I've created a CTD Door :(

Post » Sun Nov 18, 2012 10:58 pm

I'm working on a mod that includes a smallish gorge, created as a worldspace. I have a Dwemer tower at one end, halfway up the wall of the gorge, with a balcony. The door from the Dwemer ruins to the tower balcony USED to work, seemingly until I added a quest that takes place in the Dwemer ruins. Nothing in the quest references the door. Now the game crashes to desktop every time I go from the ruins to the gorge, even if the quest is not running (The quest isn't running at start, various triggers start it, to get around the dialogue bug.) This is supposed to be a house the player can win by completing the quest, and the balcony is one of the main features. I've deleted the door and recreated it a number of times, but it still crashes. The gorge worldspace is implemented as a 'small world' with 'fixed dimensions', if that matters, because I could never get LOD generation working right (I did try, might that matter?)

Okay, 'fixed dimensions' doesn't matter, I just tried turning that off. Still CTD. I should add, there are nine doors leading into this gorge at various places and none of the others crash. I've tried deleting the navmesh and recreating it as well. I'm trying turning off 'small world' now.

Thoughts on debugging this situation?

Edit: turning off 'small world' setting did not help. Didn't think it would. It is a small worldspace, and the cell with the CTD door is near the center, at (-1,0). It's not even the only door in this cell, the other, lower down, works fine.
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YO MAma
 
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Post » Sun Nov 18, 2012 4:54 pm

It could be the same problem that makes this occur -

http://www.gamesas.com/topic/1406087-no-world-when-exiting-dungeon/

It manifests itself in different ways, but worth a try.
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Peter P Canning
 
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Post » Sun Nov 18, 2012 2:18 pm

I was going to say something in the gorge is referencing an object from a plugin that isn't loaded...
Where did you get the door from?
I mean, where did you copy it from or did you place it from the object window?
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Helen Quill
 
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Post » Sun Nov 18, 2012 9:37 am

The mod doesn't reference anything outside the base file, the door is a standard small Dwemer load door. But nevermind that! Tamb0, you da man! The thing is, though, it require anyone who downloads my mod to change that .ini setting, yes?
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Jade Barnes-Mackey
 
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Post » Sun Nov 18, 2012 5:58 pm

Yeah, Tamb0 is the man. Or woman.

You can define your own ini settings by creating an ini file with a filename that is exactly the same as your plugin's filename.
Put this text in it.

[General]
iLargeIntRefCount=99999

And include it with your plugin/mod.
No need for users to make any changes themselves. Whenever your mod loads, your plugin ini values will take effect.
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Cody Banks
 
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Post » Sun Nov 18, 2012 9:51 am

And you, sir or madam, are also the man or woman. Thanks, KatoPlato!
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Hannah Whitlock
 
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