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Posts posted by KiokothePirate
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Spoke too soon. The crashes are happening again and the reports continue to mention the same two navmesh triangles. So I think I'm still going to need someone to take a look at the file.
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It would seem the solution was so simple that I never considered it. I made a clean install of my mod on a new save file and there have been no CTDs. I'm going to play around with it some more, but so far everything seems to be fixed.
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Frustrating thing is, I've done all that already. Now I don't know if it was the vanilla navmesh that got moved down, but I did move practically a cells worth of navmesh down below the map. As far as the cell borders, where there is navmesh the borders are marked green. One of the triangles that is giving me grief is beneath a mountain (I didn't put it there and seems to have appeared when I ran the mod through SSEedit). The other troublesome triangle is located on the piece of navmesh that I sank beneath the map.
That's why I'm looking for someone to look at the .esp itself. Maybe someone else can spot the problem.
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I saw no pathfinder errors upon loading the file.
I am aware of the duplicate navmesh issue as that was the original cause for my headaches. Anytime I approached the house the game would CTD. This was caused by duplicated navmesh which I then moved beneath the map. I can now approach the house with no issue, but if an NPC approaches the house it crashes.
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I'm looking for someone to take a look at my mods .esp file. I'm getting CTDs that, according to the crash log, are being caused by a few triangles in the navmesh around the exterior of my player home.
I've tried deleting and remaking the navmesh, resizing the problematic triangles, and moving bits of unneeded navmesh beneath the map. Nothing has worked.
The latest crash log lists the triangles causing problems.
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Resurrecting this thread for an update.
I got the cause of the CTD figured out, but I'm still having issues. I need help reading a crash log. See Reddit thread for more info.
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So I'm trying to figure out why my player home mod "Mara's Respite" keeps crashing. I have the crash log, but I'm not sure how to read it. Could someone help point out the problem?
As a bit of background, originally this mod was crashing anytime the player attempted to approach the home. But that issue was resolved after it was discovered that I had some overlapping navmesh around the home. Now it's crashing whenever you have a follower walking around the property.
I believe the issue continues to be the navmesh, but I'm not sure what that exact issue is exactly.
I found some additional overlapping navmesh around the player home, but after fixing that issue the mod continues to crash.
Tech Details are below:
Skyrim SE Plugins (These are the plugins for the profile I've been using to test the mod).
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Ah, found it in AppData\Local\Skyrim Special Edition. I tried using the search function before but didn't get anything. I must have been mistyping it. Thank you for your help!
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I do not have that folder either. I found Vortex itself in the "Program Files" folder.
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This gets answered on an almost daily basis
C:\users\YOUR NAME\appdata\roaming\Vortex\
And what if there is no Vortex folder at that location?
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So I'm trying to post some modding questions on Reddit and I need my plugins.txt file for Skyrim SE, but I can't seem to find where Vortex placed the file. I know it exists because I found it recently. Now I can't find it again.
I've been looking at the Skyrim Special Edition folder located under AppData/local/Skyrim Special Edition but the plugin file there hasn't updated since 2017. Back when I was using NMM.
Does Vortex keep plugins.txt files somewhere else?
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Don’t mean to resurrect this thread, but I’m experiencing this too. But only with Aela the huntress...
Seconded. Moving AFT to the bottom of my load order did nothing.
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Still have not been able to find a method for diagnosing the CTD issue. I tried installing .Net Script Framework, but it's not generating any logs.
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Well I tried installing the mod with the loose script files and the .esp for the heck of it and Vortex showed no issues. So I continue to have no idea what the problem could be.
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Ok, so I went and made a new profile on Vortex. Activated only Mara's Respite, SKSE64, Alternate Start (So my character would spawn closer to the home), Engine fixes, and papyrus util, and I still got crashes just trying to get near the place. First crash was caused by that dragon mound script glitch, second time though I have no idea.
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I tested the mod and for me it was good. But yes it is probably a texture bug.
What you can try; Unpack the .bsa to a save directory, zip all the files including the esp, you can name it as you want, drag and drop the zip file to Vortex and install it.
Obvious you uninstall first the "old" mod. Now you installed the same mod with loose files. You have a chance Vortex will point out a problem as there can be 2 versions of a .nif file or a texture file. Then you also have found the culprit. This "previous" file could be a simple flower or a tree which wasn't compatible with the files in the .bsa file. Then the choice is yours to say which file wins.
I'm not sure what your referring to with the save directory. Do you mean the folder with the save files?
Also, the .bsa for Mara's Respite contains only scripts, there are no .nifs or textures.
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Well I can safely say that the houses location shouldn't be the issue. There were no major markers or anything at the location when I built the house. What is confusing me is that previously I had installed this mod by downloading it from Nexus and installing it with NMM and it worked flawlessly, but now that I've switched to Vortex I get this problem. Could the way Vortex is handling the mods deployment be the issue?
I gave up on Vortex and went back to NMM because the exact same working load order I had in NMM crashed the game on start-up before the Bethesda menus screen with the lot loaded by Vortex. Go figure. Same thing happened with Fallout 4. So, for me it was bye-bye Vortex and am now pleasantly cruising through Skyrim landscapes with 722 mods installed (371 plugins -252 regular, the rest esl or esps flagged as light).
Well, as Jimmy already knows, I use Vortex and I just tested this mod. Installed with Vortex. No problems, no glitches, no bugs, and no CTD. Nothing wrong in the house and also nothing wrong in the area. Okay I admit I don't have that much mods installed as Jimmy has, but I also have 211 active plugins.
But your idea can be in the right direction. Most of the time a reproduceable CTD in an area is often a texture problem. When I alter such a problem most of the time I delete this mod and download it again. And for me this will do the trick.
A texture problem you say? Well I don't know about the people who reported the bugs, but I know I installed some terrain texture mods including majestic mountains. Since this house sits right at the foot of a mountain perhaps there could be some issues there. But you say just re-downloading the mod would generally fix it for you?
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Well I can safely say that the houses location shouldn't be the issue. There were no major markers or anything at the location when I built the house. What is confusing me is that previously I had installed this mod by downloading it from Nexus and installing it with NMM and it worked flawlessly, but now that I've switched to Vortex I get this problem. Could the way Vortex is handling the mods deployment be the issue?
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I'm looking for methods I could use to help diagnose why the mod I created, Mara's Respite, is causing CTDs when you approach the home.
I've checked the papyrus logs following the crashes, but they don't offer any consistent evidence of why the game crashes. It could be a mod conflict, but several other people have also reported getting CTDs when approaching or leaving the home and I doubt we all have the same load order.
There are no new assets used in the mod, but it does have some scripting. Basically I have no idea what the problem could be and would appreciate any help that can be given. If anyone wants to download the mod, crack it open, and take a look at things, be my guest.
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There should be a collision node in the mesh. Open it in Nifskope and then you can either delete the collision branch altogether, or replace it with the collision branch from something flat like a wall.
Got the collision deleted and everything is working perfectly. In fact, my mod has been updated and is now live. Thank you for all the help!
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They look really good. Makes me think of the old mage's guild halls in Oblivion.
Thank you! I'm glad they have a mage-ish look considering I made the home for my future mage build.
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That seems to have done the trick! Worked perfectly in game. Thank you so much for your help!
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Ooh, I think I've figured out a way to get the windows working in a manner that is passable at least. That window pack had just what I needed. I'll have to add some ivy around the exterior window to hide some clipping, but it should work.
UPDATE:
OK, so I got the windows looking exactly as I want them in the CK, but when I view them in game they are out of place and not to the scale to which I had set them. They're just floating in front of where they are supposed to be. I tried doing a clean install of the mod, but it didn't fix the issue.
Any ideas? I'm using the windows from the window pack mod that was linked earlier, ran them through the optimizer, but I don't know why they aren't appearing correctly.
Windows in CK:
Windows in Game:
Troubleshooting Navmesh Related CTDs
in Creation Kit and Modders
Posted · Edited by KiokothePirate
Still looking for someone to take a look at my file. If anyone wishes to help I'll send a link to the latest .esp file I've been working on.
Looking at the .esp in SSEEdit I can see one of the problematic navmesh pieces was deleted by one of the official updates and then restored by my mod. Screenshot below.
Screenshot