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24 -May -2013 - 08:05
Magic Cialis Online

Giskard's Blog

Navmesh 1.6 Beta Patch Fix

User Rating:  / 6

I know people are saying the Navmesh bug is fixed in the 1.6 beta but with all due respect I hear that every time a patch is released and it just raises my hopes only to dash them when I run the tests my self. If that happens again I am just going to walk away from TES for good because after 5 years of this, I am sick of it.

Those claiming it to be fixed are not known for their testing processes, quite the opposite in fact. Some where on the creation kit testing team and they did not spot it then either and have not been tracking the subtle changes between fixes that I was tracking prior to Beth pulling the fix completely in 1.5 after introducing it secretly in 1.4.

From what I have heard reported so far, we may just have gotten the old fix beth pulled back, CTD and all with no changes at all.

Beth are not known for their quality control, nor are they confident enough with their navmesh fixes to come right out and say they fixed it. Instead they hide behind vague references that could mean anything. That is hardly a vote of confidence in their patches.

I have tracked this bug for 5 years and tested patches Beth have released for signs of any fix. Bethesda have never announced any navmesh fix was part of any patch, so I had to find out my self by performing my own tests in every patch.

It has been reports posted in this blog that has revealed if a fix exists at all and what effects they have had in the game and always on the full patches all users get, not the beta that may or may not be released as is to the rest of us. 

Whether Beth understand this or not, we are NOT their beta testers.

Betas by their very nature do not always get released as is to us players, we cannot count on features of a beta being final features of any specific patch.

In the mean time a lot of wild claims and celebrations take place over something that may or may not be true.

Once what ever Bethesda did in their 1.6 beta patch makes it in to the full 1.6 patch, I will take a long hard look at this and see if its true. Until then, this its all just speculation over beta code that may or may not make it in to the 1.6 final patch as far as I am concerned.

Even if the fix exists and is real and works, Bethesda have a track record for breaking or removing fixes for Skyrim. So there is a question mark over whether the fix will remain fixed or whether it will be pulled and leave us waiting another 3 months for a another fix.

The best advice I can give where Bethesda is concerned is this.

"Watch what they do, rather than what they say".

Beth say a lot, but deliver little.

Regarding the Horse combat feature, since people have asked, I do not use Skyrim Horses much because horse riding in Skyrim is terrible. Like the Kill Cams, Xbox Kinect, this new feature is not what I want or desire nor will it be used much in my game.

What I would like is a proper first person view on the horses and the ability to look around whilst riding in a straight line. Mouse and Keyboard easily allow for that, too bad we are limited by the Xbox controller.

That is what I want.

Without that horse combat is a bad joke.

IF Beth want to see how to do Horse Combat, they should play Mount and Blade Warbands.

Until we see a working fix in the full none beta game, its business as usual in the Fix the Navmesh Camp.

Olympic Profiteering

User Rating:  / 2

In the UK they are running the Olympics like a giant business, so far they have not missed a trick when it comes to making a profit out of it. For example they are running around the UK with the Olypmic torch to connect the UK population to the games most will never see because of the way they sold the tickets. Two thirds of tickets got sold to people in the South East of England, that is how fair it was. There is a lot of anger over it.

Most folk feel no connection to the games what so ever, it might as well have been in Turkey or some other far away land.

Those carrying the torch had to pay £250 for a track suit and torch to take part I am told (£199 for the torch), there are 8000 of them who paid it.  That means running around England with a van with a few paying customers who want to carry the torch netted them 2 million pounds before the games even begin.

Though the organizers claim the torch cost £495 to make.... that is nearly £500 for a torch.... hands up who believes that.  Not me...

Assuming its true, that means the tax payer lost over Two Million Pounds.

The news that those who got the torch at over a 50% discount at the tax payers expense have been selling them on Ebay for £150000 a shot which is a 750% profit over what they paid for it, whilst the tax payer takes a 50% loss will does not go down too well with most Brits in the current economic climate.

Interestingly the women in the BBC news article linked above said she did not consider selling it until Saturday night and also said the torch was not something she would want on her shelve as a trophy. 

The BBC claims those who wanted to keep the torch had to pay £199 for it. So not wanting to keep the torch and not thinking about selling it, the lady in question splashed out £199 for nothing.

Then suddenly turns up on Ebay to sell it for £150,000 and fails to mention any charity at all until the complaints role in. There is a video interview of her in the BBC news if you want to see it.

Individuals and companies are making a lot of money out of these games at the tax payers expense.

Do not get me wrong, making a profit from the games should be the ultimate goal, but not when it is lining peoples pockets at the tax payers expense.

Especially when the same event could have had 1 torch passed from person to person along the 8000 mile route and saved this country 2 million pounds during a time when we can barely afford to be throwing money away like this.

It does not matter what the organizers claim, the whole thing smells fishy to me.

Why the Navmesh bug is important to you

User Rating:  / 6

Mod users fail to understand the seriousness of the Navmesh issue or they would do more to help us modders get it fixed. So here is a message they will understand.

This is a list of some mods that cannot be made for Skyrim because of the Navmesh bug. Mods you will never get for Skyrim as long as this bug exists, nor will you get any mods like these either.

Kvatch Aftermath
Kvatch Rising
Kvatch Rebuilt
Lost Spires
Origin of the Mages Guild
The Elder Council
CUO Bravil
CUO Bruma
CUO Chorrol
CUO Leyawiin
Bettercities
The Necromancer
TEC Temple of the one
Giskards tales from the tomb
Sheogoraths accords of madness
The Kingdom of Almar
Blood and Mud
Castle Ravenclaw

Skyrim is half the game it should be without these mods.....

Join US or make a Noise in some other way, either on Beths forums, on their blog, on facebook, On Googler+, where ever you can help, do it. Unless you help us modders, you can forget about ever seeing those kinds of mods ever again in any Bethesda Product because they are not going to fix this issue unless we stand up together and make it a big issue.

To show you how important it is, many of those trolls who ripped off my work, cyberstalked me, gave me so much crap for making those oblivion mods many of you loved to bits are standing with me on this and I with them. People who hate each others guts and would sooner stab each other in the eye with a fork are fighting side by side to get this issue fixed.

That is like Iran and the USA becoming allies..... The Hilter and the Jews becoming allies.... for it to happen something that affected us all that is so dam serious that we must act together has taken place and that something is the Navmesh bug.

#navmesgbug if your using twitter.

Of cause you can sit on your ass and do nothing and hope it works out, in which case nothing will help because this is the third game to have this problem and users of those games felt that way too and here we are, proof doing nothing achieves nothing.

I have modded many games, if Skyrim proves to be unmoddable due to bugs, I can easily find a new game to mod and dumb the Elder Scrolls over night and turn this site in to a site that supports what ever new game I am supporting. Its no skin of my nose and not a lot of work for me to do that.

But if you like me making TES mods, you have to help me and the other modders get this navmesh bug fixed. Or you might was well resign your self to never seeing a modding scene like oblivion ever again.

Skyrim Overhaul Dev Diary 09

User Rating:  / 2

Did you know that you can tell a programmer or scripter by how they write their numbers, for example most folk would have put Skyrim Overhaul Dev Diary 9, but a programmer adds a zero so when he gets to 10 he has a digit to store the new number, its force of habit for me. Keeps everything nice and neat too.

Skyrim is without doubt the least moddable Elder Scrolls/Fallout game ever made due to bugs and console limitations since Morrowind. There is no way to hide it, all it really supports is armour mods, weapon mods, texture mods, lighting mods (supports these badly) and various other limited eye candy mods.

Most of which need a PC to make.

Consoles cannot make armour mods without a 3d program for example, so any idea that consoles will be modding the game the way we do today is mute, they lack the power and support to do anything, if that changes I will be first to give them a try because I am not the worlds biggest PC fan either.

However I am expecting a very different future for Bethesdas modding kit, I'll show you at the end of this blog what I expect to happen.

Yesterday I discovered that Skyrims spawns only spawn 1 creature per spawn point regardless of what the spawns say should be spawning. This has proven to be a massive disappointment for me because the only way to add more is to place more spawns and then you lose the randomness of knowing 1 or 5 wolfs will spawn around the corner, its always going to be the same number as the number of spawns I place.

No variation EVER!

All previous games allowed me to set a series of random options for what to spawn, how often to spawn them and how many to spawn. All of those features are gone from Skyrim. Stripped out, probably for the sake of the Xbox that would struggle to support 8 wolfs on screen at once. So you get 1 regardless of what your fighting.

That hare must look pretty dam dangerous to a console user :)

This is why Skyrim seems too static and as of yesterday I see no good way of avoiding that due to the way its designed. I can see it as a performance saving issue, no doubt to allow consoles to run Skyrim but for a PC modding its deeply disappointing and frustrating given every other area of this game I have so far tried to mod has been broken and buggy. The one area that works is limited, locked down tight, nothing I can do to change it.

If I tried I would create massive compatibility conflict and even though its my right as a modder to make my mods any way I please regardless of the harm it causes others.

It would not stop my inbox being flooded with complaints every morning for years to come. Like or not, the players willingness to flame good modders over petty things is why some mods you would love to see, never get made. Or if they are made, they are never shared with you. I have several mods that fall in to this category for the last 4 Bethesda games.

I am absolutely against releasing any mod that makes it difficult to run other mods anyway, so do not consider it an option.

So I have come to decision.

I am going to do absolutely nothing, except add more deer, horses and Mammoths to make the plains feel more alive and not so deserted and then move on to add more depth to everything. I do not like the alternatives at all so I am not going to adopt any of them. I am going to step over the shit Beth left in my way and carry on without touching this feature too much.

Skyrim is a generic game, more so that oblivion, nothing we can do can fix that given the bugs and limitations of the game and its modding tools. No TES or Fallout game from Bethesda has had this many brick walls denying us modders access to things.

We are effectively walled in.

Since the game was released 6 months ago not a single vital fix to Beths modding system has been made. Beth talk the talk, but have NOT DELIVERED a single fix we needed yet. They may say "We love our modders" but somethings you have to look at what a company does or does not do, not what a company says to learn the truth.

Xbox Kinect anybody ?

I look for games I want to mod and buy them, they get my money as a priority and always have. I had been buying Bethesda games so far because they where moddable, despite all the bugs. Guess that has changed, so my purchases will change too as a result.

Bethesda games are clearly not as moddable as they once where and these days us modders are held hostage to Bethesda bugs and that is just annoying. Modders that mod without official tool kits never suffer with this problem, that is a fact, we make our own way, totally independent of the company and the tools they provide. Give whats happening to Bethesda games right now, their tools have become a liability.  

I will make a predication though, since no console can run the programs needed to mod any game like we did for Oblivion, eg 3d Max, Nifscope or Photoshop and those are tools of choice for most modders. The future of Beths mod tools will look more and lore like Spores own in game modding system and less and less like the sort of stuff I needed to make Kvatch Aftermath.

This is the future of TES modding... Enjoy....

Try using Beths tools past and present and see what conclusions you come too. IF you do not end up seeing this ending with a Sims 3/Spore style setup, I would be very surprised. 

Do not get me wrong, that is fun, but its not really modding is it.

Speaking of which, Sims 3 is a game about modding a game, good fun for modders with limited time on their hands. But not very satisfying if you like that "achievement factor" that comes with doing something good and releasing it.

Skyrim Overhaul Dev Diary 08

User Rating:  / 3

It appears the spawns do not work the way they used too in ALL other Bethesda games, we appear to be locked in to a 1 creature per spawn scenario, probably because that is all the Xbox can handle. That means much of the work I did these past few days in balancing things was for nothing because. Your only ever going to see 1 creature or NPC for each spawn, not up to 8 as I had planned.

Which explains why yesterdays test was so boring.

The other thing this that it is no longer possible to revamp the spawns without directly editing the placed spawns directly in the world in some way because of the above limitation. I must now either add more spawns near them to increase the number of creatures you see in your travels or or remove all the existing spawns and replace them with new spawns I must now create.

The old spawns will lead to Wolfs and Sabrecats spawning together or Horses and Deer spawning together.  Not the effect i wanted when I set up the current lists to choose one of the other and then spawn X amount of them in one go.

The randomness I hoped to add to the game to get away from the generic "I know there is a wolf around this corner because its there in every game I have started" feeling is not possible either. To make a herd of deer for example I have to create a special deep spawn and add several of them. All I'll achieve by doing that is create a scenario where you know theres always a herd of deer around the next corning instead of that 1 wolf.

I have never been a fan of repainting the same wheel and claiming it to be a new feature when its the same boring feature I did not like in the first place. 

To fix this I have to edit the existing spawns directly in the world and that will create conflicts I have worked hard to avoid, in turn those conflicts will generate a massive amount of hate mail from players which I must suffer with if I continue developing this mod and release it.

So Skyrim and its broken and dumped down modding system has backed me in to a corner, either I content my self making minor mods, or I go a head with this mod idea and get flamed to hell by players when it starts conflicting, or I give up entirely modding Skyrim and walk away.

I'll let you know what I decide later, I need to think about this for a while.

TES Online Lore very implausible

User Rating:  / 5

After reading a tweat about the new Elder Scrolls online I came across this on the Game Informer Website. It covers the Ebonheart Pack and how the Nords, Elves and Argonians became best friends to defend them selves against the surrounding threats.

Allowing for the fact the second era lore is the vagues lore of all, there are some things we know about the races involved that shed light on events at the time.

But lets look at Zenimax statement about this.

Zenimax Online’s Take:
“About 50 years prior to the game, an Akaviri invasion came in and basically tried to take over,” says creative director Paul Sage. “What happens now is that the Dunmer and the Nords have formed an alliance because the attack was so bad that they realized they were weak to the Imperial rise. So they form an alliance of convenience with the Argonians. They’re surrounded by all these tides of opposing forces. They feel really threatened, so the Ebonheart’s entire purpose is to band together and make sure they’re no longer in danger.”

Some points with this version of the lore.

The Nords are the strongest faction in Tamriel and have been in a state of almost constant war with their neighbors through out their history. Their Favourite enemy after the sacking of their first city was all Elves. Their most distrusted enemy after the sacking of their first city was.. yep you guessed it any Elf.

The Falmer are Falmer today because the Nords defeated them when they lived above ground and called them selves Elves. The Nords also battled the Dwemer and a host of other Elves too. In fact TES Lore makes the Elves the Nords favorite enemy.

Here is a little history of Nord folk and their wars with the Eastern Kingdoms from the first Era.

Here is the story of the Snow Elves and what happened to them at the start of the second era. 

This is why the Forsworn (Bretons) hate them as much as the Elves of Morrowind. The Bretons also share a border with the aggressive Nords.

During the Night of Tears the first nord city (the city of Saarthal) in Tamriel was destroyed by the Elves in the Merethic Era. Establishing an early hatred of the Elves that still exists today as you see when you visit Windhelm and listen to "any true nord".

From where I sit the Nords seem to be having no problems fighting their neighbors through out TES history, so it is very implausible for TES Onlines Lore to suddenly make the Nords best friends with them.

I would also ask where did the deal with Mogal Bal and an Undead Army come from in Cyrodiil History. No lore records anything of the kind from that period. This period of time saw the old Empire declining. Not raising undead armies, that was Cameron the Usurper of Valenwood that did that sort of thing. Not to be confused with the actual Cameron Dynasty which he tried to claim he was the heir too.

Morrowind spent much of the first ERA fighting the Reman Dynasty with mixed success, they remained strong enough to stay independent until tiber Septim turned up in the 3rd Era and they gave up without a fight and joined him.

Also Argonia, later called Blackmarsh has its own history which you can read about on the wikis. According to that history the Reman Empire conquered the Argonians in the first Era and it was only after the Akaviri Potentate collapsed (they where care takers of the Reman Empire after the last Reman emperor died) that Argonia was free again and then it degenerated in to banditry.

So according to the TES Online lore, the Argonians made a packed the Elves and the Nords during a time when the Akaviri already had conquered them.

The is room for error here but these seem to be pretty big glaring mistakes that which makes me think TES Online is a TES game in name only.

A better set of factions for the period would have been...

The Nords (Had an Empire of their own)

The Akaviri (The failing Imperial power)

The Cameron Dynasty or Aldmeri Dominion (if its late on)

Those where the movers and shakers of the time. Any serious attempt at a TES Online Lore game would have to focus on those 3, not bears, snakes and what ever.

I said to my own forum users that once the big money guys take over, everything you like about the game is up for sale and becomes subject to the bottom line. From what I have seen, TES Online is making no attempt what so ever to follow TES lore. Its not only wrong, its directly opposing existing lore, conflicting wildly with whats already known.

Skyrim Overhaul Dev Diary 07

User Rating:  / 3

The tests went well despite an early scare when the game crashed out before the main menu when the mod was loaded. Turns out I had some spawns looking for NPCs in a constant loop, Spawn A looked at Spawn B which contained Spawn A sort of thing.

So I learned something today, I learned a brand new way to crash out Skyrim before the main menu. Unfortunately those kind of crashes give no clues as to the cause where as in older games I would be able to look at near by spawn points for errors in the editor when approaching an area and suffering a crash.

The current balance of the mod seems a bit dull and will need tweaking so I have not recorded the excitement because there was'nt any.

Also I noticed the games level lock system seems to override the spawn settings this overhaul adds, allowing so many things to spawn but not the things that should be spawning at that level with this mod installed. So it looks like you need to start a new game to fully benefit from this mod. Otherwise the old spawns you have already encountered may in some cases not get updated.

Not a big deal really, the others should update normally.

The other thing that whilst my own randonly chosen stuff is being chosen in new spawn areas, I am not getting them in the kind of numbers I expected. Its like the game is automatically limiting what it will spawn despite what my mod tells it to do.

I need to look in to this, it may just be I need to add more options to the spawns so theres a greater chance of increased numbers of bad guys. Unfortunately Skyrim uses a lot of unique spawns for individuals an this mod is not designed to change those. So large areas of the game may keep that generic feel to it.

I am sure you have noticed how the same things seem to wait for you in the same locations game after game.

Anyway the randon nature of this mod has made difference to that samey feeling Skyrim gives off in every game but it clearly needs a lot more work.

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