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 (DC) Sutch Reborn 
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Kinsman
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Post Re: (DC) Sutch Reborn
Now that's a little confusing! What were you testing yesterday, Wolf's Gate, Sutch Redux, or County Sutch?


Tue Dec 08, 2009 9:31 pm
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Post Re: (DC) Sutch Reborn
sutch redux...

and continued today, with favorable results, still massive slow downs while in the city, but can get it to run :)

for sutch redux... if u want to take a look, feel free... im still getting strange crashes at various times of day... not sure what is causing these issues...

i belvie it would do with bad ai targets, or something with ai (since its not constant anymore...)

not sure...

this is not top proirty however, becuase sutch reborn, is complete, and county sutch is being worked on...

as for wolfs gate, if u find some spare time, the newest version (i think) is avaible on nexus... and i need to figure out why it is an instant ctd wen i go near it IF kvatch aftermath is not loaded...

i will make sure the latest version is uploaded to nexus for you to dl... asap... :)

im over worked atm... there is tons of work on mods, other games, and real life.. so im not functioning properly atm...

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Tue Dec 08, 2009 11:55 pm
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Kinsman
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Post Re: (DC) Sutch Reborn
Scythe wrote:
as for wolfs gate, if u find some spare time, the newest version (i think) is avaible on nexus... and i need to figure out why it is an instant ctd wen i go near it IF kvatch aftermath is not loaded...

i will make sure the latest version is uploaded to nexus for you to dl... asap... :)

im over worked atm... there is tons of work on mods, other games, and real life.. so im not functioning properly atm...


I've downloaded v7.4, so hopefully this is the latest version :)

FYI, with v7.4 my game instantly crashes on loading a game save when used with Kvatch Aftermath (when loading a save made immediately before exiting the tutorial sewers). When used without Kvatch Aftermath, I am able to load my save, but the instant I exit the sewers into the Tamriel worldspace, the game crashes. This is good for me, as it means I have a clear problem to investigate, and can test it instantly with an existing game save instead of having to go find a crash location and make a save as close as possible :D

The last time I helped fix someone's mod which had this problem, it was because she'd used Aleswell sheep, which have a script attached to handle their visibility. The script contained a count of how many sheep existed, and her placing more broke that script as there were more sheep than it expected. Amazing how something as simple as placing a few sheep can cause the game to CTD as soon as you try to enter a worldspace. I wonder what the cause is for Wolf's Gate.

EDIT
Oh, this is funny. The problem appears to be... sheep! Seriously! you've placed some WeynonPriorysheep2 and WeynonPriorySheepRam creatures instead of using the standard CreatureSheep and CreatureSheepRam creatures. They are causing my game to crash every time I enter the Tamriel worldspace. I've swapped them for the normal sheep, and crashing stopped, allowing me to Fast Travel to Wolf's Gate using the Kvatch map marker, and then head up the hill and enter Kvatch itself (while not using any Kvatch mods at all). Clearly sheep are dangerous creatures which need to be closely watched to ensure that only the tamer ones are allowed into mods. I'll upload the ESP for you shortly, so that you can test it. I'll send you a PM with the link once I've done this.


Thu Dec 10, 2009 6:23 pm
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Post Re: (DC) Sutch Reborn
haha!

wen i got to ur note on sheep, i stoped reading and skimmed the rest (was gonna say that i remember doing something with sheep :P) and then u already figured it out :)

well then... i will try to remember from now on NOT to use those sheepies :)

(quickly goes to make sure the ones in sutch are tame)

thanks mate :D

as always briliant decative work... amazing the things i would scrap a mod and start over, that can be fixed after all :D

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Thu Dec 10, 2009 9:34 pm
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Oracle
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Post Re: (DC) Sutch Reborn
Good to see the impasse is gone :)

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Wed Dec 16, 2009 5:29 pm
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Kinsman
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Post Re: (DC) Sutch Reborn
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The lod in Sutch often messes up, the lod for this region in the base game has issues to being with, so im not sure how to go about fixing that..


When you say LOD in the Nexus Description page, do you refer to things like trees and buildings in the distance, or the shape of the LOD land height, poking up where it shouldn't in some places?


Tue Jan 26, 2010 3:29 pm
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Post Re: (DC) Sutch Reborn
im refering to the land, messing up...

that is an issue in the base game....

allthough in a perfect world i could get rid of that issue, and make it possible to see my buildings from a distance...

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Tue Jan 26, 2010 10:16 pm
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Kinsman
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Post Re: (DC) Sutch Reborn
You're talking contradictions here :) First you say land messing up, then you say see buildings from a distance! So you refer to both kinds of LOD :D

If it's the land, then you need to generate an LOD land mesh for land quad 60.-64.00.32 - this will ensure firstly that when close-up, no distant Land mesh will be poking up anywhere that you've lowered the vanilla land, and secondly that when far away, any land you've raised higher than vanilla appears high in the distance.

For buildings, you must provide a _far mesh with every new building mesh your mod uses. If you've got retextured vanilla meshes, then take the corresponding vanilla _far meshes and use those - preferably with some changes to the meshes' textures to match the close-up versions, but not vital. Then instruct everyone to download and run TES4LODGen after installing Sutch Reborn, so that all buildings will appear Visible When Distant. You don't need to bother ticking every building as Visible When Distant in the CS, TES4LODGen will automatically make them VWD if a _far mesh exists.


Wed Jan 27, 2010 12:28 pm
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Post Re: (DC) Sutch Reborn
ah, so thats why onra included the far meshes... never knew wat they were used for :P

as for the land meshes...

i have an issue with that, and i want the buildings ;)

so i will generate lod for that quad ur specified (i have no clue what it means, but i will enter that info in :)

and as for the other oones, i will add the _far... but most of my meshes are vinilia... infact all but the bannors are vinillia meshes for sutch reborn... o.. the cathedral and castle arnt... hm... so thsoe will need to be changed... but still...

include _far meshes, and run tes4lodgen, then generate a quad lod mesh using 60.-64.00.32?

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Wed Jan 27, 2010 10:27 pm
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Kinsman
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Post Re: (DC) Sutch Reborn
Almost right.

Include _far meshes for any non-vanilla buildings (only do the buildings, not the banners and other cosmetic extras, else you risk crashing PCs with FPS flatlining) - vanilla buildings will either already have _far meshes for them in the game, or else can be acquired by users also downloading Really AEVWD (I've lost track of what vanilla buildings already have them, so I don't know whether you'd need RAEVWD for buildings or not - but it's worth getting regardless for users with ample spare FPS). Sounds like you only retextured the cathedral and castle, so take the vanilla _far meshes for the original NIF files, and either use those, or if you're able to, also create new LOD textures for these _far meshes to closer match the texturing done to your versions of the cathedral and castle.

Generate an LOD land quad mesh for the aforementioned quad.

Put an entry into the readme instructing everyone wanting VWD Sutch Reborn to download TES4LODGen and run it - this is something each person has to do themselves, you should NOT include the files this created in the archive, as these files are load-order specific and can cause a visual mess when used in another person's game. Usually they don't, but they can!


Thu Jan 28, 2010 1:28 pm
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