Atreyuu2003 Posted March 14, 2012 Share Posted March 14, 2012 Hi, Ever since the 1.4 patch, I have been having TERRIBLE problems with the game. First, at level 33, every single save file went corrupt, to which I learned a lesson about backing up files. Next, I am having problems with flashes of light and and then things turning purple or blue, especially smoke. I hae read somewhere to turn off the HD Textures, but I can't find the OFF button anywhere. There is no HD Textures file or files in my Data Files area. Lastly, many mods don't work (CTD), especially "House," "Home," or "New Location" mods. Here are a couple "for instances": Dovahkiin HideoutValley View Home Can someone please tell me what the heck is going on? Up to this point, the game had performed flawlessly. Thank you kindly in advance! Link to comment Share on other sites More sharing options...
jsnider193 Posted March 14, 2012 Share Posted March 14, 2012 (edited) Can't help much at this point but just to say am having similar issues ... with me 'some' mods that install/mod the world (i.e. add new dungeons with external markers and entrances) have been causing game to ctd at load point. Disable can get game to load, enable ctd. Seems (at least for my implementation/load order) that this game/version is very weird about a specific type of mod, those that might modify external world (add new dungeons ... e.g. DoV, SkoomaShip, Ragmar Tomb, LostTomb, Bogvarstomb etc.). I have been able to get both D. Hideout and SkyMoMod (with Hunter) to work fine on my existing game but when tried to add in the mods above get CTD when try to load a save game. What did was convert some to esm's and this would allow game to load (apparently the exe treats esms diff then esps on load) .. still testing as haven't gone to locations to make sure really works yet and something stable is there that won't crash the game. Right now I have started a new game to see what happens if try to add in these mods at the beginning. Well as soon as add these type of mods (even those that had succeeded in adding to an old game, e.g. TDP and Sig mods) in get various hangs here and there during startup or the intro scene .. heck one mod even made Helgen vanish and when got there went flying off into space and the game CTD. Been spending days on this and have yet to find a common thread except adding new locations to the world, Now the mod Hunter, which adds in 7 new dungeons, that is part of SkyMoMod does not cause CTD but it mods existing game space/dungeons and does not put any new items on the world map. Sorry can't be more helpful on this but at least let yah know not alone. Only other thing I have run into is that the current version keeps failing to write a plugin.txt file ... might make my own and see if it is connected to the issue (a straw I know but is something to look at) Edited March 14, 2012 by jsnider193 Link to comment Share on other sites More sharing options...
Atreyuu2003 Posted March 15, 2012 Author Share Posted March 15, 2012 You described EXACTLY what is happening to me. How do I convert esp's to esm's? Also, does load order matter at all with these? Thanks Link to comment Share on other sites More sharing options...
jsnider193 Posted March 15, 2012 Share Posted March 15, 2012 To convert can either use Wyre Bash or TesVsnip (if need help on how to use once get just ask .. I use both), both have a tool/button that allows the conversion. Yes load order does matter on some of these as able to get a few to run if put near the bottom of load and play with down there. Still some don't load at all, heck Ragmar makes Helgen go pfft for me when try to start a new game. What baffles is a lot of folks get the mods to work and some of us can't so probably mod conflicts plus something in the game. Link to comment Share on other sites More sharing options...
dankicity Posted March 15, 2012 Share Posted March 15, 2012 I need to find it again but I'd just read a repost here that mentions a pretty serious bug with exterior modding. I'm not sure if parts of the NMM solve this or not. If two mods alter the same exterior cell then they will cause a CTD and it will happen regardless of their load order. I've been having a lot of people say mine causes a crash when approaching (more so on the workshop) and I know there's nothing special about my exterior. Usually, the mod they find conflicting is something that massively alters the exterior -- and happens to change something in the same cell as mine, however small the change is. Link to comment Share on other sites More sharing options...
jsnider193 Posted March 15, 2012 Share Posted March 15, 2012 If find it let us know .. cause I was looking for it off and on for last couple days here and over in Beth forums .. it is clear that Skyrim is a lot less forgiving then FNV when it comes to exterior placement of items. Now I run SkyMoMod, DFB - Random Encounters, DD, PISE and JSwords and have found that if turn all of them off can get some of the mods that failed to load and saves to come up, but appears to be totally random as one time it will work and next time it won't. My next test is going to be taking a mod that won't load and remove it's external elements and place the entrance to the dungeon in an existing vanilla dungeon and see what happens. Ah the joys of this .. would really like to start lad order comparison's with those folks that can get a quest/new area mod to load vice us that can't. Link to comment Share on other sites More sharing options...
dankicity Posted March 15, 2012 Share Posted March 15, 2012 (edited) I tried looking for it again but I couldn't. I know it's here somewhere. I forget exactly how he tested it but I just did a simple test with my mod. I created a new mod and placed a single coin in the same exterior cell as my house and guess what... CTD when I loaded a save in that cell and CTD when walking into that cell. Repeatable? Could make a mod that places a coin in every exterior cell and check on a large scale with multiple other mods. [edit] I'm betting bash or nmm could check which cells a mod uses and informs of a conflict until this is resolved -- and seeing as the 1.5 patch mainly fixes quests, that might be a while. Edited March 15, 2012 by dankicity Link to comment Share on other sites More sharing options...
jsnider193 Posted March 16, 2012 Share Posted March 16, 2012 (edited) Oh well out there somewhere .. did further testing and getting more and more confused. I was able to get about 8-9 quest type mods to load reliably (all older ones). Then added in DoV bomb, found one of the Sig mods that conflicted with it disable and DoV comes up fine. Then added Lost Tomb, CTD, disable DoV and LT works add DoV back in CTD. Tried this for about another 8 mods and all were mutually exclusive could have only one of them no matter what the mix. So it is a conflict issue somewhere, either from the CK and the version of the game or something weird cause the world space was in most cases not anywhere near each other .. added info in the DoV mod discussion ... no idea the fact that 8-9 load and then start getting CTD is really befuddling to me. Good luck on your end ... well 1.5 is coming so wonder if this will magically disappear in a few days. One other thing looking at is DoV uses the Update.esm as a requirement, might knock tht out and see if has impact .. straws yah know, straws. Edited March 16, 2012 by jsnider193 Link to comment Share on other sites More sharing options...
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