TheGhostFollows Posted May 22, 2019 Share Posted May 22, 2019 (edited) On firing up the game with a new save and starting my mod (it's a new quest and new custom worldspace) everything works perfectly fine. I can even COW to the area that usually crashes, but only if I do it when I first begin the mod. However, If I play through normally and then get to this same area that causes issues I get a CTD. To give some context, here is what is supposed to happen: 1. The player goes through roughly half of the mod and then comes to a river which requires a ferry to cross. 2. The script for the ferry moves the player to the new location using an XMarkerHeading and PlayerRef.MoveTo(XMarker). This script works perfectly fine and it has been tested dozens of times. I get as far as the load screen, but after a few seconds it crashes. As I said before, it will work FINE if I go to this area at the beginning of the mod. Also, the ferry can take the player to more than one location and that works fine as well. Traveling to the other area works fine, it is just this one spot and I can't pinpoint why. Also, during testing I have noticed that this area goes through some slow down so maybe that has something to do with it. Is this a memory issue of some kind? I have checked my saves and they don't seem to be bloated, as they barely break 3MB. I am going to try a new script that fades to black and then try to .TranslateToRef instead of .MoveTo which triggers the load screen. If anyone has run into this issue or has suggestions on how to resolve this, let me know. Edited May 22, 2019 by TheGhostFollows Link to comment Share on other sites More sharing options...
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