THEL0VEDUCK Posted April 28, 2011 Share Posted April 28, 2011 OK. So I hadn't intended to start troubleshooting until I was almost done, but I've been working on a fairly large and complex mod for maybe a month or two now, on-and-off, and I'm beginning to get to the point where I'm starting to link the pieces together. Well, I decided I wanted more texture and variety to some of the appearances of my monsters and spells, so in addition to using the effect shaders, I also picked up some of the spell effects and critters from MidasMagic and plugged them in, hoping to alter them further. Now, as I try to save, ConstructionSet creates an appcrash, giving me the following error message: Problem Event Name: APPCRASH Application Name: TESConstructionSet.exe Application Version: 1.2.0.404 Application Timestamp: 461430cf Fault Module Name: TESConstructionSet.exe Fault Module Version: 1.2.0.404 Fault Module Timestamp: 461430cf Exception Code: c0000005 Exception Offset: 000cc8c8 OS Version: 6.1.7600.2.0.0.768.3 Locale ID: 1033 Additional Information 1: 0b2c Additional Information 2: 0b2c411fde802aed3d54fc14ec173e0c Additional Information 3: 7309 Additional Information 4: 73094f8ae6d0654a3d0357f3a82d3c17 This is the first major problem that I have had. Midas appears to work fine, and my mod works fine, but for some reason they won't mesh together, and now my ConstructionSet won't save any new content that I create. Additionally, I had tried something similar with Mart's Monster Mod, and that had it's own set of issues, the most concerning one being that on loading certain City Cells, a CTD occurs. I do hope that someone has the solution and I do not have to start all over, because at this point, the mod is probably as big as Shivering Isles, if not larger, and I would hate to lose such a large amount of work. Link to comment Share on other sites More sharing options...
HeyYou Posted April 28, 2011 Share Posted April 28, 2011 You can't have an esp file as a master for another esp file. Bad things happen. That said, the error 'exception code', is a generic memory read/write violation....... Link to comment Share on other sites More sharing options...
Huntragon Posted April 28, 2011 Share Posted April 28, 2011 You can right click midas magick and click esmify self in wrye bash, and then the CS detects midas magick as an esm. The only problem is that your mod will be dependant on midas magick, so I wouldn't recommend it.Anyway, if you do it, after finishing, rigth click midas magick and select espify self, then it becomes and esp again, and your mod will depend on an esp without problems. Link to comment Share on other sites More sharing options...
THEL0VEDUCK Posted April 28, 2011 Author Share Posted April 28, 2011 OK. Well, perhaps I should clarify a bit. The appcrash now occurs even when I haven't loaded MidasMagic esp into CS. Yesterday, this didn't occur... it just began today, for no real apparent reason, and with no change being made. As of right now, the only thing I've done w/Midas is copy a few of the critter files/spells, and haven't incorporated them within my maps just yet. Again, this didn't create an issue yesterday, so I am perplexed as to what could have happened. Could you explain the "exception code" "read/write" violation in a bit more detail? I'm not really familiar with it, and perhaps understanding the ins and outs of that is the key to fixing this. In any event, thanks for your attention and assistance. Hopefully, we're on the right track =) Link to comment Share on other sites More sharing options...
David Brasher Posted April 28, 2011 Share Posted April 28, 2011 Things become unstable when you ask the program to look for things that aren't there. The things aren't there because you have not slaved your mod to Midas Magic as one .esp with another .esp as a virtual .esm, or else duplicated all the content you need with new form IDs so that your mod no longer needs Midas Magic (author permission required to upload such a file.) Perhaps you have a backup you could revert to from before you started using Midas content? Otherwise you might systematically mod-clean out every bit of the recently added Midas content. I bet you could eliminate the crashes with this approach. Then when the mod is stable again, you could redo the recent work in a different way than you did the first time. Here is a link to the tutorial: Mod De-Isolation Tutorial Link to comment Share on other sites More sharing options...
THEL0VEDUCK Posted April 29, 2011 Author Share Posted April 29, 2011 David... thank you. I will try that approach and let you know how it works out. Much appreciated. Link to comment Share on other sites More sharing options...
THEL0VEDUCK Posted April 29, 2011 Author Share Posted April 29, 2011 Ok. So, your approach worked. I am able to save my content again. I'm now weighing the benefits and cons of using Midas Magic. I love the guy's work, but I don't necessarily want my mod to depend on his. Perhaps while we're at it, I should go into my other problem I'm having, so I'll go a little further into the nature of the mod: It adds content designed to be played at the 40-50+ lvl. It's supposed to solve the problem of the game becoming too easy once you hit those high levels, so it's a significant jump in difficulty from SI. It's therefore supposed to mod only one existing exterior in the original Oblivion and none in SI, but it depends on files in both both Oblivion.esm and SI esp. K, good stuff. However, at one point earlier in development, I wanted to experiment with using Mart's Monster Mod. I had thought I had purged all references of MMM from my project, but for some reason I find it still depends on MMM. The problem is this: the copy of MMM extracted improperly, creating those good ol' invisible creatures. If even one time I brought a creature out and accidentally clicked off it, it would never be found again, unless I could get in range of where it had been put to pull its reference, which may have been in the skies over Bruma somewhere. So I have this rogue file tying me to MMM which I can't find, and for some reason, now that it depends on MMM.esm, entering the Bruma or Leyawiin exterior cells creates a CTD. Should I use the same approach, deleting all MMM files out of my Mod? Link to comment Share on other sites More sharing options...
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