umm why cant i get to the island? i thought this mod was good made it sound liek it works so fine...but instead i cant even do anything when im on the dock.. so much for this mod..im go find another one
Has anyone made it to the island???? If you have please tell what you did! Did you find those soldiers the Legate was looking for? For how long time did you sail on the boat, i have waited for 24 hours, 4 times, and i'm still not there!!!!!! I'm starting to get pretty pissed off!!!!!!!
If you want to fix your LOD problems just watch this tutorial by Alexander Velicky: https://www.youtube.com/watch?v=kB2rqH7Ytko&list=LLOTy3C7f-7quMhwQt0VYpEg&index=15
The problem is, you've clicked on some objects, positioned them slightly, deleted someting, looked into some quests to watch how they did it, unintentionaly changed some values there... All these edits will be stored in your mod, regardless of undoing the changes in the Creation Kit, even they will persists. Only way to get rid of them is to use TES5Edit. With this tool you have total control and see exactly what's going on in your mod. If you spot something you didn't wanted to change, you can delete the record there. I do this after every longer session in the Creation Kit. Better safe then sorry.
Editing a navmesh can result in a new asigned form ID for it. The Creation Kit simply delete the navmesh form ID and give it a new one. If another mod depends on that original navmesh form ID, the game will crash to 100%.
Loading the mod last is absolutely no solution. The amout of errors is to huge to ignore them. Your mod would overwrite countless edits of other mods and you would make people angry.
Hey vykaz and jadmwtpg, seems like there're some problems on the technical side of your mod. A quick look in TES5Edit shows a big amount of unnecessary edits.
9 vanilla quests are edited but nothing was changed except of 1 deleted reference per quest.
There're many cells where important record flags and references on objects was deleted.
369 references and 5 navmeshes was deleted. Each of this errors will lead to a straight CTDs if another mod that loads after this one tries to change something that was deleted. Latest example is Qaxes Winterhold Rebuild, the first release had a deleted navmesh and this resulted in animmediate CTD if any save game was loaded and a mod was enabled that depends on the vanilla navmesh form ID.
All this can and will sometimes happens if you're practicing in the Creation KIt but it's a good idea to look into TES5Edit to spot out unwanted edits. The mod can work properly but if any other mod comes into play, the problems will begin.
I'm making this my first endorsement ever. Sir, you must continue this! For in a world where mods come and go, we must have certainty that this island will continue on.
24 comments
https://www.youtube.com/watch?v=kB2rqH7Ytko&list=LLOTy3C7f-7quMhwQt0VYpEg&index=15
Link 1
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Fixing deleted Navigation Meshes in TES5Edit
The problem is, you've clicked on some objects, positioned them slightly, deleted someting, looked into some quests to watch how they did it, unintentionaly changed some values there... All these edits will be stored in your mod, regardless of undoing the changes in the Creation Kit, even they will persists. Only way to get rid of them is to use TES5Edit. With this tool you have total control and see exactly what's going on in your mod. If you spot something you didn't wanted to change, you can delete the record there. I do this after every longer session in the Creation Kit. Better safe then sorry.
Editing a navmesh can result in a new asigned form ID for it. The Creation Kit simply delete the navmesh form ID and give it a new one. If another mod depends on that original navmesh form ID, the game will crash to 100%.
Loading the mod last is absolutely no solution. The amout of errors is to huge to ignore them. Your mod would overwrite countless edits of other mods and you would make people angry.
A quick look in TES5Edit shows a big amount of unnecessary edits.
9 vanilla quests are edited but nothing was changed except of 1 deleted reference per quest.
There're many cells where important record flags and references on objects was deleted.
369 references and 5 navmeshes was deleted. Each of this errors will lead to a straight CTDs if another mod that loads after this one tries to change something that was deleted. Latest example is Qaxes Winterhold Rebuild, the first release had a deleted navmesh and this resulted in an immediate CTD if any save game was loaded and a mod was enabled that depends on the vanilla navmesh form ID.