Troubleshoting mods

Post » Wed Jun 20, 2012 7:12 pm

Hi I have run into a problem , my mod seems fine and loads fine in CK , but since today I am getting some random crashes during game session , and sometime the CK crashes when loading the level , actually is crashing a lot even when moving the camera .. how can I do to nail down any possible crash maker bug that I may have in my level? how to find any bug and solve it?

thanks for any advice ...
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xemmybx
 
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Post » Wed Jun 20, 2012 4:56 pm

Like some errors I am getting :

Assert

File:C:\_Skyrim\code\TESV\BSSystem\BSFixedString.cpp

Line \270
should have removed entry .
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kelly thomson
 
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Post » Wed Jun 20, 2012 9:52 am

Also I am getting constant crashes in CK when I load my mod I get toload it like once in 5 times , and I don't get why couse it just CTDs without any advice on what's wrong or any clue on the problem , is there a way to investigate what's causing this?
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Dan Endacott
 
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Post » Wed Jun 20, 2012 9:59 am

Also another warning coming up are:

Tree Texture atlas for world Issgard not found
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Christine Pane
 
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Post » Wed Jun 20, 2012 2:54 pm

other error

Textures: Could not queue texture 0x 247d78f

Can't understand what's meaning ...
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Steven Nicholson
 
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Post » Wed Jun 20, 2012 2:43 pm

Like some errors I am getting :

Assert

File:C:\_Skyrim\code\TESV\BSSystem\BSFixedString.cpp

Line \270
should have removed entry .

Anyone?
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anna ley
 
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Post » Wed Jun 20, 2012 9:23 pm

The texture errors seem not to matter (they happen with just skyrim.esm loaded), at least not in my mods. I wouldn't worry about them but that 'bsFixedString' thing is almost certainly mesh-related. In one of my mods, I made respawning Nirnroot and minable Salt using static NIFs assigned to new/custom Tree objects. When I load the modded areas which have these placed in them, it gives me 'bsTreeLOD' whatever.. because the NIFs I assigned don't have the unique LOD data as real trees should. CK doesn't see the data present, so can't render in the window what it thinks it should; but it works fine nevertheless. (except my Nirnroot doesn't glow, but I think that's scripted to the real Nirnroot somehow, not part of the mesh) But the "bs" prefix is havok-related... so almost always will be caused by a NIF.

Back in preCK days, I had a bunch of exposure to crashing GECK (then later, the CK). It was almost always because of corrupt data in a hacked ESP - usually music, weather, and a couple other things... but that's like 4 or 5 months ago now, don't really recall. The data may not have been corrupt per se (for FO3), but Skyrim acknowledged it as such or it was missing data newly implemented in Skyrim. I doubt this is your problem (unless you used non-CK, non-Skyrim specific apps and have been trying to get by without remaking it 100% in the CK).

More recently, I found 'wrong' data in NIF files will cause CTD. In my case, I tried to get custom collision to work (exported out of 3DSMax)... but CTD when trying to load it in-game (or CK). I removed the collision and it works fine. This was attempting to get the 'old' format of rigid bodies with packed strips/shapes/whatev... Skyrim hates that - it only wants havok collision (the compressed MOPP stuff). Although... I DID get convex shapes working.

Another thing which caused strange happenings (possibly CTD in-game for some)... it was the resolution of the DDS files assigned in a NIF. I found it had to be certain increments.. I didn't test to see how far down, but I think 128 or 256 pixel worked. For me though, wrong resolution caused the load-screen to hang indefinately (smoke still animated, but never loads).

I hope something here helps... noone else has any ideas I guess
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CORY
 
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