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garghuul

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Everything posted by garghuul

  1. What exactly are you doing when it crashes? Just walking past Pinewatch? Can you at least see the sawn logs, clay deposit, workbench and such? What OS/GPU are you running? There seem to be a number of issues with the Hearthfire DLC. I've tried removing all my mods, saving, reloading, and I still crash on trying to enter the Falkreath basic house. I've even gone back to before building the house made a "clean" save and no dice... still CTD on entry. Have you tried disabling all your mods, loading, saving, then exiting the game, then going back in and loading your fresh save; Then see if you can get to the Steading? Unfortunatly as I mentioned it may be an issue in the DLC itself, certainly you and I are not alone. Supposedly the Dawnstar steading has few issues although I haven't tried it myself. I may just go hands-off and wait for the next patch.
  2. Can you give any specifics? Which mods, and how are they not working for you? Are you using NMM to install them or doing so manually?
  3. Personally I would create a container with the custom object inside, and put that container somewhere in the game world I find easy to remember. IIRC the giveitem command also alters the name of the object depending on the load order.
  4. Save early, save often, and in different slots. then back up your saves.
  5. I have encountered similar problems when I have a mod conflict. The report only really seems to say that skyrim stopped responding, and you chose to close it. Or at least that's what I get from opening it in notepad. It may say a lot more to the folks at microsoft. I don't know if Microsoft tech support is allowed to post in a forum like this. Can you give us a list of what mods you have installed and what your load order looks like?
  6. Could you give us a screenshot of NMM with the plugins tab open so we can see the load order you are using and whic specific files are in use? Try deactivating (not uninstalling, just uncheck them in your load order.) all the mods, load in a save, create a fresh save, quit to desktop, load the fresh save and save over it. This is a "cleanish" save. Quit to desktop. Load in Clean save and look around to see if those objects are still around. If they are, something odd may be going on with your default skyrim files. If they are not, start going through loading the clean save with individual mods enabled and looking for those objects. Keep a checklist so you know which mods you have checked, which still need to be check, and which have the objects floating in them. Even if the objects appear with a given mod, keep going until you are done the list. This may help you isolate what is causing the problem.
  7. When you mean your gear dissappears, do you mean specific items or the way those items look? Personallly I frequently use the CK to create a mod so vanilla items use meshes/textures from mods I happen to like the look of. This allows me to pick and choose from item compilations.
  8. This utility makes for large address aware compatability. http://www.techpowerup.com/forums/showthread.php?t=112556
  9. You mention editing your .ini files. Did you change them back or restore them from backup after uninstalling the mod?
  10. I get similar issues in some areas infrequently, but exiting and entering or loading the auto-save created when I zone into the affected area corrects it. I also get areas where only part of the floor is missing. It happens very infrequently though, and is usually a sign I have forgotten to set my screen rez to half or rise the fan speed on my GPU. I have no idea why GPu overheating would cause such an issue, but it does seem to correct it. What are your system stats? What mods do you have installed?
  11. You could try loading the .esp into the CK, and check the usage info for the weapons. It should list the container they are inside, which you can then check the usage info on and find out where it is in the game world. Alternately you could make a new container put the items in it, and put the container somewhere in the game world you find easy to locate. The readme or nexus page for the mod may also have specific info on where/how to obtain the objects.
  12. Can you elaborate a bit? Is the door not interactive? Did you create a fort around the entrance to your dungeon or is it just a door?
  13. Sounds like it should work, from my perspective it appears the issue "persists" until you wipe the "bad" NAVI formID and have the CK make a whole new one. Of course this is more of a "It can't hurt to try it." Of course my understanding of the issue is actually rather limited, you might want to check through the bethsoft forum I linked to above. How I ran across the workaround was more of a fluke than anything.
  14. You seem to have hit the nail on the head as to what the issue is, there is a possible fix here: http://forums.nexusmods.com/index.php?/topic/659604-possible-fix-for-ctd-with-dungeon-mods/
  15. Just quickly glancing through your list, a few things that stand out to me: Reduced Distance NPC Greetings.esp slightly reduced npc greetings.esp viciousdawnbreaker.esp Twohanded Dawnbreaker.esp I'm note entirely sure, but if two mods alter the same things it may cause a conflict. You may want to try using BOSS, it could spot conflicts for those mods it covers. However I do know that Quest_AndTheRealmsOfDaedra.esp Quest_NoMercy.esp Seem to conflict even though they shouldn't, it may be an issue introduced by the CK.. Player housing not in an .esm/.esp combo seem to have similar problems. the fix which worked for me is here: http://forums.nexusmods.com/index.php?/topic/659604-possible-fix-for-ctd-with-dungeon-mods/page__pid__5280132#entry5280132
  16. So it doesn't matter if you click yes or no, so long as you load it into the CK and save?
  17. Took me long enough eh? Seems they are already aware of the issue. http://forums.bethsoft.com/topic/1361767-navmesh-bugs-part-iii/page__hl__formid%2000012fb4__st__180 To reiterate the process that seems to "fix" a conflicting mod: 1) Get the CK and TESVsnip 2) Load the .esp of the conflicting mod into TESVsnip 3) Locate and select the GRUP(NAVI) entry in the main tree 4) Press Delete. 5) Save the file. 6) Open the CK and load in the .esp of the conflicting mod. 7) You should get a series of error messages, one of which will report the form count of a given file is different from the file header. 8) Select "Yes" to the message. 9) Save the .esp when you are able. 10) Disable the original .esp in your load order, and enable the file you saved instead. 11) Profit.
  18. I have encountered a similar issue, here is a link to a thread describing a technique I found that fixed it for me. http://forums.nexusmods.com/index.php?/topic/659604-possible-fix-for-ctd-with-dungeon-mods/ If it works for you, please let me know so I know it isn't just a fluke.
  19. I can offer no definitive answer, this worked for me: http://forums.nexusmods.com/index.php?/topic/659604-possible-fix-for-ctd-with-dungeon-mods/ If it works for you, please let me know so I can go forward with it as verified instead of unique to my system.
  20. I have had issues with The Realms of the Daedra, The Bigger they are, and No Mercy apparently conflicting when they shouldn't be. The crash I usually get is either on loading a save, exiting a city, or walking a certain distance after fast-travelling the screen freezes. Strangely after I disable the conflicting mod and load in the same save, I am usually attacked by a Dragon after doing one of the load-ins that causes a creah. That may be coincidence though. The Asteria, Seabreeze Estate, Westbrook Keep and Wheeze's Dungeon Pack 1 may also cause a similar conflict, but I haven't gone through them yet to see if the issue I am having recurs with them. Downloading and going through all the mods on Skyrim Nexus that add new zones/worldspaces and checking to see which ones cause the issue isn't very appealing to me right now. I did find a common issue between Realms of the Daedra, The Bigger They Are, and No Mercy. And a way that corrected it, and allowed me to load them at the same time. I can't say with any certainty that this is the issue you are having, but you could try it. http://forums.nexusmods.com/index.php?/topic/659604-possible-fix-for-ctd-with-dungeon-mods/
  21. I have had issues with The Bigger They Are, No Mercy, and Captain Sharphook seeming to conflict with each other. There is another user who has posted having similar trouble with Mines of Moria. Here is a link to what I found worked for me: http://forums.nexusmods.com/index.php?/topic/659604-possible-fix-for-ctd-with-dungeon-mods/ I don't know if this is the issue you are having, but it might help.
  22. I do not know if this is the problem you are having, but I have had Milan's Dungeon Set 1 not want to work with other dungeon style or location mods. I have also had a number of dungeon-style mods not want to be enabled at the same time. Here is a post on what might fix it: http://forums.nexusmods.com/index.php?/topic/659604-possible-fix-for-ctd-with-dungeon-mods/ So far no one has replied on whether it works for them or not, so I can only say it works for me. Other than Deus Mons and Moonpath to Elswyr I haven't tried any of the other dungeon mods you listed, but you can try disabling both Deus Mons files and loading a single dungeon mod in. Save first, then create a "testing" save so you don't have to go through relocating your stuff from Deus Mons and not worry about enabling/disabling mods.. If you are not doing so already, you may want to try using BOSS to reorder your mods. It also appears you do not have the Weapon and Armor fixes installed for Complete Crafting Overhaul, when I install it with NMM I get a message about what I need to have installed prior to installing the CCO. These may be entirely unrelated however.
  23. It gives them the same formID, but different subrecords. As it was explained to me this is as it should be, I presume skyrim adds additional subrecords to its Master Navi in the esm during the loading process. It is not like an Editor ID. I'll take a peek at the bethsoft forums to see if there is mention of this.
  24. Initially I encountered a problem: It seemed that a number of dungeon-crawl style mods were conflicting with each other. That is to say I could only have one of them active at the same time. On the ambitious thought I could fix the problem, I tried opening all of them together in the Creation Kit. The only mutual conflict I could find was an object called "00012fb4 Further exploration found the full name of the object to be NAVI(00012fb4). The Creation Kit could find the object using search-for text, but usually encountered errors or locked up/crashed trying to manipulate the object. Opening the .esp of each mod with TESsnip (Initially the FOMM version, now TESVSnip) I found the item listed under GRUP(NAVI) and thinking it was some sort of data-artifact I deleted it. This seemed to clear up the problem for most of the mods I had this conflict issue with. I was later told (Thankyou Ghuanaduar) NAVI(00012fb4) is the formID which allows NPCs to use doors to transition from one zone to another, and thus not a data-artifact and is supposed to exist. Experimentation showed that if the altered .eps was loaded in the CK it would re-create the file when it corrected the file header. However the corrected file would still not cause a CTD or delayed freeze when loaded with any of the other mods when they were altered in a similar manner. I believe the CK detecting NAVI(00012fb4) as an object is a bug in and of itself, and not directly related to the issue. It may be that some sort of mis-match occurred between mods made before the CK was patched to 1.5 and those made after, as "refreshing" NAVI(00012fb4) by deleting it with TESVSnip and then having the CK re-create it does not appear to cause the problem to recur. Honestly this is only a guess on my part, I am simply not knowledgable enough about the CK and the timeline of patches to say with any certainty. The mods I had the issue with were: Gardens of Z-en Obsidian Caverns Ancient Eldergleam Sanctuary The Bigger they are Realms of the Daedra Hall of Warlords Terramis' Forgotten Dungeon This "fix" did not prevent CTD/Freezing when the above were loaded with Markarth Undercity Waking Nightmare II Strangely if I deactivate the Deus Mons player home, I can load Waking Nightmare II with the first list of mods after I alter the files. Dues Mons does not seem to conflict with the other mods, and I am not currently confident in editing an .esm like I do the .esps. For one the CK doesn't let me save changes to an .esm, even when correcting the file-header during load-in. Deus Mons does not otherwise seem to conflict with the first list of mods. My general system specs were: Windows 7 64bit Ultimate, 6 GB RAM, GeForce GTX570 video card with 295.73 drivers. Over the course of the initial process of searching for conflicting mods I ended up deactivating all other mods except those mentioned. As far as I can tell, deleting and re-creating GRUP(NAVI) does not affect custom navmeshing by mod creators. If anyone can shed some light on the issue, or let me know the "fix" works for them as well, please do so in this thread. Thankyou to Terramis and Ghuanaduar for discussion in a different thread on this topic,
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