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[Thoughts] Interesting discovery regarding CTDs.


DuskWulf

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So, since the upgrade to v1.5 I have started Crashing regularly when going out the door to a city. THis is occurring outside, never inside I use the WATER - Water And Terrain Enhancement Redux MOD, and I am thinking this may now be the cause...

 

@DuskWulf do you happen to use this?

 

Thanks,

E

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I have the same problem when I approach a certain (quite large) region near Falkreath. Mods I use: SKSE v1.4.14/SKYUI v2.2/Categorized favorites v01.13/A Quality world map v8/Followers can relax2 v4/the official HiRes Texture packs and the community fix for it.

 

Cheers E! Long time, no see/hear?

 

K.

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I knew something had to have changed. I have a mod that adds a basement to Hirjem (sic) in Windhelm and I get a CTD sometimes when I exit the house now. Not always but regularly, maybe every other time. Then I reload from that last autosave and can then go in and out of the house without issue. CTD once then good to go after that.

 

I love that mod too. :(

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In another thread the increase in CTD's for mods and patch 1.5 has been confirmed to be navmesh related. The thread is still valid but now any mod that changes a navmesh will cause a CTD the second time you enter the cell unless the mod was made with the latest editor.
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In another thread the increase in CTD's for mods and patch 1.5 has been confirmed to be navmesh related. The thread is still valid but now any mod that changes a navmesh will cause a CTD the second time you enter the cell unless the mod was made with the latest editor.

Which is in fact very easy for anyone to fix. Until mod authors update their mods, anyone can just load the mod in the 1.5 toolset, and re-save it. It's that simple.

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I've had a mod that directly conflicted with one of mine before (spell book placed in the same location). It didn't CTD, it just created some weird geometry and Havoc behavior.

 

I can, however, CTD pretty reliably by trying to perform an action on a object that's no longer there. For example, in one of my mods I have a loop that's translating an object to a new location each time. I need to check that the object still exists and hasn't been unspawned/killed/deleted not just as a loop condition, but INSIDE the loop. Otherwise the TranslateTo function will CTD instantly. I get around this by creating a bool called StillAlive and setting it to False OnDying, OnDead, and OnUnload. Then I put "If StillAlive" blocks around all my TranslateTo functions.

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I've had a mod that directly conflicted with one of mine before (spell book placed in the same location). It didn't CTD, it just created some weird geometry and Havoc behavior.

 

The CTD issue does not happen when you place 2 objects in the same location. It happens when you change the same object that someone else did. You can clone a book 10 times in the render window and not move the clones at all and you will not get a CTD. What you will get is a havoc made book explosion in the game. You can also drag and drop multiple items from the list to the render window and they will all be in the same exact spot. I did that with all the human bones for a dungeon so they will be in a random location on the floor. selected all the human bone sets, drag and drop to render window, raise off the floor to just below the ceiling using the gizmo. In the game there was bones on the floor in random spots. So far nobody has mentioned a CTD when entering that cell and there are nearly 1k downloads for it.

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