Sleeping Dangers Sands of Time
Posted 27 June 2013 - 01:42 AM
Ok first off I love this mod, or rather I love this mod when its working. I just started a new game and wanted to try something different and I must say I have had some of the best Skyrim experiences I have ever had playing through your mod tonight, But unfortunately I don't think I will be able to continue to use it. I have never and( I mean never)crashed so many times than with this mod installed. Every time I fast travel now I am risking a CTD, I have to constantly save every five minutes for fear the next encounter will send me packing to the desktop once again, and sometimes I fast travel just fine, only to find out I will crash within the next 1-2 minutes.
I hate to say it but right now this mod is no where near the stability it needs to actually be played through a serious game, for constant fear of CTD's and save corruption. I have followed your instructions to the letter, with the install and the Console commands. And everything activates and plays perfectly.. until I attempt to fast travel where I 9 times out of ten crash completely. POP! Idea I will try it without the fast travel option enabled and see if I crash anymore.
Also in case you have any advice, I am using ASIS, and Immersive Creatures with this mod, and Deadly Dragons. And have let BOSS do the load ordering as you see below. Please let me know where there might be a conflict because I have been using every mod here forever and Stable. I just added yours last night and started a new game today and now I cant keep the game stable at all. Also I used your recommended ini settings for ASIS as well.
Heres my load order in case I'm doing something wrong, and thanks for any help you can provide>>
unofficial skyrim patch.esp Active
unofficial dawnguard patch.esp Active
unofficial hearthfire patch.esp Active
unofficial dragonborn patch.esp Active
Weapons & Armor Fixes_Remade.esp Active
better dynamic snow.esp Active
better embers.esp Active
Skyrim Immersive Creatures.esp Active
Skyrim Immersive Creatures - DLC2.esp Active
Convenient Horses.esp Active
IMAGINATOR - Visual Control for Skyrim.esp Active
IMAGINATOR - MCMenu.esp Active
[ voidcraft ] the armory.esp Active
[ voidcraft ] the armory - dawnguard.esp Active
ERSO 03.3 - Slighty Mighty Dawnguard Dragons.esp Active
ERSO 03.4 - Slighty Mighty Dragonborn Dragons.esp Active
ERSO 03.5 - New Dragon Loots.esp Active
ERSO 04 - Mighty Odahviing.esp Active
ERSO 04.2 - Mighty Durnehviir.esp Active
ERSO 05 - Dovah Holy Book.esp Active
ERSO 06 - Wait More Time Dragon Encounter x3.0.esp Active
ERSO 07 - Mighty Dragon Priests.esp Active
ERSO 09 - Vendor Trainer Quest-giver protected USKP.esp Active
better blacksmithing.esp Active
Immersive Weapons.esp Active
lush grass and trees.esp Active
detailed cities.esp Active
Apocalypse - The Spell Package.esp Active
Crimson Tide - Blood.esp Active
unlimited amulets and rings 0.1.esp Active
Skyrim Perk Enhancements.esp Active
SPERG Dawnguard Patch.esp Active
SPERG Dragonborn Patch.esp Active
Smithing Perks Overhaul_Remade.esp Active
WATER Plants.esp Active
Posted 27 June 2013 - 02:22 AM
1. Asis - make sure my mod is exempted, sounds like you did. But my mod should not be bashed or altered by ASIS.
2. Ctds on fast travel ARE NOT normal to this mod. I hear you, but it is not expected behaviour or even something commonly reported. I fast travel every now and then, no ctds ever. Something is weird. Mod would not have 800 plus endorsements if that was normal.
3. Erso compatability is untried . You are the second recent person with problems that is using it. May be a coincidence, but I am starting to wonder.
4. Boss is wrong where It places my mod. Works a lot better towards the end
5. USE THE LOOSE FILES VERSION. Various reasons for this.
Barring a conflict between my mod and one of your mods I am not familiar with, a resource issue is the most likely cause. This would mean getting rid of all high res packs and textures to maximize ram and VRAM. Mods like lush grass have caused me problems. Crimson tide caused me problems too. Skyrim immersive creatures is a strong possibility too.
And yet, with all this said, I feel we are missing the root cause. 9 out of 10 ctds when fast traveling is just too off the base line. If you can test without Erso it would be a good test. Testing without the dragon mods active can prove useful as well.
If you can upload one of your recent saves somewhere so I can download it, I would like to try running it for fast travel tests.
edit: try also to set the walking script timer to 35 or 45 to see if it helps. Trying to see if it is heartbeat related.
Edited by tonycubed2, 27 June 2013 - 04:11 AM.
Posted 27 June 2013 - 03:20 AM
Testing so far:
So far I have ruled out water, dfb random encounters and immersive creatures from causing the issue. (Started a new game, with those mods never installed, and still had the problem eventually). I have also tried using zero texture mods for terrain/etc. Considering I have a gtx 590 x 2 and a intel i7-2600k 3.4 ghz cpu with 16 gigs of ram, a couple body textures and armor shouldn't cause to much trouble. (I am guessing though)
On the bright side, I love this mod enough that I keep playing with my load order. I will also try loading this mod much later, I have been using boss for sorting its location.
edit: I wasn't going to post anything but since the other guy brought it up, I figured it might narrow down the suspects faster. Or just settle it being a resource issue. (Which I can live with).
edit2: I just read that your playing around with 6.1, I wonder if that would solve any issues! Can't wait to try it :-)
Edited by Mavkiel, 27 June 2013 - 03:28 AM.
Posted 27 June 2013 - 03:42 AM
If you do play with erso, the only modules I was using that was in common with the poster was Mighty odahviing, mighty durnehiivr. Which would have to make it one odd conflict! It also took about 3 hours or so for the ctds to start happening. Not sure if its because I only visited a few different areas in that time, or something else. (It takes time to go through the start of the game, and turn in the main quest horn)
That heartbeat work around you mentioned for 6.1 might be an interesting fix if that's whats causing the problem.
Posted 27 June 2013 - 04:10 AM
Posted 27 June 2013 - 04:32 AM
Basically something like the current encounters, only if the dice come out right, you get two random factions spawned next to each other. Leading to potentially humorous fights to come across. (I was playing around with dfb, which had some encounters like that)
And last question, honest! When I turn on the lore mode, does it turn off the treasure chest drops? Not had a single chest spawn. It could just be my lousy luck though :-)
Posted 27 June 2013 - 05:31 AM
btw, the spirits on dungeon encounters,
I am trying to track who that is invisible and keep making sounds very often (once about each 3s) by me;
the sound is like after jump someone falls to the ground foot sounds;
I think it is the spirits, I just disabled them..
one thing that happened was after I type `killall` at console; those sounds stopped, but I could find no spirit corpse (as once I saw on previous mod version)
but I think the spirits are important to improve the quality of the encounters right?
I wonder if those sounds could be nullified; or the spirits could only be spawned just before the encounter happens, would be also fun you hear those sounds as an alert lol, just use player location (I guess), to minimize the foot sounds..
EDIT: btw, I looked with more care and I think the cursed bandit outlaw (and zombies) new skelleton+normalBody model mix, is actually something VERY COOL!
Edited by ghussak, 27 June 2013 - 05:33 AM.
Posted 27 June 2013 - 05:38 AM
after that my game is much more stable!
I think that configuration could be default; or there could have an easy option to make all encounters happen less often possible; may be 5 options: mayhen, very often, somewhat often, less often, almost never. I think my config is about "less often".
Edited by ghussak, 27 June 2013 - 08:06 PM.
Posted 27 June 2013 - 06:01 AM
But you should not be able to see them or hear them or feel them. A small percentage of users seem to be able to. I never do. Other mods can cause this. For example, the mod that makes dead bodies solid so you cannot just walk through a dead body will make the ghosts touchable as well. This is game breaking. I have yet to discover which mod makes the footsteps happen. Again, they normally do not.