Jump to content

Maximum items per cell in CK..


gutmaw

Recommended Posts

I'm running into crash on start-up issues in CK (and game) that I can't remedy. The cells in question have a LOT of meshes loaded, many with 2K res textures hard coded. I also made a lot of custom meshes, and tried have replacing those with Vanilla meshes and still crashing. I've checked both EditorWarnings.txt and Papyrus logs and can't see anything there that would be causing crashing...no scripts, no missing texture sets, etc.

 

Is there a cap on the # of items/NIFs/meshes etc that can be loaded in a cell b4 it crashes? I have plenty of computing and graphics power to cover anything I can throw at it. Last time I was able to open this particular cell, at the top of the call view screen it said like "M#: x% (800 MB/157 MB). I'm over the "157 MB" # by a lot in other cells and no crashing?

 

Anyone run into anything similar, or know how I can try to diagnose the issue b4 I scrap this thing?? I have backups, but not even sure when it started happening as I've edited quite a bit, and even then to tell how to diagnose what's crashing it.

 

Thx!!!!!

Link to comment
Share on other sites

Yes, skyrim can't obviously load infinite amount of things at the same time because the RAM is limited. What they do to get over that fact is that they use multiple cells in overworld and have a new one streamed into RAM when you move close to it, and in the case of dungeons they break it up into several cells that you can access through load doors. If your cell is getting too big try doing one of the above to break it down into smaller bits.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...