[WIP] Floating Island of Legends

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Expand view Topic review: [WIP] Floating Island of Legends

Re: Floating Island of Legends

by Altbert » Tue Feb 21, 2023 11:06 pm

I think I have solved the last issues and will probably upload the mod to AFK Mods in a few days, but probably still as a beta release. So far, so good! I may still want to change some things, but nothing with high impact!

Re: Floating Island of Legends

by Altbert » Sun Feb 19, 2023 11:35 pm

Altbert wrote: Sun Feb 19, 2023 11:33 pm Sorry Selene, but I am not going to use FallrimTools to clean saves, although I may use it to pinpoint issues, and then solve the issues another way. It's already clear that adding properties to scripts is not an issue in the game or any saves. I have already tried to use FallrimTools before, but it was not capable of solving issues with save games. The Papyrus structure in the save games is far too complex for that. See https://www.metzlar.org/blog/

Re: Floating Island of Legends

by Altbert » Sun Feb 19, 2023 11:33 pm

Sorry Selene, but I am not going to use FallrimTools to clean saves, although I may use it to pinpoint issues, and then solve the issues another way. It's already clear that adding properties to scripts is not an issue in the game or any saves. I have already tried to use FallrimTools before, but it was not capable of solving issues with save games. The Papyrus structure in the save games is far too complex for that.

Re: Floating Island of Legends

by Selene310187 » Sun Feb 19, 2023 8:57 pm

Before you start over again, there's the possibility to clean your saves with FallrimTools. I explained the steps in the MCM FAQ of my SESM mod. You can find the relevant passage under "Where can i find the MCM?", Scenario 2, Option 4. Just replace "SkyUI.esp" with your esp.

Or read the quote instead:
Option 4:
This is where FallrimTools is called to action (requires Java 8 or higher). Open FallrimTools (ReSaver.exe) and load the savegame which you want to edit (the savegames are usually located under Documents\My Games\Skyrim Special Edition\Saves). In the list on the left side, navigate to "Plugins (ESP & ESM)" and expand it. Click with the right mouse button on the entry "SkyUI.esp" > Delete plugin changeforms. Make another right-click on this entry > Delete plugin script instances. Save the savegame under a new name: File > Save As. Hereby you have a back-up of the original unedited savegame. Put the back-up into another directory so that you cannot mix the savegames up in the game. Now you can load the edited savegame. Wait until all messages regarding the MCM have been shown.

Re: Floating Island of Legends

by Altbert » Sun Feb 19, 2023 4:51 pm

It seems the PK was after me again! After an afternoon of testing, reaching level 34, the last questless quest was giving me some minor issues. One script lacked a property and 3 Ayleid ruin interiors had a few asset misalignments.

I hope adding a missing property doesn't force me to start all over again, but I don't think so. Removing a property would certainly force me to start over. Keep my fingers crossed.

EDIT:
As it turns out, adding a missing property is no problem. However, removing a property is a problem and will stick in the save files. I still have to check those 3 Ayleid ruins, as minor misalignments are not properly visible in the CK. But, I have 10 to 30 ingame days to check those out.

Re: Floating Island of Legends

by Altbert » Sat Feb 18, 2023 5:12 pm

Today I had to start a new game to be able to finally test all the scripts. Back to level 1, but I had all my MCM settings saved, so I could start hunting right away. After just a few hours of gameplay, I have reached level 25, and now I'm waiting for the courier to deliver a message!

I knew I would be forced to start a new game after altering a couple of scripts, but with Beth games you never know! False hope!

Re: Floating Island of Legends

by Selene310187 » Thu Feb 16, 2023 12:50 am

I sent you a personal message.

Re: Floating Island of Legends

by Altbert » Wed Feb 15, 2023 8:54 pm

It has been one hell of a job, but today I hope to have finished Floating Island of Legends SE for publication. Today I have solved the last issues with some of the scripts, and reduced the size of the mod by removing all unused assets. Removing unused assets was quite time consuming as the CK's archive export function did a terrible job. It added assets that were already in the base game or the mod's requirements, or did not include assets that were absolutely necessary.

I hope this version can be v1.0, but I would appreciate a final check:
  • are all assets included in the archive?
  • are the "questless" quests easy enough to understand?
I have made 2 different versions:
loose file version
BSA version

A PDF is included in the files for more information. I would really appreciate someone to check the mod before I am going to publish it on AFK Mods.

Re: Floating Island of Legends

by Altbert » Sat Jan 28, 2023 10:50 pm

At least solved the glitch issue in one of the Ayleid ruins. And another issue probably solved is a script error (still have to test it properly), when I forgot to use the NOT operator (!). That's a problem with those little scripting issues. Forgetting an comparison operator doesn't make a bad script, it only doesn't do what you want.

Re: Floating Island of Legends

by Altbert » Sat Jan 28, 2023 6:23 pm

Selene310187 wrote: Sat Jan 28, 2023 5:50 pm I'm pleased to hear that you sorted the CTDs out. :sn-2:
I'm pretty sure it has to do with the large reference bug. I need to do some more studying!

This game keeps you busy! Not only for your own mods, but also requests from others, LOL!

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