Tag Archives: troubleshooting

World Spaces and Height Maps

So the first thing to do when starting a new mod with new locations and world spaces is to start creating those new locations. At least, that is what I’ve gathered so far in my research. For a decent mod, you’ll of course want to have a proper navmesh, and the only way to do that is to have an ESM file containing your spaces. It’s easier to create the basics of what you need and navmesh it, convert it to ESM, and then clutter and create your scripted scenes in an esp file companion.

So that’s what I’ve started with. For my mod, I’m creating a new world space. Two, actually, and both are islands.

The quickest and easiest method for terrain generation of any sort is to create a “height map.” If you’ve been to school, you probably know what one is. In the odd occurrence where you haven’t, a height map is an image of an area or locale with gradients in hue or shade depicting whether something is higher or lower in relation to other spots on the map.

To create and convert a height map into a form you can use in Skyirm, I highly recommend the tutorial from the good people at Hoddminir. It’s what I’ve been using to generate the height map for my island world. A long time ago, I used to create world spaces for Oblivion using a height map. This is actually a lot more easy.

You may have to fiddle around with the settings to get exactly what you want, and I had difficulty when the tutorial spoke of adjusting the height map for import into TESAnnwyn. I created several versions of my height map until I came out with something I was satisfied with. My advice, when lowering the brightness on your TIF file, is to take the eyedropper tool and click on the lightest part of your map, and then adjust the brightness until it falls within the acceptable range that Skyrim can handle. It will tell you in the color panel what gray % your highest area will be. Be warned, however, that at 76% it will generate as the highest possible mountain and if you don’t have a smooth enough gradient, it WILL create rips in the space-time continuum, as below:

hilarious

If you have a small island, like mine, what I would do (and actually had to, with this height map) was reduce the contrast until the landmass fell between 92% at the highest and 97% just before water level. It created a pretty good world.

bviere

Imagf1

 

I tried it with 95% to 98% and got a much smaller island.

smallerisland

Helpful Tip: If you preview your new world space in the Creation Kit, as I did, you may notice that it will only render a few amount of cells at a time. Provided that you aren’t running anything else, and that your world space is barren like the ones above, you can click File> Preferences > Misc Tab and change the “Grids to Load” from 5 to any number between that and 20. You may want to stick with 11 or 13 if your computer is lower end, but I have had success using 20 grids before. Don’t use this on larger, populated world spaces like Tamriel unless you’re absolutely sure you want to crash.

Now, LOD generation is provng to be much more difficult. My first attempt at setting up for LOD via the first method described in the tutorial was… interesting. I loaded it up in Skyrim, and coc’d my way into the world space, and found myself surrounded by water on all sides.

Oops.

Apparently, by following the tutorial, it somehow raised the water level… to… some really… really… epic depths. I had to toggle god mode on, take the water walking boots off, and swim down for three minutes straight before I hit the top of the mountain on my island. For a while I thought there wasn’t going to be a bottom.

It turns out I had forgotten to add the – before 14000.0000 for the default water height and LOD water height. I adjusted that to the right value.

TESV 2013-05-31 23-31-24-39

 

Flipping eggs.

Oh well, at least I’m ready for the next step: Creating LOD.

Using the CK, I loaded up the esp file and went to World> World Lod and started generating. Of course, it has crashed at least once and I am wondering if it plans on crashing again. Either way, this process is taking far too long for my taste. I think, for future world spaces I may use, I’ll probably populate it before generating the LOD.

bizzareworld

 

What the ever loving….

….

 

Okay, yeah, that looks like a Salvadore Dali.

I have no idea how this happened.

map

Well, at least the map is working. Sort of.

Back to the drawing board.

The Hi-Res Texture Pack

I downloaded Skyrim’s free Hi-res texture pack shortly after it first came out. I enjoyed the better resolution for months, when I actually played Skyrim. Unfortunately, a problem struck about a month or so ago when one of the mods I had did something rather… uh weird, to some of the torches about Skyrim.

I still have yet to figure out what mod it was. I can only think it was one of the ember mods I had installed just prior to encountering the bug. What it did was turn several torches, candles, and braziers into the complete opposite of what a light source should be- it was more like a magical device tapping into a back whole which sucked all light away and became a “black void radiator” instead of a photon radiator. It was bizarre and affecting my ability to play.

I started uninstalling the most recent mods- no fix. Then I went and uninstalled the less recent mods- still no fix. I said “Screw it,” and stripped the game of all mods- including the Hi-Res packs by accident.

Well, it fixed it when whatever files responsible were finally deleted, and I had my light back. At least I didn’t have to re-install the game! But then I had to clean up and reinstall the mods bit by bit… and I started getting that weird floating grass bug which I fixed. I think. (Check Modding Resources from the menu if you also have this bug.) Anyway, during this, I managed to iron out the incompatibilities between the mods I use the most and install a few more that were pretty awesome.

Unfortunately, I wondered why my textures were so low now. Then I realized just a bit ago the Hi-Res packs disappeared.

A thorough search about how to re-install the Hi-Res pack produced results- for removing it. Not what I wanted. Uh. Okay. So anyway, I tried fixing it on my own. Just opening the game through Steam didn’t work, despite what others mentioned (note that I usually launch Skyrim using SKE). The only other thing I could do was a bit more technical. Usually, when something is wrong with the default game files, you do a cache verify. So I opened up Steam again, right clicked Skyrim in my library, and did one. Lucky me, it detected the Hi-Res packs were gone and slated them to reacquire. The Hi-Res is downloading even as I type, but again, it’s taking it’s sweet time.

Oh, there, it’s done. Actually, it seems to have freshly downloaded the DLCs as well, and BOSS informs me that I have to reclean the ESM files, but a small price to pay for the better resolutions.

Anyway, the moral of the story is clear; trying to fight your way out of darkness may leave causalities.

Oblivion’s OBSE and Avast FAV

I discovered a nasty surprise when I went to play Oblivion to check on a reference in game today. I haven’t opened the thing up in a couple years, since before we installed the new graphics card actually. I was sort of curious how it was running now that it was an old game and no longer the Horker of resources that it was when it came out (and for some years after.)

Welp, it came back with that time worn old error “Couldn’t inject dll!”

This error has all sorts of causes, from Vista, to UAC, to firewall settings, to administrator access. With some fuddling around including turning off my firewall and making sure my exes were running as administrator, which really shouldn’t have been an issue in the first place since it ran while under the Vista dynasty and I’d installed it in the no-no zone of \Program Files, I discovered it was the antivirus. Well, that wasn’t all that surprising… the surprise came later.

Good old Avast Free has been keeping my computer (somewhat) secure for a while now. It does a good job usually at letting me know what it’s doing and why it thinks x program is misbehaving. It shouldn’t have been an issue including Oblivion into the exclusions, right? Wrong. Right now, I have all the files in the freaking folder set into the exclusions. The only thing that keeps Avast from stopping the dll injection is going into Behavior Shield options and unchecking “Scan for malware like behavior.” Nothing else works for me so far, including doing the unthinkable “allow always” option. The strange thing is, SKSE on Skyrim works just fine in the non-default folder I set it to. I haven’t fully checked into why, possibly because it is that Oblivion is installed in the default Program Files, but after all the work I did to install FCOM, MMM and OOO on Oblivion, there’s no way I’m uninstalling now to check. At least I know what to turn off when I want to play Oblivion these days.

Sure, Oblivion’s an old game, but one I think is still lasting, and the more info to deal with these things as we move away from old software, the better.