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Balok

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Everything posted by Balok

  1. I still get the Bloodlet Throne crash too, but I'm talking about walking up the main road about 200 yards before you get to the prison. The prison is up on the right and there are a couple of ruin debris piles jutting up out of the ground right at the cell border between the cell with my prison and the next joining cell. So yeah, it's the cell with the prison.
  2. OK, this may be really stupid so forgive me if I'm being inept, lol. I downloaded and installed a fresh version of Fight II from the Nexus and then overwrote his file with your Frontier file. Just for S's & G's I loaded a save and checked and it still crashed, so I figured I needed the Helgen Reborn - Frontier Patch file so I added it and made sure it was below the other two. I loaded and I'm still crashing at the same spot as always, walking up the road toward the prison just before you get to the fort type rubble pieces jutting out of the ground right along the road. I replaced the edited plugin with the original Frontier plugin and still the same thing. Just to be sure it wasn't a save-bake issue I loaded from the main menu, coc'd into the world and got the exact same thing. Am I missing something?
  3. Howdy! Mike Hancho, author of Helgen Reborn here, and was just notified of this thread and great project. First, thank you to the folks who are working hard on making all these mods compatible. It's got to be a monumentally difficult undertaking, lol. Part of me wants to applaud your efforts and the other part of me wants to weep for you! Anyway, I am very interested in what you found in terms of incompatibility between HR and Fight the Thalmor II. I long ago removed every edit I could from my mod to fix the issue, and even looked through the Fight II plugin to see if I could figure it out. My gut said it was likely a navmesh issue, but I removed all navmesh edits except for finalizing the navmesh in the cell where my prison is which was not optional because of my door there. I've not even been 100% convinced there was a compatibility issue because I regularly crash with ONLY Fight II when I leave Bloodlet Throne and head over the hill toward the road. But you guys are probably a lot smarter than me, lol. Is it possible to tell me what you did to fix the crashing and if it's possible for me to edit both mods and post an edited version of Fight II that's fixed? Madfrenchie is long gone and didn't respond to my requests to do so. Thanks!
  4. Is that Run On > Quest Alias: Boss?
  5. Thanks Wormheart, I'll definitely look at that radiant quest and also try your conditions. Please reply back with anything else you figure out too!
  6. No, it does NOT require a new start. You can play with any level character and at any time after the cart ride in the intro of the game.
  7. Hey guys, this is Mike Hancho, author of Helgen Reborn. I found this thread and wanted to clear up some misunderstandings concerning my mod. The reason you cannot start a new character with HR active in your plugin list is a navmesh issue where almost any edit and finalization to the navmesh in some of the named Helgen Exterior cells breaks the cart ride at the beginning of the game. This is easily tested and repeatable, so try it yourself. Make a new empty plugin and pull up HelgenExterior06 which is the cell for my new Private Tower. Launch the navmesh utility, check for errors and finalize. Save your plugin and have it as the only plugin checked in your load order and start a new game. It will break the cart ride every time. Mind you, this is not even touching one single triangle or vert, and ONLY finalizing the vanilla navmesh. This procedure has been tested a dozen times by me as well as some of the most respected modders in the community, so I know I'm not crazy. This single issue almost caused me to scrap the entire project after MONTHS of very hard work. Thanks to some very encouraging comments and support from other modders, I decided to continue the project even though I knew people would blame me for something completely out of my control. And I knew many, many people would not take the time or care enough to understand the situation and would simply say my mod was broken and sucks. So I can assure you, I did not come to this decision lightly, and I agonized over it for quite some time. But, it is what it is as they say, and for those who can work around this problem, they've found that it's actually a pretty decent mod. However, no type of scripting that I'm aware of will prevent this issue from breaking the cart ride. The only solution is to not edit the navmesh which would completely gut my mod because at a minimum, I have to finalize to set the teleports for all my new shops. The second issue I would like to address is how and when to start my mod. Beginning with V103 I completely overhauled the way it starts my questline. You could always have my mod installed in your Data files, but as I said, if you have it checked and start a new character it will break the cart ride because of the navmesh issue. In previous versions I had it scripted to check to check to see if "Unbound" was finished, and if it was it would register the time and 4 days later the next time you changed locations it would trigger my quest. Well, that confused the hell out of people, and because some Alt. Start mods change the way all that stuff with MQ101 and 102 are set it was a nightmare for me. So I completely overhauled the start which is why you now get the book with my suggestions on how to proceed. I know it's not the most immersive way to start a quest, but I simply couldn't take the incessant posts saying my mod was broken and wouldn't start. Now, everything was placed in the player's hands. If they actually read the book and follow my suggestions, fine. If not, it's no longer my fault, lol. Now, on to explain why I suggest you do certain things before getting too deep in my quest. Please understand, this mod is not like most other mods. I RADICALLY edit an ENTIRE vanilla town! And that is a town that was once BUILT - when you are in the cart the town is not destroyed - and is then destryoed by the vanilla game. So, that really means I had to deal with TWO versions of the same town! I'm not going to bore you with all the specifics, but essentially, I had to figure a way to either disable or hide nearly every vanilla object within the walls of Helgen, then recreate the ENTIRE thing with my own assets, so that I could then disable the destroyed stuff and enable the new stuff in the various construction stages I have scripted. Well, WTF does that have to do with the bandits and the whole waiting 4 days issue? Well, the devs threw a monkey wrench into the mix because that particular enable parent that controls that and several other things ONLY enables after you've been in the game 4 days AND enter Whiterun! Therefore, when I call that enable parent to disable, it CANNOT disable if it was not previously enabled! That is why I suggest waiting 4 days and going to Whiterun. Coincidentally, for users of Live Another Life, that same enable parent also disables the second rock collapse that Arthmoor adds, which is why that is such an important thing to do because that collapse completely blocks access to the lower keep. No access, and my NPC's stack up there because the door is blocked, and they cannot follow their normal packages. I know this is a lengthy post, and I apologize for the wall-o-text, but I wanted to explain why certain things are the way they are with this mod. If any of you guys have played my other mods or this one, I hope you can tell the tremendous effort I put into the little details. So if I take that amount of care and pride in my work, it stands to reason that these issues were well thought out, and no other way that I can come up with will eliminate them. Certainly, if anyone has any suggestions, I'm all ears. But believe me, I've been through all of this months ago, and I haven't seen any viable solutions yet, because I'm dealing with stuff from the vanilla game as well as other mods. Thanks for reading this if you did. If you have any questions, please let me know. The best place to ask is probably my comments thread for the mod at the Nexus.
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