Jokerine Posted March 5, 2015 Share Posted March 5, 2015 Good afternoon, everybody. First off, I should say I have a terrible migraine and have been crying my eyes out like a little female dog in frustration because I don't know what's wrong with this damn mod I've been working on since September. So, I'll start by apologizing if I ramble or don't make much sense. So, for me and in a few computers I've tested on, the mod behaves rather erratically. In my own computer, it loads fine with no problem, without NVAC. Another computer loads it up only if you have NVAC and after that it's all good. Another computer loads the mod first but then crashes when entering one of my interiors, and after that the game will crash on start. And yet another will simply not load at all. I have reached my limit - knowledge, patience and strength. I am this close to scrapping everything and going off to jump off a cliff. The mod does not give me any errors in FNVEDIT. There are a few errors in the GECK that, as far as I know, are harmless (wrong reference attached to location or somesuch in my new worldspace that I'm not sure how to fix, as when I look up the reference on the GECK or FNVEDIT it does not exist so I can't remove it, and I have no idea if that could be causing crashing issues anyway), and I really don't know what to do. So, I humbly ask here to see if maybe someone more skilled than me (not that I am skilled at all, it seems, considering all of these months of tireless work seem to have gone down the drain) could perhaps take a peek at the .esm file and see if they could perhaps spot the issue. The file can be downloaded NO LONGER - thank you Roy! The very kind Bethjunkie told me that she spotted an error with TESnip when she tried to copy everything onto a new file for testing. The game would not display the main menu, which as far as I know could be caused by an orphaned record, and when copying Dialogue and Package, it gave an error about my new NPC's REF not containing an SCRI subrecord. I recompiled every single dialogue script (which took me like a million years), all scripts that reference the NPC's REF, and I even went all out and recompiled all scripts in the game for good measure, but none of my scripts gave me any error or missing reference at all. And this is using the GECK PowerUp... So, there it is, my shameful secret of modding failure for you all to see, haha :laugh: If someone could perhaps help me spot what the issue could be, it would be most, most appreciated. Now I'll go and do... something. I don't know. I feel like I've lost my mind here. I'll probably go lick the walls and eat a shoe. Thanks for reading, and looking forward to any advice or suggestions. :smile: Link to comment Share on other sites More sharing options...
claustromaniac Posted March 6, 2015 Share Posted March 6, 2015 I've been there, I know the feeling, but I've never invested so much time in a single mod so I can imagine that your frustration must be at least 30 times greater than mine.I can't promise anything, and I may not be more skilled than you - in fact I just consider myself kind of a talented rookie - but since I am an amateur programmer I do get along with scripts and debugging in general, so I'll have a look as soon as I can. Why? because.. why not?In the meantime, I suggest you try to stay away from modding for a while and do some other stuff that you enjoy, and get back to working on your mod after that. Link to comment Share on other sites More sharing options...
Jokerine Posted March 6, 2015 Author Share Posted March 6, 2015 Thanks! I'll probably go for another check on the guy's scripts (thinking about that error Bethjunkie found...) but I'm hoping to take it easy during the weekend. I appreciate you taking the time to take a peek :) Link to comment Share on other sites More sharing options...
RoyBatterian Posted March 6, 2015 Share Posted March 6, 2015 (edited) I'm having a look at it, there are some errors I found but nothing major that edit/geck find. NVSE with verbose error logging reports nothing either, however NVAC log is reporting LOD errors. I suspect there are disabled tree's or objects with LOD causing the issue. I will let you know soon what I find. EDIT The script thing was a deleted script which still had an editorname, I removed it and that is not the cause. "wrong reference attached to location" is caused by a room bounds marker from a cell you copied. FormID 0017B7ED in cell 1aaaMoonGreenhouse, I have deleted it. You'll have to create a new room bound and delink the other room bounds and portals, and rebuild them to fix it. Yes there is definitely some LOD error, I have no been able to locate the exact cause yet. I will attempt to move all records into a new plugin. Edited March 6, 2015 by RoyBatterian Link to comment Share on other sites More sharing options...
Jokerine Posted March 6, 2015 Author Share Posted March 6, 2015 Hey there Roy, thank you! It's strange because I did not generate LOD for the new worldspace at all. I purposefully made it as small as I could so it wouldn't require it, but I did work from a resource worldspace so perhaps some error came from there? Not sure. But thank you so, so much for this. It really gives me hope this mod may still be saved :dance: Link to comment Share on other sites More sharing options...
RoyBatterian Posted March 6, 2015 Share Posted March 6, 2015 OK I've gone through most of the mod now and rebuilt it into a new esm. I HAVE narrowed it down to the new worldspace though, deleted it as a test and the crashing stopped. :/ I think it's not the navmeshes, I refinalized them after deleting the navmesh info and crash was still there. It is exactly 5 errors, so I should be able to track it down. I can't really look at the ones in your cells because I don't have the assets and I can't see the room statics. I'd need those to have a look about the crashing on entering cells. But that's more likely something mesh related I think because the navmeshes look OK to me even though they are floating in the void. :D Link to comment Share on other sites More sharing options...
Jokerine Posted March 6, 2015 Author Share Posted March 6, 2015 OMG! This is such exciting news, thank you! I really can't convey how anxious I am about this whole ordeal. I could upload the meshes if you'd like to take a look, although the amount of new content is massive (the mod's over 1 GB, although this is mostly the voices and music), so hopefully that wouldn't be necessary. Good luck! :dance: I'm also still not done with the mod (need to add some new notes and the like) so hopefully I don't break it again while editing. Holy heck, that would suck :pinch: Link to comment Share on other sites More sharing options...
RoyBatterian Posted March 6, 2015 Share Posted March 6, 2015 (edited) Found it. Your "cheese" rocks have "has tree lod" flag and they are disabled. Makes CTD. :wink: Here's fixed and cleaned file too. I can has a cookie? Edited March 6, 2015 by RoyBatterian Link to comment Share on other sites More sharing options...
Jokerine Posted March 6, 2015 Author Share Posted March 6, 2015 ...Wow. I don't even know what to say. I tested just now on the crashy computer and it's... it's working! It actually works! (Nevermind the missing meshes there...) Holy guacamole, I owe you an arm, a leg and probably even more. Of course you can have cookies! A whole truckload of 'em! http://media.philly.com/images/20090305_inq_fd1cookie26z-a.JPG What a stupid mistake indeed. How did that even happen? Well, I never said I was smart :laugh: I hope I don't break it further by adding the new notes and all. I guess it should be safe as long as I stay away from the worldspace, right? I'll just redo the roombounds in the greenhouse then (or maybe I won't, that place is not all that demanding anyway...) Once again, thanks. I honestly can't convey with the proper words how thankful I am. Really. Link to comment Share on other sites More sharing options...
RoyBatterian Posted March 6, 2015 Share Posted March 6, 2015 Glad to help out, and mistakes happen. I wouldn't sweat it too much. Thanks for the cookies, hmmmmmm oatmeal chocolate chip. I look forward to playing the mod, looks nice. :D Link to comment Share on other sites More sharing options...
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