Idea! May be we can delete some objects from skyrim.esm? It will be perfect and no problem with skywind. Just put slear skyrim in archive)
Does this mean that there are simply too many objects in a single cell of the Morrowind game world, and how many objects are aloud to be in 1 cell?
I guess all the devs could backup their skyrim.esm and delete all the cells in skyrim or split the Skywind file. I'm just glad we found out what the hell is wrong with Ahemmusa camp.
So... I have no idea how to get this to work. It opens with the error "Texture Load Error!: Textures\_land_default.tga" but I hit Yes anyway, and it opens up the Construction Kit but... then what do I do from there?
I think I may be in way over my head....
Just wanted to make sure that people know that if Skywind is split up into more mods, that they can't reference each other correctly. A plugin (esp) can reference a master (esm), but a esp can't reference another esp. You can do it in the CK, but the formid changes depending on how they are loaded at runtime.
Maybe best approach would be to have cells for the master and all other objects as an esp?
So what do you say? Try declutterize approach? Can some create a text
file with formids of useless objects? When saving skywind.esp CK removes
around 12000 records, so to be safe we need to remove around 20000 I
How do you produce that list zilav? I would like to be able to do this myself in the future.
Updated the first post. New 0.3 version is up!
@Zilav:What are the plans or things ( To Do List ) that you will do in the comming days to improve and expand on the curent result?
Kewl! So the Morrowind drought is over! Also I think some interiors are missing water, like the underworks in Vivec.
I don't know what can be expanded. I've done almost all I could already. If you guys need help with scripting in TES5Edit, like batch processing of records, just ask.
Interior water is defined by placing a water plane object in cell as far as I know. People that will be updating/fixing cells can place them there. But I don't think it'll happen any time soon. There are a lot of corrupted meshes and missing textures, invalid objects bounds on statics and misc objects, borked havok, no navmeshes, etc. All of this causes quite a lot of crashes. Those things must be fixed first.
I can't draw, can't model, can't mod... I'm a programmer, and I hope fulfilled my role.
It's cool, that should be pretty easy to fix up compared to well, the water you've already added. Plus you helped us way more than enough.
hmmm, all the different levelled creatures spawnpoints have been replaced by skeletons, will be a nightmare manually replacing over ten thousand spawnpoints.
other than that great work:)
edit: maybe we can pull them from the morrowind_sk over to new master?
hmmm, i have to study tesvedit and scripts i guess
Final version of scripts I've used for conversion. I doubt anyone except me can use them, but you can look at the logic, what values were transferred, and what template records were used.
Thank you for publishing the scripts! Looks interesting. :-)
so with this method we can also safely merge plugins to the master? just incase the CK still refuse to do so?
edit: got more array errors now than ever before, hope the CK will get a bugfix in the near future
Yes for Water! So Ironman, do you think you'd be up to the task of re-merging the quest files? Also, I'll take a look at the NPCs and see if I can get our old plugins working. Does anyone want to message Digital or Machine to see if they want to continue work on quests?
So it seems now the only things holding us back from having a perfectly playable mod are the interior meshes. I hope that can get sorted out soon.
Also, does anyone want to use and modify those scripts so that those that want to work on Oblivion won't be wasting their time with an outdated master?
Just make a backup of your Skyrim.esm, then open your Skyrim.esm in NV tesnip and delete all the cells in it, and try loading up Skywind and Skyrim.esm.
Shadow,I will have a go at merging the scripts over the weekend [real life is keeping me busy at this time].
I have the original scripts in a saved scripts folder,and I think all of the esp`s that digitalparanoid & Machine made.
I have noticed that digital & Machine have not been around for a while,I hope they have not given up due to this master change.?
What's wrong with the stripped Skyrim.esm in the first post?
Thanks Ironman, yeah I noticed that. That's why I suggested a PM or email. Would you like to send those Ironman?, I feel like your words would carry more weight than mine.
The array errors are because the CK cannot handle our giant mod + Skyrim. So if you remove the cells from Skyrim, skywind will load up just fine with 0 array errors. Balmora loads fine, 0 array errors from Ahemmusa camp. Also I had no idea there was a stripped Skyrim.esm posted at the first post. lol
Makes me wonder if you can load up a stripped Skyrim and Oblivion_sk together and add Skyrim objects. Or is Oblivion missing way too much?
NP Shadow,but I would like to try to get their original work re-merged before I contact them,it might give them more motivation to carry on,if they have lost a bit of interest.
BTW I will also be comparing the new esp/esm master to the old one [a test I guess],and if the 2 can in anyway be merged [possible but unlikely] it would save us a lot of work.?
no more array errors now, but when i try to load cell balmora05 the CK crash, and only these errors visible in editorwarnings:
Motion Type not in known valid set.
does this cell also crash for you guys?
Nope, I didn't crash. I got an error about a texture missing, and some lighting, but it didn't close my CK, I was able to click yes to all.
TEXTURES: Texture Set missing texture Textures\actors\Tx_metal_iron_rusty_01_n.dds.
TEXTURES: BASE data\Meshes\Lights\morro\l\LightUDeULanternU03.nif : Light04 is missing a normal map
Motion Type not in known valid set.
MODELS: Could not queue model Marker_Divine.nif
TEXTURES: Texture Set missing texture Textures\architecture\imperialcity\ichstonewall01_p.dds.
TEXTURES: BASE data\Meshes\morro\x\ExUimpUkeepU01.nif : Tri Ex_imp_keep_01 0 is missing a height map
Most of those errors are shader errors,did the error box have a "ignore" choice in the CK.
The first one could have caused the crash,as it is Beth Havoc error,that could be a hard one to figure out imo.?
yeah but i wonder why it crash for me, but not for mehh, also ingame balmora crash for me.
I make it to Balmora just fine. Well in-game it crashes a lot at random places, you cannot enter an interior now and last more than 10 seconds without a crash. What CK version do you have? I have the latest version. Did you download the stripped down skyrim or make your own? I removed the regions and cells from mine.
i have also the latest version. i think i have found the problem, light_de_candle_04.nif(used in balmora04) is an oblivion mesh, need to convert to skyrim format. atleast i hope thats the problem
Ummm what's Marker_Divine.nif? It sounds like something from Oblivion. Oh I should also mention that I don't have Oblivion mesh/textures installed.
Hi I'm just trying zilav's new master and in balmora5 cell in CK I'm getting pretty much same errors as Mehh, and CK didn't crash. I'm using skywind.esm and skyrim.esm from the first post. I also just downloaded meshes and textures packs from Iniquity, but there is a big number of them missing in CK.
Then I would like to say that I watch these pages for about a week now and I'm really looking forward for you guys completing this mod [and also skyblivion]. I may also try to help if I find time [now it's a bit hard] but I can only help with some easy tasks, since I'm no expert in creating mods.
Zilav: would you be willing to make the same master for skyblivion, I guess you are only one who can do it this way and I think there is going to be the same problem as with skywind. And it's going to be easier for you since you know how to do it and you can take more time with it, when almost every one is working on skywind right now.
Well, I checked out a NPC plugin, and manually fixing it to work with Skywind.esm is out of the question. They reference way too much stuff from morrowind_sk.esm, and would need to be redone completely. Of course since they have the same editor ids, this could probably be done quickly via script, but I don't even know how to start writing one of those. Any ideas?
It would need to copy the editor ids from the NPC plugins, as well as all of the information inside the individual NPCs, and then search Skywind.esm for matches, and then swap the old form ids out with the ones it found in Skywind.esm. Would this be very hard to create?
Also, I can't seem to log in to the site using Chrome?
Hmm just installed the newest version, now I'm crashing after walking around a couple seconds in the game. Do I have to delete all the cells in skyrim.esm to fix this, or is that only for the CK?
I have been checking this out for about an hour,and think that it is all going to come together,but it will take some time,just like it did with morrowind_sk.esm.
1)We can now edit and save with the master dependent on skyrim.esm.:)
2)The NPC`s are all there,but just need facegen and navmeshing doing.
3)The land and buildings are all there.
4)Map markers and doors are working.
5)Most of the esp`s that guys have worked on for the original master should still merge into the new one.
We have a lot of work to do.
We might have to load the meshes that were converted for use with the old master,they are in skyrim format.
I have all of the files saved on my system and will see what can be salvaged over the weekend.
Well auto navmeshing is pretty simple right? So that could be done pretty quickly with a powerful machine.
Would auto generating navmesh work for us? If so I'll read up on it.
I want to help with what I can, I have a pretty powerful machine.
My picture got put to the wrong size.
My picture got put to the wrong size.
Sorry, I am working on trying to figure out a good solution to this problem... it's annoying I know. I edited your post and resized the image by grabbing the corner and dragging. That works for now.
CK and game crashes because of meshes and havok (and probably textures). Used game assets must be fixed first.
Do not load skywind with original skyrim.esm in CK. Read the first post please.
FormIDs of npcs can be updated by matching editor id. Give me links to those plugins.
@Gregthegen and @Frozen
I'm not sure I wish to do one more big conversion now. I also don't know the current state of skyblivion project.
The only reason I helped with morrowind is because Mach1ne came to bethesda forum were I usually spend time and asked for my help. I thought it would be a nice challenge to test the new scripting abilities of TES5Edit.
Unfortunately looks like he left the project already.
The npc plugins? There's going to be a lot of separate files!
I'm sure Machine will be back. Also believe it or not but the Skyblivion is actually a lot more stable than Skywind's old master because Skyblivion actually went through the converter successfully, Skywind didn't. It just has a shit ton of array errors due to a lot of things missing and probably because it's really giant compared to Skywind.
Yes it's in much better shape, but aren't we going to be making a whole new master using this method anyway? What will become of our old one?
Plugins can be merged.
If the current state of Oblivion is fine, then what's the point of doing reconversion? Morrowind_sk.esm was indeed in miserable state.
Good question Zilav, you will have to talk to Clint or someone more familiar with the Oblivion master than I. If you feel up to it, it's worth a go because there are still a ton of array errors in our current Skyblivion master. Also, for example, things like this:
I do not know how easy this is to fix, but the interior lighting is very very messed up:
Go to about 4:00 in that video. You'll see what I mean. It's the same for houses too, any interior cell shares the same problem.
To have a proper lighting converter must
1) preserve fog/color settings from XCLL subrecord in cells
2) assign some lighting template to cells
3) use a valid LIGH records, it's format differs between Oblivion and Skyrim.
Andoran's converter doesn't do that, it has a different purpose of converting baseforms and cell/worldspaces. However I did. I also used different LIGH records depending on flags (like flicker or not), and was assigning different lighting templates depending on cell type from Oblivion (Public, Dungeon).
Should I use that skyrim master you linked in your first postfor editing oblivion_sk.esm in the CK? I'll take a look at fixing the lighting, although I don't know what I'm doing well enough.
If you know how to use NV Tesnip you can make your own version of it. You just need to delete your Skyrim cells. Also remember to always back up your Skyrim.esm.
Also you're better off re-doing the interior lighting anyway, because some of the Skywind interior lighting just looks a bit off.
Just some of my ideas on this topic.
I think its best that the Skyblivion plug-in is remade as well. We can not continue to work on material that was converted badly. Those that worked on the Skywind & Skyblivion plug-in knew the conversion was done badly and that those files where not 100% ready for modding, all work done was meant to be a test for later stages. Unfortunately some did allot more work which will need to be redone to make the result perfect.
I also think it’s a good idea to extracted the Shivering Isles from the Skyblivion plug-in. making this a stand alone mod will lift weight from the Skyblivion plug-in.
Adding the dlcs like Knights of the Nine, and Mehrunes razor would also be neat, but I think he did way more than enough for us.
Just the Cell group? Nothing else? (world space, region?) I'm using the Skyrim edition.
I just deleted cell and region. Deleting region makes it easier to navmesh/add music, because only Skywind's regions will be shown.
I'm not sure about world, I didn't delete it, and I don't get any array errors from Skywind. I do get array errors from Skyblivion, but I also don't have Skyblivion's mesh/textures installed.