I Need To Verify A Potential CTD Problem...Please

Post » Wed Jun 20, 2012 11:32 am

I got a message on my mod page at the Nexus that my mod goes crash to desktop. The player thought it was a compatibility issue with an armor pack, but my mod is a simple house mod that includes one new object that uses an existing texture.

I am able to reproduce this CTD issue but I would like someone else to verify, if you please.

The issue arises when you go into my mod, then load a save from just before you go in and it goes CTD.

There are no crashes if you start Skyrim and load the save that is just outside the entrance to the mod. It only seems to happen once you are in the mod, open the save from outside and go back in.

So...to reproduce the CTD first get to the entrance and create a quick-save. Go into the mod then load that quick-save and try to go back in.

It seems to be the only time this occurs too. I have tried fast-travel after going in and coming back out then back into my mod and it seems to not crash.

Any help would be much appreciated!

The mod is Dragonborn's Antre and can be found at the Nexus and Steamworks below:

Steamworks:
http://steamcommunity.com/sharedfiles/filedetails/?id=15038

Nexus:
http://skyrim.nexusmods.com/downloads/file.php?id=12147

TIA for any and all help :)
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Sun of Sammy
 
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Post » Wed Jun 20, 2012 8:50 am

BTW...this seems to have started after Skyrim 1.5 came out. I know it didn't do it before that time.
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Annick Charron
 
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Post » Wed Jun 20, 2012 4:31 am

as i mentioned in our pm, the issue is discussed in great detail here: http://www.gamesas.com/topic/1358688-navimesh-bugs-2/
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Izzy Coleman
 
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Post » Wed Jun 20, 2012 10:37 am

Yes...I'm still reading that thread.

I haven't come across one about a CTD issue...but I've only just watched the two videos about going two cells aways and coming back.

So, I have a lot of reading to do.

(plus, I posted this before I last talked to you :confused: )
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Lakyn Ellery
 
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Post » Wed Jun 20, 2012 7:04 pm

oh, sorry if i jumped the gun.

but to summarize some of the findings in that thread:


if your plugin (esp only) contains navmesh that was created using CK 1.4, it will cause CTD when users upgrade their skyrim to 1.5.

apparently some users have noted success by deleting the entire navmesh using tessnip and starting over, but i as well as a few others have seen no improvements from this method.

ive done quite a few tests and my results are:

the only currently known way to avoid the CTD issue is to use an ESM master with ONAM records (if editing vanilla navmeshes) and update with a false flagged esp (also with ONAM records when applicable).

the alternative is to delete the entire mod and create it from scratch using CK 1.5

obviously neither of these is ideal, so a lot of us are just waiting for bethesda to fix it (if they even know they caused a new bug in the first place)
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Antonio Gigliotta
 
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Post » Wed Jun 20, 2012 11:10 am

Ok I think I fixed it. Not only this issue but one other that was giving me fits.

Seems there is a bug in more than the navmesh because this particular save that I am using to test the CTD issue also had things like doors that were open when they should not have been. Since this save has never been in my mod there was no reason for the doors to be open....and who knows what other issues were there.

The fix was to change the esp file to esm using Windows Explorer (a simple re-name) and then starting the CK and verify the integrity of the navmesh and re-finalize the navmesh. I saved the mod, now an esm file, and both issues went away...both the CTD and the open doors issues.

Thanks for the link to this issue Amethyst Deceiver, I really appreciate it!

Now I just have to re-upload the mod to the servers :smile:
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Bek Rideout
 
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Post » Wed Jun 20, 2012 3:49 pm

Amethyst Deceiver, it seems we posted at the same time lol

What is the ONAM record?
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Eire Charlotta
 
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Post » Wed Jun 20, 2012 11:48 am

This thread is helpful. I created a (Private) player home mod during 1.4 and now quick traveling to the exterior causes CTD, my GF, bless her, has done numorous tests finding that the CTD only happens on the second quick travel (QT) to the exterior cell (Markarth Stables) Removing the mod has corrected this, also QT to the nearby mines has no issues. there is full nav mesh insde with no issues, multiple enters, but QT not allowed. We will attempt removing the mod, saving then reloading and hopfully it works as a fix, if not I guess it is rebuilding time :(
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Mandi Norton
 
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Post » Wed Jun 20, 2012 7:16 pm

I didn't have any problem with quick travel on my mod.

It was when I left the mod and turned around, or even after going off exploring, and returning the game would crash.

I know the gamesas team is working on this issue. I just hope they put the rush label on it.
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Maya Maya
 
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