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warezwaldo

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  1. For anyone interested, it's always a good idea to read (carefully) the entire description page of every mod you install. The mod in this case is Capital Whiterun Expansion. It adds several new small quests and each one is documented in the description.
  2. Solution confirmed regarding the above ancient issue. Simply spell "hearthfires.bsa" correctly when adding it to the sResourceArchiveList2 variable string. I made the mistake of cutting and pasting the bsa list above and found that "Heartfire" does not work. :ohmy: Foiled by a simple typo & a lazy arse... Use Olgark's link above to get the complete set of requirements, ready for cut&paste.
  3. Three years later and the bug still lives... Does anyone at Bethesda actually read these posts at all???
  4. I am now using the console command "player.moveto" and target a house karl like Lydia (A2c94) or Iona (A2C93). This will take you to an interior space (assuming you've left your house karl inside the house) which should not cause a load fail. You might still get a load fail if you try to leave the house after you arrive but odds are you should be OK. Best to do a save before exiting, just to be sure.<br /><br />I have just completed extensive testing on this load fail problem and this is what I found of significance:<br /><br />1. I use both NMM and Workshop to apply about 55 mods. I unsubscribed or deactivated all of my mods and ran just the game .esm, all three DLC .esm, the HiRes pack and all of the unofficial updates. I did not uninstall the mods with NMM, just unchecked them in the plugins window. The result was ZERO load fails coming back to Skyrim using the boat or the map marker in over 25 attempts. The vanilla game & DLC are NOT the issue. No more bad-mouthing Bethesda.<br /><br />2. I added back my list of mods one at a time and got no load fails until I got up to around 50 mods. At that point I got about 50% load fails. After 52 mods I got 100% load fails. I then randomly deactivated one mod at a time using NMM. When I got back to 50 mods, I no longer got load fails. It made no difference which mods I deactivated or reactivated, randomly. I tried this<br />add/delete process several times with consistent results.<br /><br />My conclusion is that the problem is a memory issue. The number of mods that can be loaded at one time without causing these load failures will depend on how much memory they require to load as a group. Some folks may load a mess of small mods and some maybe load fewer bigger mods but when the memory limit is exceeded, we get load failures. I think the reason it doesn't happen on the way TO Solstheim is that it's a much smaller outdoor map than outdoor Skyrim.<br /><br />Given my results, one option I haven't yet tried would be do deactivate any mods that I'm not using while questing in Solstheim, like most of the TAVE mods except for Whirerun, before starting the game. That leaves room for loading the Skyrim map and then I can fast travel to Windhelm, then to Whiterun (home base), make a save, quit, reactivate the mods and load the save. This would keep me from having to use the console if that were my preference. Actually, my preference would be to use the "player.moveto <house karl>" command that I've been using without a hitch.<br /><br />BTW, apologies for the suggestion to use the "let's go home" option with a spouse, Apparently that option only exists with the "Marriagable Serana" mod that I was using at the time. It's not available with vanilla, UFO, AFT or EFF as far as I can tell.<br /><br />
  5. If you have Vilja or a spouse with you, try using the "let's go home" dialog. This has worked fine for me every time. I also used console command "COC whiterun" and that plops me down in front of the bridge outside of whiterun. I got a CTD very soon after arriving so I restarted, loaded the solstheim save, repeated the console command and saved immediately after arriving near whiterun. I got the CTD as expected but restarting and loading the whiterun save worked without any problems from there on. These are only work-arounds, though. I never could use the map marker or the boat to get back on my first playthrough of Dragonborn. I'm on my second character now and get the same bug. What's really strange is that in both cases when I used the map marker the very first time, it worked fine but after that, it never worked again. With my first character I had RCRN and immersive saturation active but have deactivated it for the second character and still have the problem. Only other mods I use are environmental enhancements like TAVE:<wherever>, WATER, Mossy Rocks, and the like. The entire Dragonborn DLC is seriously bugged. IMO, not worth the $$$, a major disappointment.
  6. Two methods that I've used (now on second character & still get hung on return trip). 1. Console command "COC whiterun" will get you back but you may get a CTD within a few seconds after arrival. To get around this possibility, do a hard save immediately upon arriving outside Whiterun. If you CTD, just restart the game and load the hard save. It should be OK from that point. 2. IF you have your spouse with you as a follower in Solstheim, just speak to them and use the "Let's go home" option. This worked for me without a hitch (no CTD after arriving home). Just FYI, in my first Dragonborn DLC playthrough I could never get back no matter how long I stayed in Solstheim, no matter how many quests I completed. I ended up playing through the entire thing and never got the ship or map marker return to work. I used option 2 above to get back to Skyrim every time.
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