kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 Har HAR, I deleted everything an started making cute little bunnies instead. They hop around an keep me happy all day long. Oh Mr. bunny your so cute, what would you like to do today? oH whats that you want to have a tea party. Excellent! your so smart mR. bunny. Lah lah lah la la.... wtf? Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 (edited) here is something interesting... i went in and enabled logging and under the log file this is what i am getting: [03/19/2012 - 05:44:04AM] Papyrus log opened (PC)[03/19/2012 - 05:44:04AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)[03/19/2012 - 05:44:04AM] Memory page: 128 (min) 512 (max) -1294967296 (max total)[03/19/2012 - 05:44:19AM] error: Property LinkedActivator on script MGR02PillarScript attached to (1902A885) cannot be bound because <NULL form> (19001EC8) is not the right type[03/19/2012 - 05:44:19AM] error: Property LinkedActivator on script MGR02PillarScript attached to (1902A88D) cannot be bound because <NULL form> (19001EC8) is not the right type[03/19/2012 - 05:44:19AM] error: Property LinkedActivator on script MGR02PillarScript attached to (190246B1) cannot be bound because <NULL form> (190246B2) is not the right type[03/19/2012 - 05:44:20AM] error: Property LinkedActivator on script MGR02PillarScript attached to (19024476) cannot be bound because <NULL form> (19024475) is not the right type[03/19/2012 - 05:44:26AM] VM is freezing...[03/19/2012 - 05:44:26AM] VM is frozen[03/19/2012 - 05:44:26AM] Reverting game... this is a fresh log started before entering the game and opened right after the crash happened. granted i think it only logs scripting activity. but the simple fact these errors arent showing up in the creation kit bugs me...... I went into the creation kit and deleted the pillars i put in that had this script and then i get this in the log after it crashes again: [03/19/2012 - 05:59:24AM] Papyrus log opened (PC) [03/19/2012 - 05:59:24AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [03/19/2012 - 05:59:24AM] Memory page: 128 (min) 512 (max) -1294967296 (max total) [03/19/2012 - 05:59:41AM] error: Property LinkedActivator on script MGR02PillarScript attached to (190246B1) cannot be bound because <NULL form> (190246B2) is not the right type [03/19/2012 - 05:59:41AM] error: Property LinkedActivator on script MGR02PillarScript attached to (19024476) cannot be bound because <NULL form> (19024475) is not the right type [03/19/2012 - 06:00:01AM] VM is freezing... [03/19/2012 - 06:00:01AM] VM is frozen [03/19/2012 - 06:00:02AM] Reverting game... and there is only 2 other mage pillars i can think of and those are the ones at the college..... Edited March 19, 2012 by kane4355 Link to comment Share on other sites More sharing options...
GrindedStone Posted March 19, 2012 Share Posted March 19, 2012 Did you delete any navmeshes? They would be listed at the top in the cell view window. You can delete the CELL group which is all your work in interior cells, an the crash is gone. It doesn't narrow it down much. The Speed tree I reckon came from you moving stuff from the small worlds you created. Into interior cells. I'm just guessing. hmmm Speed tree is landscape data. That's why it's call speed tree. You don't place it, but it's coded into the application as 3rd party software, so it isn't as easy as selecting it an deleting like for example an actual tree. The lag could be from that. Unless you are a programer I wouldn't bother trying to read logs. The bunny thing was a joke, come on laugh already. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 19, 2012 Share Posted March 19, 2012 The speedtree thing was huge like a when a supernova goes off 3-4 times larger than the main hall, which is pretty big. It's gone now so it must have been a error. I need to know if you ever deleted a navmesh? It would be listed in the cell view window along with any items you put into a cell. Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 (edited) Did you delete any navmeshes? They would be listed at the top in the cell view window. You can delete the CELL group which is all your work in interior cells, an the crash is gone. It doesn't narrow it down much. The Speed tree I reckon came from you moving stuff from the small worlds you created. Into interior cells. I'm just guessing. hmmm Speed tree is landscape data. That's why it's call speed tree. You don't place it, but it's coded into the application as 3rd party software, so it isn't as easy as selecting it an deleting like for example an actual tree. The lag could be from that. Unless you are a programer I wouldn't bother trying to read logs. The bunny thing was a joke, come on laugh already. what cell is the speed tree in and if its part of the landscape how can i go about getting rid of it? im assuming a worldspace is involved since your talking landscape. I did delete ALL navmeshing. i went cell by cell and deleted it. i even went into my worldspaces and deleted wilderness navmeshes that were sporadically put in there from the region editor. THEN to double make sure, i went into TESVsnip and removed the navmesh reference all together. there are currently no navmeshes in any cells i have created. the file i sent you should have been the one that was purged. which cell are you deleting that is getting rid of the crash upon deletion?(disregard this comment I read your sentence wrong got it now...) also i know it to be an alteration, deletion, etc... because when the file is made into an ESM only new objects with new reference ID's persist and all the changes, deletions, and alterations i make are gone - and there is no crash as long as an esm is created through wrye bash. if i just simply rename the esp "esm" the crashes persist... i was reading somewhere that there is bit information in master files that classify them master and just simply renaming them does not good. it reads as a master file, it looks like a master file but it is not a master file. Edited March 19, 2012 by kane4355 Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 The speedtree thing was huge like a when a supernova goes off 3-4 times larger than the main hall, which is pretty big. It's gone now so it must have been a error. I need to know if you ever deleted a navmesh? It would be listed in the cell view window along with any items you put into a cell. the only navmeshes i deleted upon creation of the game were the ones in the tamriel worldspace where my mod was at. i am also getting an error upon saving the mod that Volruund has a portal that doesnt go anywhere and its being removed.... the housing area of my mod is next to that and im wondering if that portal leads to there. Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 Unless you are a programer I wouldn't bother trying to read logs. The bunny thing was a joke, come on laugh already. not a programmer but took some basic classes in college. its not totally alien to me. anyways, i found out i lied and i did actually have two more mage pillars. i deleted those and now this is the log: [03/19/2012 - 07:08:25AM] Papyrus log opened (PC)[03/19/2012 - 07:08:25AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)[03/19/2012 - 07:08:25AM] Memory page: 128 (min) 512 (max) -1294967296 (max total)[03/19/2012 - 07:08:45AM] VM is freezing...[03/19/2012 - 07:08:45AM] VM is frozen[03/19/2012 - 07:08:45AM] Reverting game... "VM is freezing" what the hell is VM? when i look it up everywhere its refered to as Virtual machine. But this is all i am getting from the logs which is telling me it only logs issues with scripts. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 19, 2012 Share Posted March 19, 2012 (edited) DKcastleDiningHall and DKcastlelowerhall These two cells look like they are one cell to the game. Since you can not have two cells at the same time the game crashes. Any idea why they would be structured in this way? How did you delete the navmesh's this is very important? Edited March 19, 2012 by GrindedStone Link to comment Share on other sites More sharing options...
kane4355 Posted March 19, 2012 Author Share Posted March 19, 2012 DKcastleDiningHall and DKcastlelowerhall These two cells look like they are one cell to the game. Since you can not have two cells at the same time the game crashes. Any idea why they would be structured in this way? I have no clue! they were made a while ago and were made totally different. and at separate times. i didnt even use the same set of data under cell options. i havent even been working on them in the last couple of days. do they have the same reference ID's? what about them is making them seem the same to the game? Link to comment Share on other sites More sharing options...
GrindedStone Posted March 19, 2012 Share Posted March 19, 2012 Heck if I know, that's what is causing the crash though. I would duplicate the war room then delete everything in the duplicate. Pick the smaller of the two cells then remove the door teleports for it. Top view an scroll way back. Draw out a marque select box so you select everything. Copy that, then go paste it in the duplicate war room cell an teleport the doors. Don't forget to delete the original cell after you copy it though. Navmesh is made up of two parts. One part is in the cell list window at the top. The other part is a master list of how each navmesh tie into one another an which doors ect. If you just select the Navmesh in the cell list it only deletes part of it an causes all kinds of stuff. So when removing navmesh you use the navmesh tab to remove cell navmeshes. This will remove both parts. Link to comment Share on other sites More sharing options...
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