Mod Getting CTD when leaving an interior cell

Post » Sun Nov 18, 2012 12:25 am

hi for time now my mod Zelda: Land of Hyrule (if you wanna check it out) has been having some CTD troubles ( no other mods running Steam or nexus ). this hasn't alway been like this. i have no problem getting into the interior cell from my custom WS but when ever i try to leave the interior cell i get instant CTD.
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Sun Nov 18, 2012 6:38 am

In order of what it usually is:

1. Did you originally clone the cell from a vanilla cell? If you did, finalise the navmesh. If that doesn't work, sadly, delete your navmesh and start it again.
2. Can a follower enter the interior cell? If not, finalise the navmesh (assuming you have navmeshed it!?)
3. Are the green/blue triangles of the Yellow Door Markers sitting nicely on the navmesh? If not, shift them about a bit so they are nice and square on the grid.
4. Does your interior cell have lots and lots and lots of clutter? If it does (and I do mean lots and lots and lots and lots) then there's a chance you are seeing the memory issue. To fix that either remove some clutter, OR split your interior across multiple cells


It's usually one of that list that's causing this problem ... best of luck tracking it down ;)
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Sat Nov 17, 2012 5:18 pm

Probably just the old 'too many statics' issue. The Bethesda fix -

http://www.creationkit.com/Bug_list
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Sun Nov 18, 2012 5:58 am

@ h4vent

i did duplicate the think think its called xxxmarker cell in the CK, like they do in the Bethesda CK videos on youtube. i did delete everything in that cell b4 i started. i also did not have any navmeshing when i first started getting the CTD. i did later add some under the door / yellow marker thinking that it need it there to work, but still not working. i dont have any clutter at the moment, its just a large temple. it like 39mb out of 150 for that cell
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Sun Nov 18, 2012 4:17 am

tamb0 that link really helped my out it seems i have it fix at least for now . would either of you know a fix for the save file bloating all my save files are over 40mb some are at 50
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Sat Nov 17, 2012 9:10 pm

tamb0 that link really helped my out it seems i have it fix at least for now . would either of you know a fix for the save file bloating all my save files are over 40mb some are at 50
Ever growing save files is usually because "something" in your mod (or another mod you are using) is not correctly using persistance ... So something (or things) is getting saved over and over in your saved game file.

If you are running any other mods, turn them off (and you may have to start a new game to see whether that has fixed the issue).

If it is still happening (with just your mod loaded) then you need to have a search on here for one of the topics that have discussed this issue (there are quite a few!), go through those and check out your coding to see if you can change the way your stuf works.

(Note: If you have only built a house/dungeon, then I would be very surprised if you managed to create a save-game-bloat issue)
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am


Return to V - Skyrim