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About DayDreamer

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  • Birthday 06/11/1957

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  1. Learning something new to me. This seems like it should be in USSEP itself.
  2. Yes, in the unpatched game the butterflies will gradually disappear. This is something we fixed years ago.... You need to install USSEP. I did my best to make them refresh, so that wandering down the road and back (or going inside and back) will refresh them.
  3. Well, this isn't the first report that you've not been able to replicate. But it was a problem in MY in-game, or I'd never have noticed it. Nor spent several nights trying to figure out the problem and provide a solution. There are quite a few UESP reports that various NPCs don't appear, where the solution is to exit the cell and come back. I'd previously assumed it was a loading bug, but it could be a random placement bug instead. A lot of those packages have 1000 radius. We probably need to look at all interiors for islands that are outside the building.... (Heck, we probably need to look at all interiors for islands in general.) That's the only thing that I'd tested for 4.2.0. Sorry that I've not had more time. Thanks for keeping on trucking.
  4. Bought this last Dec/Jan for myself and brothers and nephews, thinking we could multiplayer. But I'm mostly an explorer leaving behind a hut with transporter, the 11 y-o was mostly a base builder, and the 7 y-o preferred being a pirate destroying ships and bases. (I'd have never guessed being a pirate was even an option.) Not much we could really do together. None of us followed the main quest sequence. So I've not played since Jan 14th. Only 120 hours so far. Since then, I've purchased a Valve Index that still doesn't work very well for Skyrim. So it's sitting in its box. But your enthusiasm and the Beyond video makes me think that NMS-VR might be fun, and the multiplayer should be better now. While awaiting USSEP 4.2.0.... Thanks for keeping us updated.
  5. 4.2.0-beta has a very odd problem in Windpeak Inn; I could hear singing, but the bard wasn't present. There's a patch to the navmesh that moves an island outside the building. That seems to be where she is hiding. I'm thinking a game file mapping (that xEdit calls NavMeshGrid) is used to place the NPCs during interior initialization. So it mapped the singer outside the Inn into the gray space. (This may also explain why sometimes I see various animals fall out of the sky. Perhaps there are navmesh islands far above the terrain?) I've got a different take that fixed my problem. It keeps the island inside, but places it on an innocuous surface (top of the bar), and links it in the xEdit EdgeLink table (using the navmesh edge 'p' command). This makes it possible for NPCs to move. As a side effect, it will also allow them to jump up on the bar; but I've not seen that yet. Unlike USSEP, I don't delete any vertices or triangles, although that may not make much difference. UPDATE: 4.2.0-beta fixes the problem where Erandur is stuck between the bar stools, so I've updated the bug report for UESP Waking Nightmare. 000ecf08.7z
  6. To the best of my knowledge, there have never been CTD issues. You may be thinking of Solar's Scenic Carriages. Great ideas, but didn't quite work. Except when the Archive and then CK2 have made bad archives (that it now automatically pushes to Bethesda.net). I've long ago learned to check the archive with BSAopt (or other BSA tools). In any case, those have been quickly reported and fixed. Actually, running TC was able to find issues all over Skyrim, especially navmeshing, much of which have made it into US*P. Kinda like having an automated QA, because it loads so many cells in passing. If you know of any issues, please report them. It really stresses the graphics, too. There are game engine issues, where it doesn't load stuff or unloads stuff as it runs out of memory. But those same issues arise in normal extended game play, a reason that I'd changed original scripts from OnLoad to OnCellAttach with Wait3D as needed. Again, kinda like automated QA. But never CTD. Not on my gtx570 nor gtx1080. I'm sorry that you cannot reproduce. The only navmeshes I'm using are those in the releases. I've shown you very specific triangles and edge links, with pictures. I see that your most recent version has made changes. Unlike the old pre-SE days (where I manually saved every version), Vortex didn't save the previous versions to make a comparison. I'll take a look. But that problem with CK severed links is news to me! Did I miss a Knowledge Base topic? Fortunately I run xEdit Skyrim Edge Link scripts on my own work too. Thanks for giving a heads-up. We really need a CK2 bugs topic. And an Open Source CK that we could fix.
  7. Oh well, I wish that I'd known all that before spending $1,000+ on the Valve Index. (Skyrim VR was half price on Steam, so saved a little something there.) Not a Reddit consumer. Nor a PlayStation of any vintage; one of the reasons that I'd initially ignored it as not aware Skyrim was out for PC VR. Searched for topics here and at Bethesda.net, didn't see any negative details. The VR topics are quite enthusiastic. Now that I've got the Index, I've also learned that my GTX 1080 isn't powerful enough to handle full graphics, whereas on my 4K OLED it is quite lovely. So Skyrim VR looks like the original before the High Resolution DLC. Even RTX 2080ti supposedly isn't enough. Rather disappointing as yet. Definitely not worth playing without US*P.
  8. It's been out over a year, which was about how long it took for SKSE64 to be finished. SKSE VR has been out for awhile, and also SkyUI VR. What do we need to get USVRP/USSEP working? Creation Kit 2 can be made to work (according to forum posts), but the scripts don't match. Do we have a good direct contact at Bethesda? The reason that I'm asking is dozens of folks have asked for Touring Carriages VR. So I've recently purchased a Valve Index. OTOH, Steam Charts says that only hundreds of folks are running VR (280 at this moment), relative to the tens of thousands still running LE (7109) and SE (13788).
  9. I'm disappointed that you don't run TC. After all, it was cut content! Real Carriages was one of the first things posted on the Steamworks site, and Bethesda clearly encouraged us to complete it. You gave good advice back in the day, and we used to coordinate, even agreeing that LOOT should load CRF after TC so that changes to the same places worked well together. But the point of all the navmesh tutorial that I've done is to explain how important the border triangles match their vanilla jumps, so that plugins will work nicely together. "Somebody else's problem" handwaving won't fix it. Each is independent. In the TC case, I'm not modifying the adjacent navmesh, so the problem is occurring with bad jumps to/from plain vanilla. But any plugin that installs in any adjacent cell will also have problems. It's just the nature of the beast.
  10. Product version As I've amply documented, the error is in your navmeshes (plural) at the border with POITundra22 and its adjacent cells on that corner. TC does not alter POITundra22 navmesh. You should not need to run TC to see the NPC problems. As to your other comments, most of the other documented errors in that area are in the non-preferred navmesh, so they probably don't affect any NPCs who don't travel in the non-preferred triangles. They are still egregious errors in the border triangle jump (port) tables, readily visible in xEdit. As to my proposed replacements: I do not break anything in Frost River, intentionally or otherwise. I've observed no problems with guards. Moreover, guards do not cross the boundary into POITundra22, which is the problematic boundary. There is no reason what-so-ever for you to narrow the roadway preferred navmesh, nor to make so many narrow slices. The game engine simply doesn't handle that well.
  11. The example shows a specific border crossing error in CRF 3.1.4, and documents others. Is the tutorial insufficiently clear? I'm surprised that you are unable to reproduce. One vanilla follower who isn't working is Faendal (the only one I've tested). If I learn how to make a short 30 second game video (seems to be a new Win10 feature), would that help?
  12. When I have a bit of time, I'll add an explainer for the road, too. After all, the road was the original source of detecting problems. It does not work properly. On the one building that I'd touched, the original navmesh was under the building. I've 'z' raised it to the roof. The roof is next to the ground at the back, so this makes it possible for NPCs to run up the roof. I'd thought it rather clever. But the main reason for cleverness is to prevent the loss of triangles and vertices, so that border triangles aren't renumbered. That is needed, although there are less clever ways to accomplish the same thing. What other building? I'm sad that you are not willing to take my well-documented patch. I'll make it available for TC+CRF users instead.
  13. Wow, how soon we forget. Dozens of posts in multiple forae, finding unfinished stuff and creating proposed patches, and of course bugs and their fixes. I've always viewed this as a community effort. Of course, Touring Carriages would be cutting room floor as well, but Khulmann and Solar had shown parts of the way, and by then I'd made it work already. I'm surprised that your followers have no issues. I'd spent considerable time over a week period figuring out the problems. Then a very long, tiring, 15 hour day fixing some of them and repeatedly testing to ensure it worked better. Since you especially do not see any bad border links, I've done another tutorial for just one of them at: https://www.afkmods.com/index.php?/topic/5229-navmesh-repair/&do=findComment&comment=175537 Also, listed the others in the Frost River area at: https://www.afkmods.com/index.php?/topic/5229-navmesh-repair/&do=findComment&comment=175540 For the record, my scripts tell me there are 212 renumbered border triangles in the whole CRF. Obviously, some of them are necessary. I've fixed those that are crucial to only two cells as they affected Touring Carriages. Much more needs to be done. I'm using the most recent CRF 3.1.4. Please manually check my changes with xEdit for your own satisfaction. Note how many triangles are now at their original vertices. Installation should be an easy drag and drop of each navmesh line into CRF. (I've tested that, too.)
  14. One down, many more to go. Just in the Frost River area: I've not done them all, but some of them are crucial. My limited fixes thus far are found in: https://afktrack.afkmods.com/index.php?a=issues&i=27173
  15. Having left the find (control-f) dialogue box open, we simply again Go To triangle 273: Select triangle ('t') the old Triangle 15, and delete ('delete') it. As above, our new triangle 389 will be renumbered to 15. For clarity, I've cycled the view ('w') to navmesh only. First select the older top vertex, then control-select our newer bottom vertex: Join them ('q'), and Finalize (control-F1): We can see that it is now connecting Triangle 273 properly to the adjacent vanilla cell Triangle 237.

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