there I think we should be able to get more done. It might also add a little more organization, something I feel this project was missing.
[editline]12th May 2012[/editline]
Okay so lately I've been having issues with my mod. There have been various bug reports on the same thing but when I make fixes for them they don't work for others just mine. For example I made an AI package to solve a problem and it worked perfectly in mine but when I uploaded the new file I got the same bug report. I ticked update.esm in the CK when I created this mod, is it possible that this is what caused the problem? If not does anyone know what might be causing these problems?
I'll take edit later today.
[QUOTE=woolio1;35934067]Ah, this is great. We've just learned how to handle one of our biggest roadblocks, controlling who does what and merging things together. Is it safe to say that the future will be smoother, in terms of how everything operates?[/QUOTE]
This depends on how this Version Control thing works.
Again I must ask: Will there be a luftahraan.esm file be hosted somewhere or what ? Because otherwise I don't understand how we can all work on the same mod.
[QUOTE=Wheeze201;35938332]This depends on how this Version Control thing works.
Again I must ask: Will there be a luftahraan.esm file be hosted somewhere or what ? Because otherwise I don't understand how we can all work on the same mod.[/QUOTE]
I just read over it again and I think it will work like this, everyone makes seperate .esp files and when we think we should merge the files you either merge all of them into the .esm through the creation kit or merge them one at a time. It doesn't say in the tutorial how many you can merge at once but I assume you can do more then one.So we wouldn't need to host it anywhere because someone will just merge the files when the time is needed.Not sure if this answers your question or not
[QUOTE=SteezMyster;35939324]I just read over it again and I think it will work like this, everyone makes seperate .esp files and when we think we should merge the files you either merge all of them into the .esm through the creation kit or merge them one at a time. It doesn't say in the tutorial how many you can merge at once but I assume you can do more then one.So we wouldn't need to host it anywhere because someone will just merge the files when the time is needed.Not sure if this answers your question or not[/QUOTE]
I'm still very confused.
[QUOTE=Wheeze201;35939408]I'm still very confused.[/QUOTE]
Well why would it need to be hosted somewhere, explain this and I'll explain why we don't need to do that, if we don't need to do that.
[editline]13th May 2012[/editline]
I almost figured how to use version control so I might be able to better explain after I get it working if your still confused
Edit2: I got Version Control working! It also gives you a different looking CK :smile:
[img]http://filesmelt.com/dl/Screen01.JPG[/img]
Looks kinda cool wonder if I can update it somehow.
I'd like to offer my abilities as a voice actor for the mod. I've done shoutcasting for various games over the years, and would like to try my hand at voice acting. I have a fairly decent vocal range, but I can't really describe anything via text. If whoever is doing the NPCs or audio would like to throw me a PM so we could maybe set up a voice chat "interview" per say, that would be fantastic.
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