Jump to content

DayDreamer

Members
  • Posts

    816
  • Joined

  • Last visited

Everything posted by DayDreamer

  1. Tell me what could be less of a PITA. Folks that I know started this effort, and are still on the board. We'll be at the same conference next week. I'm paying $50,000 out of my budget annually. They just sent me a complimentary hoodie!
  2. Yeah, made me reset the password, too. Good thing that I'd set the email correctly....
  3. I've wanted a Granite Hill for years. There's another newish one (from last year) on Nexus, but it's too elaborate. This is just right! Works with Touring Carriages (although I've only tried one path so far). The stable shed is just across from the Inn, and the horse positions don't interfere. However, 5 years ago in anticipation of this, I'd chosen an injected number for the Map Marker (01018a48 matching the 00018a48 location), so that others could override/share it. If you use the same, we won't have 2 map markers so close together. I'm using the location HorseMarkerRef. Hopefully, that isn't wiped out by your patch. Or you could add one in the same place to yours. That wouldn't need an injected number. Also, I've just seen the woman at the northern farm slowly force her way through the chicken coop and the railing to her next sitting position. Likely something odd about the navmesh there.
  4. Sadly, although I'd thought I understood navmeshing fairly well, this isn't making any sense to me. They seem to be trying to go up the middle of the rock (where there are no links), but down the side of the rock (where there are links). That upward path has a yellow cover edge, while the downward path has a blue cover edge. A strict Dykstra algorithm shouldn't be doing that. So the game engine is taking something other than the path into account. Maybe one or the other triangles is too skinny? (I'd tried to move as few vertices as possible.) I have 2 suggestions. Try setting the navmesh along the path you want them to take as "Preferred". Just select the triangles one at a time, and press 'p'. Put the patrol markers nearer the links, perhaps one on either side of the jump. That worked for me with Touring Carriages on some cell boundaries. Jumps use the same table as cell boundaries. Arthmoor has already put this (presumably v2) into the next version of USSEP. But I'm sure he'd accept some preferred triangles, assuming it worked better. I'm more concerned with followers than the patrol. But the patrol makes an excellent test! Could you post the patrol here as a separate patch, so that I can test too?
  5. OK, I started over. Last time, I moved the rock underneath the existing navmesh, and added triangles to bring them near each other to link them. This time, I raised the rock more and changed the Z of the navmesh to match, without adding as many triangles. So it only has links on one side. 00061aa9v2.7z
  6. Version 4.0.1: When I click on a navmesh the first time, the vertices and triangles are numbered. When I click on another, the # numbers all disappear. Also, additional Edge Link table entries are not showing as yellow changes.
  7. Issue #25775 Here's how it looks. The double pink lines are probably jump both ways, while the blue/pink is one way.
  8. Found the rock, it's of one the few rocks in the area (all the rest of the hillsides are massive static forms), put it back in the middle of the path. There was also a tree stuck into the navmesh on one side, moved it out of the way. There were also some missing triangles in the path, possibly former trees or shrubs or something, so filled them with a few new triangles. Put the jump links on either side of the rock, so the NPC movements should seem natural. The rock is placed low enough that the PC can easily walk over it. Generating cover made almost no changes. Finalizing had no problems. No muss, no fuss. Of course, looking at the navmesh in the area, it's quite a mess. Lots of mid-air or underground. But we've seen than all over the place. So I've only touched the two that had to be fixed. 00061aa9.7z
  9. Look at the side of that navmesh. It goes up into the air -- like going up the side of a rock. My guess is this used to have a rockfall across the path, then was changed without updating the navmesh. Looking at the border with 29,-13, the border vertices are much higher on one side. NPCs often have troubles at those inconsistent heights, they come to a stop. I'd fixed a bunch of those on roads. This clearly is now intended to be the main path up from the road to Clearspring Tarn. But it's going to be tricky, because all those light and dark blue lines indicate elevations and hiding places (and they are in the middle of the road). So we'll also need to regenerate cover and Finalize. With all those existing ISLANDs, it could be a mess.
  10. The join/jump technique is what I'd meant by "link". It's stored in the edge link table. We've had to do this in several places. Deleting/Merging navmesh is bad....
  11. This seems to be a valid issue, although I've not yet looked at the terrain closely. If you join the two, one of them will be deleted (and the other renumbered). I'll try to put together a patch this weekend. There are other problems in this area. The fix has to be a "link" (select the two adjacent edges and join them). Unfortunately, it has to be done very carefully.
  12. Tried Cidhna Mine quest today for the very first time (had to do it 3 times because of annoying bugs). Thought that CRF added an additional tunnel, but we came out in town. Checked Left Hand Mine, can see the new door. SSEEdit says data seems to be in place. What did I miss?
  13. The .9 had extra files, with no changes to the source other than adding a SKSE comment line. The later ones removed those non-changed scripts, but you have to revert one-by-one by hand (from your Source/Scripts folder to Scripts/Source). Anyway, LOOT just told me we are up to .12 now (apparently released on the 10th).
  14. It's been awhile since I'd updated my SSEEdit. Given the recent SSE update that required me to clean again, it seemed time. Just wanted to say 3.3.11 beta is amazing!
  15. SKSE64 has been updated to 2.0.11 and this time around it doesn't have all the extra .pex, although you have to remove the old extras by hand. Easy enough by date. There's one more to remove/replace in Data/Scripts/Source, Light.psc, that didn't actually have any changes in it other than a comment line (so it doesn't hurt anything). You should have a copy of the original in Data/Source/Scripts.
  16. While I was playing Skyrim on Thursday (Thanksgiving), it downloaded 1809 in the background. I had no idea until shutdown, when the prompt changed to "Update and Shutdown". I'd set the Update Advanced to wait 30 days for new features, so looks like they are pushing this one now (even though it had only been a week after the relaunch). Nothing like wasting an hour on a holiday morning checking for new security settings. Grumble.
  17. Tried the team email, and got a reply from Ian Patterson:
  18. Ran it, but the only thing that I can see updated was installscript.vdf; must be a Steamish thing. The only reason I've kept a copy around was the old CK for checking conversions.
  19. Steam is telling me (Oct 2018) that I need to download an update this old version. Anybody know why? FWIW, it appeared at about the same time as an SE update.
  20. However, this time around they have 85 .pex files, but only 61 .psc files. Very fast update, but a bit of a packaging problem.
  21. Whatever happened to the tool in SkyUI? Or was that SKSE? We could just configure a flag in the .ini, and it would remove updating scripts that were no longer in the load. I'll note that I spent some time in Touring Carriage designing the scripts so that nothing was running, when you weren't taking a ride. So there were no warnings after removal. Folks complain that SE and XB gives warnings of corrupted saves. I've not been able to reproduce. But then I've always finished my ride before removal. I'm guessing the problem is timed updates calls. Removing them automatically would be nicer.
  22. Do we know how to get something promoted to CC? Touring Carriages is based upon vanilla content. All the voicing and dialogue is original. But only the main cities and settlements have destination numbers assigned, in original plus HF. There's no support for the embassy carriage in the original game (although that would be relatively easy to do, I've never bothered as you only ride it once). They didn't assign destinations (or record voicing) in HF for the houses themselves, although they created carriage locations. Also it doesn't quite work on VR, so we'd need something there, too. Seems like the kind of thing that would be better with a modicum of official support. Likewise, CRF. It's based on extrapolations of vanilla content. Many of us contributed a little bit, and finished what was there already. A perfect candidate for CC.
  23. I dunno whether I'm a long time TES fan or not. I've known about TES for years, but seeing Skyrim visuals and the excitement of family members was what brought me back. I think I've mentioned this background before: Played Arena for quite a few hours (took me awhile to get out of the initial dungeon, did it over and over until I figured out the "optimal" path), until I got annoyed after walking outside a city for over a player hour and never arriving anywhere. Although it had good ideas, it got boring -- so I went back to Civilization, Railroad Tycoon, SimCity, and MUDding. As you can see, I'm a builder kinda player. Played Daggerfall. Especially liked the GURPS-style system (as I'd been playing that for years). You could ride a horse between cities! But that game belonged to my youngest brother, he got bored with it, and traded it with a friend for something else. So never got very far with it. Never played Morrowind. Played through the initial Oblivion dungeon during a Christmas day, but that game belonged to a nephew, and I never got around to it again. My guess is that you mean TES fan as these latter two, because they developed a modding community. But I wasn't part of it. (When I bought Skyrim, it was a Feb 2012 bundle with Morrowind and Oblivion, so I really ought to try them.) With that background, and a very long history with open source and shareware, it is my opinion that the Bethesda/Steam paid mods rollout was badly botched. Nothing new, a lot of garbage, no incentive for quality. If you want to be paid, then your work has to be BETTER than Bethesda. Not even just as good (or buggy).... The curated CC model is better, although I've yet to see anything I'm willing to buy. What I like best: Bethesda is staying involved with the game. That is more important than anything. However, I also wish they would directly support the modding community. A built-in scripting library hook would have made SKSE64 a lot easier, and updates would be smooth.
  24. No, I've never seen one in SE either. Used to be very reliably out the Riften back door at Snow-Shod farm (and this is currently mentioned in UESP). Also saw them occasionally in other early test runs on the Whiterun road North of Battle-Born farm. Was worried that there was a problem with the encounters system, but didn't see anything wrong in the CK. Besides, why are they in fairly predictable places instead of truly random? Didn't find any priority in the CK either, but could be looking at the wrong things.
  25. Haven't had time to play. Was looking at a nice long weekend. But thought I'd catch up on my AFK threads first. Glad I did. No SKSE64. Game won't run. Why oh why would they release an update just before the holiday?
×
×
  • Create New...