[WIP] Floating Island of Legends

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Altbert
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Re: Floating Island of Legends

Post by Altbert »

Selene310187 wrote: Tue Jan 17, 2023 4:00 pm Now a more detailed crash log could help to find the cause (not only for finding conflicting mods but also for finding faulty 3D models). I mentioned some crash logger mods in one of my previous posts:

Selene310187 wrote: Wed Jan 11, 2023 9:06 pmYou could also try some crash logger mods to find the mods which cause CTDs:
https://www.nexusmods.com/skyrimspecial ... mods/51230
https://www.nexusmods.com/skyrimspecial ... mods/59818
Thanks, I will look into those. But, first I will try a new DynDOLOD generation with the NG DLL pointed to by Mephitic, after I have tested my mod without any LOD generation. I want to be absolutely sure nothing else caused the CTDs but LOD generation.
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)

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Altbert
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Re: Floating Island of Legends

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I had a pretty nice test run of Floating Island of Legends after removing all LOD generation. Before testing I installed Dynamic Animation Replacer and Pretty Combat Animations (with all requirements), and I'm sure these will stay in my load order. No more issues with the "questless quests", just one small glitch in one of the Ayleid ruins. No more CTDs. But, I really like the new combat animations.

After this I just have to test a couple of scripts, that have a "quest completed" or some other restriction.

When the mod is finished and published I will start to worry about LOD generation again.
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
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Selene310187
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Re: Floating Island of Legends

Post by Selene310187 »

I'm pleased to hear that you sorted the CTDs out. :sn-2:
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Re: Floating Island of Legends

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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!
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
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Re: Floating Island of Legends

Post by Altbert »

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.
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
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Re: Floating Island of Legends

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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.
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
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Selene310187
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Re: Floating Island of Legends

Post by Selene310187 »

I sent you a personal message.
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Re: Floating Island of Legends

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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!
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
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Re: Floating Island of Legends

Post by Altbert »

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.
Bis vincit, qui se vincit in victoria - He conquers twice who conquers himself in victory (Publius Syrus)
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Re: Floating Island of Legends

Post by Selene310187 »

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.
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