tome326 Posted March 2, 2015 Share Posted March 2, 2015 So, I am having a huge issue with a mod I am making. Basically, it crashes at the same time every time. Not the same part, but almost exactly 4.5 minutes in. I have tried everything I can think of. I am running no other mods, I have tried disabling anything that runs a script from the beginning, and the only information I have gathered is that this crash does not happen when I don't run FOSE. The issue is that FOSE is absolutely necessary for this mod to run. I am running out of ideas, and have worked to hard on this mod to make up. If anyone can help me, please, reply. Thank you for your time. Link to comment Share on other sites More sharing options...
Purr4me Posted March 2, 2015 Share Posted March 2, 2015 I have tried disabling anything that runs a script from the beginning, and the only information I have gathered is that this crash does not happen when I don't run FOSE The issue is that FOSE is absolutely necessary for this mod to runClarify this statement, this is countermanding it's self. you can't actually have both going on if one works and one does not. Items that use the FOSE commands...? what are they ,do they use mesh files ,what system, what version of the game.....retail or steam ? you ask a question, we see it posted....though it makes no sense so I ask the same question so I can make sense of it. FOSE bypasses game safe guards so there is no way to simply guess what's wrong.Are you using command line commands correctly with the KIT ?Does the GECK compile the scripts correctly or not? <--- here is important..do these use mesh files ?the files in question ....are they custom made files? or vanilla?<--- it does matter...all of it matters.kitty Link to comment Share on other sites More sharing options...
tome326 Posted March 2, 2015 Author Share Posted March 2, 2015 With the FOSE, what I meant was that it requires FOSE to be used. Their are far to many FOSE functions in the mod to not use it. You will not be able to continue after a while without it, but when I use it, there is a crash. I have 6 or so quests that use the commands, all of them background quests. I also have many, many models that use FOSE commands, some new, some vanilla. All the scripts are compiled correctly. The game is Steam. I have also sent this mod to others to test, and they all have the same issues, so it is not my computer. I apologize for any confusion. I have never had to ask the Nexus anything technical like this before, so I do not know what to put. Link to comment Share on other sites More sharing options...
Purr4me Posted March 2, 2015 Share Posted March 2, 2015 With the FOSE, what I meant was that it requires FOSE to be used. Their are far to many FOSE functions in the mod to not use it. You will not be able to continue after a while without it, but when I use it, there is a crash. I have 6 or so quests that use the commands, all of them background quests. I also have many, many models that use FOSE commands, some new, some vanilla. All the scripts are compiled correctly. The game is Steam. I have also sent this mod to others to test, and they all have the same issues, so it is not my computer. I apologize for any confusion. I have never had to ask the Nexus anything technical like this before, so I do not know what to put. Sufficient info given. background information flowing ...meaning quest stages Enabled from the start means you use up available ram than need not be used untill triggered, if left "unbound?" you will run out of ram very fast...no matter the rig. in a sequence of the scripts that are effected by this phenomena.. please use these signs on all scripts, recompile them "1 at a time" and then retest them. ...........( ; )........ Thus shutting them off at start but allowing them to still load. trust me, the game engine will see the data. this test is a ram test ,if all the data loads but does not run or is allowed TOO run, you can alt tab out and verify the amount of data loading up. while in game, manually Enable the tasks for each quest and determine if the task's / quests are written correctly or are in fact interfering with default tasks. you have to allow for unknowns.....or you end up back here. If others also experience the same data problems then it is with in the code some place causing the illusion of data over load, only the author of such mods can solve these things or provide a book about the thoughts put into the code. Do you know how to make a flow chart? if so make one and post it here. Link to comment Share on other sites More sharing options...
tome326 Posted March 3, 2015 Author Share Posted March 3, 2015 (edited) I'm afraid I do not know how to make a flow chart. Also, what would you want one of? So, let me see if I have this RAM test straight, I need to comment out all the code of any given quest, and then test it, and see if that works? Edited March 3, 2015 by tome326 Link to comment Share on other sites More sharing options...
Purr4me Posted March 3, 2015 Share Posted March 3, 2015 just your FOSE effected scripts, not default one's. Isolate and enable one at a time and see if once the quest stages run, they infact shut down when complete..if they don't ? then they are always running, and if so, use up all ram available because FOSE disrupts fail-safes built into the games engine.....thus is the very nature of FOSE. Link to comment Share on other sites More sharing options...
Purr4me Posted March 3, 2015 Share Posted March 3, 2015 I will return in 3 hours from now to see what took place. Link to comment Share on other sites More sharing options...
tome326 Posted March 3, 2015 Author Share Posted March 3, 2015 (edited) I tried it, and nothing. I disabled all of the functions that used FOSE and that run by default, and even a couple that don't run by default, and it still freezes. Edited March 3, 2015 by tome326 Link to comment Share on other sites More sharing options...
tome326 Posted March 3, 2015 Author Share Posted March 3, 2015 Also, I don't know how important it is, but sometimes when I save and I look at it in the FOMM save manager, it is all screwed up. All the words, numbers, and stats are just random assortment of symbols and numbers, and the image is screwed up. It's discolored, and mixed up. Link to comment Share on other sites More sharing options...
Purr4me Posted March 3, 2015 Share Posted March 3, 2015 ok, that information was critical to the problem at hand.You built said mod on a system that is either infected or the hard drive is failing. Gibberish up glimpses from the Fomm mod manager...and I have examples indicates failing hardware. If so, then any data you share will in fact be void, and corrupted so any one that used it, as it was produced with flaws with in the code will experience the same difficulties. I will have to digg for the examples if you need them?if at all possible use paint brush to capture a screen shot of the messed up appearances so we can share the information.as far as fixing the issue, you found the problem now. If by chance you have some sort of firewall or antivirus running, that also will interfere with mod productions.But, corrupted data as a source will get picked up and used in modding. come with the Territory. Fact, not a guess...saved game names is a direct factual indicator of corruption. Link to comment Share on other sites More sharing options...
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