doors: CTD on travel - but did work yesterday ...

Post » Tue Jun 19, 2012 1:03 am

CK drives me crazy...again...

Here′s the deal:

I have several doors in my new (under construction) player house - every door linked to Skyrim (wilderness) works fine.
All the doors linked into a major city stopped working. Now they produce a CTD, but yesterday all doors worked perfectly...

Today, I did only some cluttering and defined rooms and portals... nothing else.
After testing with CTD I reconnected some of them but that didn′t help, still crashing.
I checked / relocated the teleport markers so they don′t intersect - useless...
I removed all rooms & portals I created today - didn′t helped either...


What else can cause this or how can I fix this? Any suggestions?


Don′t think its the clutter - but who knows...


edit: created a new door with link into the wilderness (59,16) - does not work too
took another cell, placed 2 doors into the wilderness: WORKING...

- so basically:

I can′t create doors in this cell anymore without CTD on travel (ingame) !!



Pls, help me BETH !!!
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evelina c
 
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Post » Mon Jun 18, 2012 6:51 pm

Had to create a new cell and copy/paste all object into it...

seems to fix that problem - the first door to a interior cell did work fine. :bunny:

Lets hope the doors linking to a city will do the same...


edit:

SCRATCH THAT!
Doors only work when linked to an exterior that isnt located in one of the major cities..
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k a t e
 
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Post » Mon Jun 18, 2012 10:01 pm

same happening to me
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Jennifer Munroe
 
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Post » Tue Jun 19, 2012 5:29 am

Are you using a clean save game?
Also, sometimes a cell can become corrupted. But I suspect that is not the issue here.
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Patrick Gordon
 
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Post » Tue Jun 19, 2012 6:32 am

there are a few threads now about this issue or at least one very similar. and its happened to me too. i have made the same mod multiple times but eventually the once working doors (the ones to the city cell anyway) will start to cause a CTD on exit. shinanigans?
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adame
 
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Post » Tue Jun 19, 2012 6:25 am

Yep, I tried a clean save game- still CTD..

This bug basically trashed the hole idea behind my mod... have to use a ugly workaround... :yuck:
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barbara belmonte
 
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Post » Tue Jun 19, 2012 8:52 am

This is a problem I run into last night and plan to tackle today.

Some Background...
I'm making a mod for a player house (Who isn't? Right) based on dwarven ruins. I have the basic house cell done the way I wanted it. So I connected it to the world near Whiterun at first. The LOD issues popped up which angered me (I wanted to see the house from the gates of Whiterun but Dwe facades just vanish more then two cells away) so I trashed the location even though it all worked fine other then that (well not the navimesh). Next I decide that if LOD is a problem I'd limit it by making my own world for a small settlement (Tavern, Stables, working with the courier, etc). I make my world set up the exterior of the house linked it to my cell and now I get CTD.

Now I'm thinking there maybe unfinished things I need to do like, Link to the main world or add location references with map markers and parented locations. so I'll be looking at that today.
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Kayla Keizer
 
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Post » Tue Jun 19, 2012 12:40 am

@ Grand Ar: I really, really hope you will be succesfull!!
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Sweets Sweets
 
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Post » Tue Jun 19, 2012 8:22 am

this thing killed my primary mod plan too. it has to be good enough to release though or theres just no point to it, and a half finished version with working doors is just as bad as a fully decorated version with broken doors.

if my experiments are any help to the discussion, i am reworking an existing location in one of the major cities as a player home, and i have made the mod from scratch four times. three of those have been 100% clean, other than the cells they are supposed to alter, but in every one the doors break sooner or later. and only the doors linking to the city cell, interior doors are fine. i have tried deleting all the items in the building, not deleting any of the items in the building, cutting the cell in half and making it two cells, making new doors, cloning the cell and resetting everything and numerous other things too. all just different flavours of fail.

also, the building in question was a victim of the navmesh bug before i even touched it (which explains the strange behaviour i experienced in game before the CK came out). i'm not sure if that has any bearing on the situation though.
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Tom
 
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Post » Tue Jun 19, 2012 12:25 am

The problems with the doors in my cell started after I defined rooms and portals..... I guess. Worked fine when I got to bed, stopped working next morning after I put some rooms in...

And I still hope there will be a solution - don′t want to start over... but I fear, I have to!
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alicia hillier
 
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Post » Tue Jun 19, 2012 3:30 am

And I still hope there will be a solution - don′t want to start over... but I fear, I have to!

I'm beyond the "starting over" already, I'm not going to ditch my work when I have no idea what I've done wrong (or if it's an unavoidable CK bug). Not going to redo everything just to hit the brick wall again.
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Darlene DIllow
 
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Post » Mon Jun 18, 2012 6:21 pm

i started over, three times. :confused:

i can't bring myself to make it a 5th time unless i'm sure i know what the hell is going on. as far as the portals go, i've been putting them in first in the last few versions and it doesn't make any difference.

the most obvious thing i have noticed is that in one working version i have most of the decor and no displays, and in another all the displays and very little decor. if i make even a single alteration to either of these the doors CTD, so it looks like its not only the amount of stuff in your house, but also exactly what that stuff is.
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Kill Bill
 
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Post » Mon Jun 18, 2012 6:11 pm

Thats my conclusion too!!

I copied only walls, furniture and clutter into a new cell and the CTDs happen there as well.... so I guess, its either an object or the way I placed them... or both. And unless you had triggered them with something the bug isn′t noteable...
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Dylan Markese
 
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Post » Tue Jun 19, 2012 5:12 am

Had to create a new cell and copy/paste all object into it...

seems to fix that problem - the first door to a interior cell did work fine. :bunny:

Lets hope the doors linking to a city will do the same...


edit:

SCRATCH THAT!
Doors only work when linked to an exterior that isn't located in one of the major cities..

If you Copy/Paste all of your objects from one possible corrupt cell into another new cell might not be the way to go, (BTW from my experience I think cell corruption is quite rare) but after saying its rare I have had mods where odd things just keep happening so I bite the bullet and just start clean again. A couple of little thoughts, did you use a quest related object when adding your clutter around the cell? did you build your new house from a brand new start or did you copy/paste some other interior build to get things started? as sometimes you can bring something possible quest related or a NPC that then causes issues if delete them. Neither situation will always give you problems just a couple of little things that have seemed to be related to the odd problem over the years.

Other line of thought have you re-positioned the door markers after linking them for teleport, sometimes as you probably already know the marker will not be in front of the door and it could be stuck inside something else thats causing you issues (unlikely though)

But I would also be looking into this as a possibility?

SCRATCH THAT!
Doors only work when linked to an exterior that isn't located in one of the major cities..


Many things do not seem to 'feel' quite right with this CK, more difficult or should I say temperamental than any of its predecessors?
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Erika Ellsworth
 
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Post » Tue Jun 19, 2012 2:09 am

I would suggest checking your mod for dirty edits. That seems to be the primary cause of all sorts of crashes with this game. If you go into the Data menu in the CK, select your mod and click Details it shows you every entry your esp file is making. Look through there for anything you know damn well you aren't wanting to mess with and delete-key those entries. They get marked to be forgotten from the mod file the next time you save and load.
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alyssa ALYSSA
 
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Post » Mon Jun 18, 2012 7:07 pm

Be careful with 'just because you dont know what it is you delete it from your mod on load'. You can break your mod this way too.

I have a house mod (surprise) I am working on and have had it linked with doors since day -14 (part of beta test group), with no CTD issues. But, I am also using a new save game fresh out of the starter dungeon with no mention of my mod ever being in this save.

My two exits are located in one of the named Helgen cells. And I have one interior door to another interior cell. One thing to note, I keep my mod cleaned of dirty edits using the process mentioned by Enos above. And I have a properly created nav mesh that links to the door markers correctly with a green triangle. Inside and outside.
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Big Homie
 
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Post » Tue Jun 19, 2012 1:43 am

I don′t use questrelated objects. If I want to use one, I make a duplicate and place this one. I do use some Loadscreen-objects, but they have been placed after the door-issue happend.
I built it from scratch, no copy/paste of existing objects...
Doormarkers are placed well too, tried doors with autoplaced markers too, no use - still CTD.
No Actors, no Navmesh (so far)

Travel thru a broken door into my cell works fine!


Please define: dirty edit ... dont know exactly what to imagine here.


Btw: yesterday I noticed that I can′t fasttravel from the broken cell as well! Fasttravel to wilderness is fine, fasttravel into a city -> CTD.. that may indicates that not the doors are the problem...

Deleting unknow or unfamiliar entries in a data-file doesn′t sound like a option I wanna try... guess, that would make things really complicated!
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BRAD MONTGOMERY
 
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Post » Tue Jun 19, 2012 1:48 am

A dirty edit is something you didn't mean to edit but either accidently did, or a CK bug caused it. Let's say you're looking around an existing cell to see how Bethesda did something and you accidently move a trigger 2 inches or something. Your mod file has that set as an edit to make, etc. Even duplicating existing cells to use them for a basis can cause crazy amounts of problems for some reason.

So for example if you look through the details screen and you see an entry in Markarth for "CWStageTrigger" or something, and you know perfectly well you have no intention of messing with the original stuff you can remove it from your mod file. But yeah, like Willie said be careful doing it. Back up your file first, then look through the details page and set anything you don't want to be messing with to ignore (Just delete key), save and open the mod in-game to see if everything still works.

Nuke the dirty edits from orbit. It's the only way to be sure.
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barbara belmonte
 
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Post » Mon Jun 18, 2012 10:10 pm

Ok thx, got it!
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Nicholas
 
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