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ctd'ing near dragon mounds


phillipjohnmc

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i had posted in mod troubleshooting, but maybe it's more appropriate here. at any rate...I have a problem with ctd'ing near dragon mounds.

load order:

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textures etc. (in reverse order):

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I had maybe 2-3 mods that I removed and then cleaned save with resaver. maybe this issue is baked into my save. if anyone has a fix, i'm all ears. I've gone with Delphine to kynesgrove without problems. the particular mound is on the way to rorikstead from whiterun, just to the right of the road near the falkreath/markarth junctions

(I've also cleaned masters/sorted with loot and all that from the beginning. i'm seeing multiple lines of this at end of papyrus log, not sure what it means or if it's a prob...Error: Cannot call StartCombat() on a None object, aborting function call
stack:
[ (FF000EA2)].WitchlightActorScript.OnDying() - "WitchlightActorScript.psc" Line 106
[01/27/2019 - 01:40:37AM])

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The mound you are talking about is part of the Alduin encounters where Alduin resurrect a dragon.

 

Now, the problem is: I'm guessing you are using SKSE 64?

 

IF YES:

 

Make sure that ALL the mods you are using are compatible with it? I say this, because I had some mods that were NOT and thus caused CTD's around various areas that the mods related to. Thus, I do not use SKSE 64 yet .... I'm waiting for 4 specific mods that used SKSE for Oldrim and are ' .. not there yet, as they are not comfortable with SKSE 64 yet. '.

 

So just make sure your mods are indeed SKSE 64 friendly, even if they do NOT use it, they might have scripts that SKSE is picking up on, that it should not.

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thanks for responding. yes i use skse64. so i have a lot of checking to do. i use 150+ mods. should I only check the ones that use scripts? i wonder if there's a way to troubleshoot, for example, loading the game up through the regular launcher and not through skse64, then running around the mound, see if it crashes. if it doesn't, then that's a good clue. if it does, then i'll sigh and keep trying lol

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  On 1/28/2019 at 4:05 PM, phillipjohnmc said:

playing without skse64 enabled didn't help. oh well, it doesn't crash if i don't walk near it, so i'll live it for now and keep searching...

 

Did you start a brand new clean game?

 

If you did not, this test would not work .... sorry.

 

. o O ( Speaking from too many personal experiences on this one! :wink: )

 

And no, any and all mods could be the problem child and/or it could be more than 1.

 

Basically this is what you should do:

 

Turn OFF all MODS - ( DLC's are not mods. ) -

 

Then go to the dragon mound in question to insure that all is good before you turn on 1 mod at a time.

 

Save the game at the mound and * MAKE A BACK UP COPY OF IT * ( The clean save ... ) just in case you save over it. Again, a clean save with zero mods installed.

 

Then add 1 mod at a time, first starting w/those that are not SKSE dependent, but do NOT save the game, just exit without saving, add the next mod, load and repeat, until the problem comes up.

 

Hope this helps ... and yes, I totally understand that this is indeed a P.I.T.A. ... but sadly there is no easy path / route to take.

 

. o O ( Again, speaking from too many personal experiences on this one! :wink: )

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thanks for the detailed method. i have done that method before, to discover why, with a dawnstar overhaul, there were big gaps in the land in the northwest corner (i found out it was immersive citizens; load dawnstar overhaul after IC and all was good).

 

i haven't done this method for the dragon mound ctds. i did run around a dragon mound near kynesgrove. sort of directly south of windhelm and in that marshy area. i didn't ctd. and, i killed the dragon near the mound by the falkreath/markarth crossroads mound in whiterun hold, where I was having ctds, and so that mound might be OK now. not feeling up to a big PITA for just this. damn it I wish there were a program that would just tell you...this is your skyrim problem, this is your skyrim solution. oh well.

Edited by phillipjohnmc
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  On 2/1/2019 at 6:09 PM, phillipjohnmc said:

thanks for the detailed method. i have done that method before, to discover why, with a dawnstar overhaul, there were big gaps in the land in the northwest corner (i found out it was immersive citizens; load dawnstar overhaul after IC and all was good).

 

i haven't done this method for the dragon mound ctds. i did run around a dragon mound near kynesgrove. sort of directly south of windhelm and in that marshy area. i didn't ctd. and, i killed the dragon near the mound by the falkreath/markarth crossroads mound in whiterun hold, where I was having ctds, and so that mound might be OK now. not feeling up to a big PITA for just this. damn it I wish there were a program that would just tell you...this is your skyrim problem, this is your skyrim solution. oh well.

 

True story - 2013:

 

I had some floating land mass West of Whiterun.

 

I first tried all the " common sense " mods and ZERO. The floating land mass was still there.

 

So I finally turned OFF all my mods and when with the P.I.T.A. 1 @ a Time mod.

 

It was the strangest thing: A very simple house mod in Winterhold was the issue. This mod was just a ' warm up ' mod, had no real frills, just bed, fireplace and cooking spit. It was not intended to be a " home ".

 

Turned the mod off, land mass gone. Turned it back on, Land Mass was there. Brought it up with the Mod Author in the forum and sure enough, those using this mod all had the same issue, even the creator. But no one thought it would / could be this mod. The creator had to pull it, as he could not figure out what he had done and thus could not fix it. :(

 

Good Luck!

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