Skyrim freeze while testing mod

Post » Thu Jun 21, 2012 10:48 am

I've just recently started to learn modding with the Creation Kit, so I have a reasonably newbie-style problem.

I've made a small two-room dungeon (consisting of a small room and a small catacomb area), cluttered and navmeshed it, added lights, lighting templates and imagespace plus a couple of NPCs, but when I test it from the start menu of Skyrim it has now started to freeze while in the catacomb area. It has tested fine all the way up to adding those two NPCs and the lighting template/imagespace.

I ran the navmesh test and corrected the errors until there were none left, and I have only put in a few candles here and there, so there's no overload of lightning.

What I haven't done is to make room markers and portals, but are those neccesary to test such a small mod without freezing? What is likely to make it freeze/crash?
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Chris Ellis
 
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Post » Thu Jun 21, 2012 12:27 pm

Been a while since I've done any interiors so nothing immediately jumps to mind. Do you have any triggers you can disable? Do you have any other mods loading or have you got custom meshes/textures in your \Data folder? Could be a bad reference.
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Ells
 
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Post » Thu Jun 21, 2012 12:19 pm

Thanks for the tips, but I don't have any other mods loading, no triggers, and no custom meshes/textures either. I did set up a patrol that didn't work, but I deleted that one.

I tried to clean up the navmesh a bit more though, and found one place where it went up on the wall a bit, and another place where it went under a static pot, ehm. After that I've tested it twice without problems, so maybe that caused it?...yet I'll be nervous for a few more tests. :blink:
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tegan fiamengo
 
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Post » Thu Jun 21, 2012 10:12 am

Thanks for the tips, but I don't have any other mods loading, no triggers, and no custom meshes/textures either. I did set up a patrol that didn't work, but I deleted that one.

I tried to clean up the navmesh a bit more though, and found one place where it went up on the wall a bit, and another place where it went under a static pot, ehm. After that I've tested it twice without problems, so maybe that caused it?...yet I'll be nervous for a few more tests. :blink:

LOL! Well, don't rule out sun spots and barometric pressure. There are many complicated and simple mods that have this exact thing happen... mysterious errors or crashes that simply go away. Part and parcel. :)
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TWITTER.COM
 
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Post » Thu Jun 21, 2012 9:13 pm

I've got this issue too, I created my navmesh all my hand which is probably relevant. But I don't know what to look for in it which might be an issue apart from it going up walls I guess
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Elisha KIng
 
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Post » Thu Jun 21, 2012 7:40 pm

Do you have any scripts in the mod?

I had a freeze that turned out to be a recursion loop due to a typo in my script. I didn't think scripts could lock up the game like that with papyrus, but apparently it's still possible.
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James Rhead
 
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Post » Thu Jun 21, 2012 4:07 pm

Nah I'm not a scripter of any kind. All I know is that certain NPC(s) are causing it, had no issues with the first few but some way in- hey wait, I could, narrow it down! STUPID ME WHY DIDNT I TRY THIS SOONER!

Thanks for that jolt of thought! :D

Will report back on this next week, in case anyone else gets this issue too
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DarkGypsy
 
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Post » Thu Jun 21, 2012 3:26 pm

Well I discovered I hadnt checked my navmesh for errors and I fixed that, but I still get crashes, even after I disabled every single actor in the level it crashes after a non specific short amount of time! And wherever in the level. This is a doozy, however if it's not seemingly the NPCs then that's kind of a relief
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Fanny Rouyé
 
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