For some reason my ChunkMerge worked only once as intended. Now it does generate collision and it shows normally NifSkope, I can add it to CK without any problems and CK preview also shows collision, yet in game I just walk trough the new object. So I decided to test this fix hoping this will help, this does not work on Windows 7 Ultimate x64 as it crashes all the time.
If someone is reading this, my problem was bsx flag not merging. Maybe someone can point out why it does not merge anymore?
No wonder it doesn't run that great windows 7 is very outdated it is 2 versions behind plus the storage is smaller on windows 7 it might just be the pc.
Thanks for pointing that bug to us. I've been using Chunkmerge with no problem so far but I wanted to give your fix a try, see if I can locate the difference - problem is I get an Appcrash every time I try to run MOP_RL. I'm on Win 7, 64b. I tried to run it as admin and to set MOP_RL as an exception both in my anti-virus and my firewall - still no way to get your app to run . Any advice for me?
Just so that I can understand the risks here: when using a chunkmerged mesh in game, does the bug cause game crash to happen randomly? Or if the mesh has behaved ok for like 50 trials, chances are it'll never bug?
That sounds quite serious problem for game players who use mods which include custom meshes, how does one know which meshes are affected by the problem ? Some meshes are inside bsa also.
Hi, Unfortunately my investigation on chunkmerge MOPP data revealed that ALL meshes which made their collision with this tool are affected by the bug. The only thing that is saving the day that the affected region is used really really rare ( under unknown circumstances ).
There is - you check few last bytes and analyze them in order to find out whether the command is damaged. I will probably create such tool in a near future, I do not have time for it atm
First of all, thank you for releasing this tool. I just had a couple quick questions. Is this tool only able to do a file at a time or can it be run on an entire folder? Has Skyfox been made aware of this bug and, if so, is a fix incoming to a future version of Chunkmerge? Also, I have used Chunkmerge on several tree meshes, which have a slightly different Nif structure though the collision is still the same. Would this fix work on them?
Every bhkMoppBvTreeShape should get fixed. You can tell that by checking the ,,MOPP Data" field size, it should be bigger by one byte.
Skyfox i suppose is not aware - I am not in contact with him. Anyone feel free to tell him , or I can just release a fixed version of chunkmerge , if he gives me the permission, that is.
Skyfox has been made aware: http://niftools.sourceforge.net/forum/viewtopic.php?f=38&p=27905#p27905 This should have been the first place to report that issue btw
"a bug, where the very last byte of the MOPP code was copied as first one and therefore the very last MOPP command couldn't execute properly
This tool fixes the issue by copying the first mopp data byte to the last one"
I don't understand the difference. The problem is the last byte copied the first one, and your fix is to copy the first one to the last one? Isn't that the same thing?
The last byte is copied as the first one and removed, damaging the command. My fix is to copy first byte as the last byte ( but preserving it as first, too ).
Unfortunately I'm afraid all collisions made with chunkmerge are affected. The probability is superlow, but there still is. I wish I could say more in depth about MOPP and how it works, but I'm afraid thats confidential information not to be shared : (
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If someone is reading this, my problem was bsx flag not merging. Maybe someone can point out why it does not merge anymore?
Just so that I can understand the risks here: when using a chunkmerged mesh in game, does the bug cause game crash to happen randomly? Or if the mesh has behaved ok for like 50 trials, chances are it'll never bug?
Some meshes are inside bsa also.
Unfortunately my investigation on chunkmerge MOPP data revealed that ALL meshes which made their collision with this tool are affected by the bug. The only thing that is saving the day that the affected region is used really really rare ( under unknown circumstances ).
I will probably create such tool in a near future, I do not have time for it atm
Do not use if you do not know what you are doing, you might break your game ;P
Every bhkMoppBvTreeShape should get fixed. You can tell that by checking the ,,MOPP Data" field size, it should be bigger by one byte.
Skyfox i suppose is not aware - I am not in contact with him. Anyone feel free to tell him , or I can just release a fixed version of chunkmerge , if he gives me the permission, that is.
This should have been the first place to report that issue btw
This tool fixes the issue by copying the first mopp data byte to the last one"
I don't understand the difference. The problem is the last byte copied the first one, and your fix is to copy the first one to the last one? Isn't that the same thing?
http://forums.bethsoft.com/topic/1475106-relz-unofficial-skyrim-patch-thread-37/?p=23095440
And are we really all sitting on a ticking time bomb because of how many meshes we've done collision fixes for?