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Creation Kit crashing randomly only in one cell, tried everything


Ionas177

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Hey guys, sorry for another age-old CK crashing post. I try not to waste other's time by asking for help over trivial questions that I could figure out myself, but I've honestly been struggling with this for the past few months and I'm almost at the point of just giving up. I've been working on a fairly large and detailed house mod for the past year now, and until about four months ago I was having absolutely no issues with the creation kit. Then suddenly, I'm guessing after adding or changing something in the interior of the home, the creation kit just started randomly crashing after exactly 10-15 minutes, no matter where I was in the cell or what I was editing. I've poured over hundreds of forum posts and scoured the internet looking for any and all possible solutions, including the infamous audio fix and disabling the tablet process, among many other things. I've even tried to reload old, old backups of the esp with the prospect of redoing months of work, but the problem somehow persists.

 

I think at this point the issue must be related specifically to the mod itself, not a problem inherent with the CK, as I don't experience any crashes while editing any other cells. I've used a few of my own custom meshes and textures throughout the house, but I've been using them since the beginning when I didn't used to have crashes, so I don't think they are the culprit. The only other thing that I could even begin to guess is that perhaps it might have something to do with room bounds and portals, as I think that the crashing might have started shortly after I decided to start optimizing the home, but I really have no idea if that's even feasible. The mod works perfectly in game, there's no missing textures or anything seemingly out of the ordinary, so I'm honestly completely stuck.

 

At first I just decided to try and live with it and resolved myself to the fact that I'd have to endure the 5 minute CK load every 15 minutes, but it's slowed down my progress by so much that it's just not worth it anymore. Again, I've put over a year's worth of work into this mod and it would be absolutely devastating if I had to waste all that effort for such a silly thing, so I'd really appreciate any further suggestions or ideas that anyone might have. Honestly, I'd take anything at this point. Thanks in advance for any help you are willing to give <3

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A couple options that I could think of...

 

If you know for sure that the CK is working fine with other mods and not your's loaded, then you could either try to

 

1. Roll back to a previous saved version. Because CK has a lot of inherent quirks it's often best to save multiple versions of your work in archival folders to reduce the impact of having to roll back to a previous save. This often isn't the greatest thing in the world, and often feels like a kick in the balls especially if you didn't have an any recent saves that worked, but it's savedy bacon a few times.

 

2. You can alternatively try to clean your mod with SSEdit or TesEdit depending on how you're making it whether SE only or LE. If that doesn't resolve the matter then you could try and ignoring sections of the mod on a load into CK to try to isolate what the issue is.

 

To do that, instead of clicking open when launching your mod in the CK, click details and more info. It will give you a list of everything you've added/changed in your mod. You can highlight entries and press the delete key to flag them to ignore on load. To unflag them click delete on them again. Using this method you can systematically filter out what is causing your issue by seeing if the CK loads/doesn't crash or not. If you're able to identify what records are causing issue, you solve for it by loading the mod with them ignored and saving the mod normally. That will essentially cut out the infection and you'll be able to continue with hopefully minimal impact to your mod.

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Wow, thank you so much for the suggestion Seraphim, you actually saved me so many hours of frustration in solving the issue! Using the method you suggested, I decided to follow my hunch and 'ignore on load' all of the room bounds and portals that I had placed a few backups earlier. I have no idea why, but that was exactly what was causing the crashing, I was able to work for a few hours straight without any issues. I decided to transplant all of the room markers and portals into another temporary cell for now while I finish up the interior, and everything is working beautifully again.

 

Any idea on why the room bounds and portals might cause delayed crashing like that? Maybe just an overload on memory usage? They seemed to work perfectly in game, I didn't even have any portal flickering or object pop-in, so I'm not too sure if it was an error on my end or not. Either way, thanks a ton for the tip :) It worked like a charm.

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I'm not experienced with making any cells really. I'm planning on changing that in the near future to make a small player home or sanctuary from the cold reality of Skyrim, however I've never got to that point as of yet (I do a lot of magical effects/scripts).

 

I've seen the CK have issues like that which equated into seemingly randomness as I haven't been able to reproduce a change which resulted in a crash. Something in me makes me want to speculate that there's a memory leak in the CK, and as it continues to drain on your system resources it might not correctly save the mod when saving, so when trying to reload it there's issues. Mind you that's just an uneducated slob like me's best guess at what's going on under the hood.

 

Glad it worked. Now just make sure to copy paste periodic backups of your esp into an archival folder to minimize any future impact.

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  • 1 year later...

after putting this into ( CreationKitCustom.ini )

 

[AUDIO]
bEnableAudio=0
ck stopped crashing time after after time
now with this it only crash after closing, but that not a big problem, just close the damn thing and done
i was used to fo4 ck, that 1 almost never crashed, but se ck realy sucks
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