Mod causes skyrim to crash

Post » Sun Jun 17, 2012 9:34 pm

so i am working on a renovated proudspire mannor and everything works fine up to a point, then if i make one more change, even something as small as deleted a goblet, the game crashes when i exit the house. No warning or error message, the game just closes. So i have a mod saved that works, and have it backed up a few times, but when i change anything at all, even a minor adjustment, the game crashes when i try to exit the house. Anyone else having this problem? Its been happening a i even started from scratch a few times.
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Roy Harris
 
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Post » Mon Jun 18, 2012 7:53 am

I'm having the EXACT same problem. At first I thought it might have been something to do with weapon racks or shield displays but it keeps on crashing even after I've removed them. I've removed some useless junk from the manor but nothing vital, just static objects... and the crash always happens when exiting the house... I'm just as confused as you are.

EDIT: Basically I've deleted one door (the one to the storage room, maybe that's it?), added and removed some walls and such. Nothing dramatic. I can't figure out any sensible reason for this behavior.
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Scott Clemmons
 
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Post » Sun Jun 17, 2012 11:54 pm

this is driving me insane
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Amanda Furtado
 
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Post » Sun Jun 17, 2012 11:34 pm

If you ever find out what the reason is, do post it here... I'm dying to know too.
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JD bernal
 
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Post » Sun Jun 17, 2012 11:28 pm

I had a similar problem with crashing on exiting the house. In addition, the physical static mesh of the house itself was not showing up ingame, only the door.


To fix it, I saved my game in front of the house, exited to main menu, then reloaded the save. The house was visible now, and I could enter and leave without crashing.
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Manny(BAKE)
 
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Post » Mon Jun 18, 2012 6:40 am

I added a simple script to an ingredient and game crashes on startup. So yeah... I feel your pain.
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quinnnn
 
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Post » Mon Jun 18, 2012 1:02 am

I'm having the same issue now as well. I added some furniture to my house, moved a few things around, and now I get the same thing: I crash every time I exit the house.

I've tried removing the door and links and replacing them, but the problem still persists
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Matthew Warren
 
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Post » Mon Jun 18, 2012 2:08 am

Any solutions for the exit crash? Having the same problem.
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Nicole Kraus
 
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Post » Sun Jun 17, 2012 11:41 pm

I'm not sure what's causing it to be honest. At first I deleted the most recently added items: an over sized hod filled with a bunch of assorted ore (maybe 40 total pieces). Once I deleted all of that, I could zone back out and in, and out again, with no problems. Then it happened again when I tried to make 6 raised platforms in one room with 4 mannequins on each platform. Remove all of that and I can zone again.
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Chris Ellis
 
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Post » Mon Jun 18, 2012 5:51 am

Now I can replicate the issue every time by trying to add one more raised platform in the front chamber of my house. I add it, then I crash when trying to zone back out of the house into Skyrim. I remove it, I can zone in and back out again with no problems
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Ash
 
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Post » Mon Jun 18, 2012 7:13 am

i've been having this problem for ages! i have built a mod three times to try and figure a way around it in the last few weeks and i am about ready to eat my computer.

i have discovered in my oh so slow testing that it seems to be related to how much is going on in your house (clutter, activators and lights all seem to add up), and, for me at least, it only happens when trying to leave the house for a city (exterior?) cell. internal doors to internal cells work fine. could this be a memory or hardware problem? a problem with the CK? even a straight up bug?

right now i have two working, near finished house mods. one with all the displays but no clutter, and another with almost all the clutter but just a few displays. neither is good enough to release, or even to make do with. i'd very much like to get back to playing the damn game, but until i get my house sorted out i'm in a kind of evil limbo.
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Kate Norris
 
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Post » Mon Jun 18, 2012 6:53 am

Could it be the precentage value shown on top of the render window? Everything over a certain percentage causes crash? Haven't tested that yet.
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Olga Xx
 
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Post » Mon Jun 18, 2012 7:35 am

could be, though that still seems like a symptom rather than a cause.

i forgot to mention that i've also tried cutting the mod in half to see if that helps, with memory or what-not, but it doesn't. once a mod has decided its going to CTD if you try to leave the building, it seems its just screwed.

today i'm going to finish one version of the mod anyway, even if it still crashes, in the hope that a solution is found. otherwise, start work on version 4.0 i guess. :confused:
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Alkira rose Nankivell
 
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Post » Mon Jun 18, 2012 4:39 am

If you are deleting vanilla objects, that may be your explanation.

New savegames or those that were stored before you entered the house should be fine, but in all other savegames the current position of movable objects, the contents of containers etc. are stored, and when an object is suddenly missing the game crashes.

In the File/Data menu is a Details button, all entries with a "D" in the second columns are deletion records, you need to undo these changes (press Del and they're ignored on the next load). If you want to get rid of vanilla objects, move them to a place where the player can't see them.
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Meghan Terry
 
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Post » Mon Jun 18, 2012 2:45 am

If you are deleting vanilla objects, that may be your explanation. New savegames or those that were stored before you entered the house should be fine, but in all other savegames the current position of movable objects, the contents of containers etc. are stored, and when an object is suddenly missing the game crashes. In the File/Data menu is a Details button, all entries with a "D" in the second columns are deletion records, you need to undo these changes (press Del and they're ignored on the next load). If you want to get rid of vanilla objects, move them to a place where the player can't see them.

I'll try this out and see what happens.
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Terry
 
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Post » Sun Jun 17, 2012 6:46 pm

i have a clean save for testing already, and though the removed items are indeed still floating around in there on my main character it doesn't currently cause the CTD. i was wondering if a record is kept somewhere of all items that were ever in a cell, and too much here might be the cause even if most of the stuff has been deleted. as i said i have tried cutting the mod in half to limit the amount of things in each cell, but it doesn't seem to make a difference.

i should say that i'm using an existing location, so i had to be careful not to mess with the quest its involved in and replace all the clutter items to stop them being reset if the cell is referenced. which means if there is a buggy record of all the items ever in the cell somewhere i will have quite a long one.

but apart from that it all works great, and the house is safe to live in at any stage of the questline without breaking anything. in fact, because the CTD only happens when leaving the cell to the city space, if you just want to run through the quest (and leave through the back door as you are supposed to) you don't get a crash at all.
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matt white
 
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Post » Sun Jun 17, 2012 5:56 pm

I think I may have found out my issue. I did remove some misc. loot from one of the housing chests I inserted into my cell. Since then I have recreated the cell in a new cell, not taken a thing and have had zero crashes. Now if Bethesda would just fix the rest of the damn bugs, I'd be a happy camper
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Chris Duncan
 
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Post » Mon Jun 18, 2012 3:47 am

have you brought the mod up to the same level as the last time then? i have built mine a few times and eventually the CTD problem always kicks in.
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louise tagg
 
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Post » Sun Jun 17, 2012 11:49 pm

I just tried undeleting the deleted content in my mod just like JOG suggested - unfortunately it was of no help, the game still crashes on exiting the house.

For the record I'm using a save game that is saved just prior to buying the house. I load it, buy the house, go visit it and upon exit it crashes.
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Richard
 
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Post » Sun Jun 17, 2012 11:57 pm

I'm getting more and more convinced not to touch the original house. Perhaps my next try will be just cloning the cell and basically linking the doors to lead in/out of that cell.
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Robert DeLarosa
 
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Post » Mon Jun 18, 2012 6:07 am

i've just tried the undeleting deleted stuff trick too, and it doesn't prevent the CTD. i've also got clean saves at different stages, including a fresh save outside the city in question (2 cells away) before i'd even set foot in there.

another thing, now i know what to look for, is that the building i am altering is affliced with the navmesh bug in its vanila state. i'm unsure if this has any relation to CTD though.
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Shelby Huffman
 
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Post » Mon Jun 18, 2012 8:02 am

I read about the "not deleting vanilla objects" thing and so I decided to give it a try.

I made a new mod and didn't delete a single vanilla object - recycled EVERYTHING - even the roombounds and portals, yes even the navmesh. It was the kind of work to drive you into insanity.
And guess what...

CTD! :nope:

So that was it for me - I'm done with modding Skyrim - at least until one of the "gods in greasy T-Shirts" aka game developers (instead of"gods in white" :tongue: ) may give us the - unearned - honor to adress that problem and offer some kind of solution, or at least a technique we might be able to track the bug with.

Good luck to all of you :biggrin: .


Perhaps my next try will be just cloning the cell and basically linking the doors to lead in/out of that cell.

Well - that is not that easy. You have all the x-markers for house-decoration. So you will have to move them to the new cell and then edit all references to them in scrips and quests. And possibly there may be other users of the respective cell name too (other scripts, quests, dialogues whatever) - probably an immense source for creating new bugs... :facepalm:

IMHO in the current state the Creation Kit is insufficient to edit player homes in a significant scope...a pity...
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Markie Mark
 
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Post » Sun Jun 17, 2012 11:58 pm

sometimes placing an iten in a location sometimes causes a crash ive added a simple tree to a location and the game crashes as soon as i enter that cell.
i moved that tree just slightly and the game doesnt crash,

ive found adding things into the worldspace can cause massiv problems
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jadie kell
 
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Post » Sun Jun 17, 2012 11:25 pm

ive found adding things into the worldspace can cause massiv problems

Great find... but wait - wasn't one the Creation Kits purposes to allow us adding things to the worldspace???

I'm being sarcastic but atm I suffer a high level of frustration. They should at least have added a proper log function in order to track down such issues.
In fact it annoys me so much that I even have no more desire to continue playing the game...
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Nuno Castro
 
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Post » Sun Jun 17, 2012 6:57 pm

Great find... but wait - wasn't one the Creation Kits purposes to allow us adding things to the worldspace???

I'm being sarcastic but atm I suffer a high level of frustration. They should at least have added a proper log function in order to track down such issues.
In fact it annoys me so much that I even have no more desire to continue playing the game...

THIS! This so much! I can't believe there is no log whatsoever. It's impossible to know what you did wrong (if you even did anything wrong in the first place).
The CK has so many bugs that I find it hard to believe that the devs actually used it to create all the game content. If they did... then I have the utmost respect towards the people who did all the grunt work, oh what horrors they must have endured...

Looking at this bug, it just seems to make no sense. There's no real sensible way to track it and it may be the CK just flipping out after a certain number of changes. Impossible to say.
Anyway I've had enough, I'm not touching this thing until the devs start addressing these problems. The unofficial buglist has an enormous pile of critical bugs listed already...
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Chavala
 
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