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Need some ideas, my mod I made keeps CTD when I go outside


KnightRangersGuild

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Yeah sorry, wanted to make an edit and somehow managed to mess up the whole post.

 

So you tried the ini tweak and it still crashes? Normally it should prevent those kinds of CTD. For more information on this, follow this link.

 

There's also another solution. You could make a small interior cell, which is connected to the interior house cell and the exterior through load doors. It works as a buffer cell and also keeps the game from crashing.

 

Mod cleaning is always a good idea, even if the edits don't harm your mod. I do it the way I described and it should work. Maybe this tutorial can provide some more information.

Thanks for all your help but I know how to clean the mod that's the problem, some things wont delete like cells all the way across Whiterun map that I didn't edit and they wont delete??? And when I try to delete all my navmesh that i put in, the CK crashes???

I actually fixed it to where I'm not having CTD anymore but still have the problem where I cant delete my bad edits or my navmesh.

Wanted everyone to know that I figured this problem out and here it is.....You can clean anything using the CK "details" tab, except Navmesh it seems. Especially if it adds too or changes vanilla navi, which is sometime necessary. That's why it wasn't letting me delete the bad edits. So I used Tesvsnip to delete them and worked perfect. I even tested all of it. So if anyone's having this problem I hope this helps. If your anything like me, you don't want to release your mod until it's fully cleaned.

Edited by KnightRangersGuild
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Need some ideas, my mod I made keeps CTD when I go outside for some reason and I just can't figure out why. I've tried cleaning it I can't think of what else to do, all it is is some breezehome additions that's all and it used to work fine I don't know what the hell I did. Now when I go outside I CTD anybody have any ideas I can do or check, am I missing something?

Also I've noticed when I load it into CK and click on details it says I effected other areas "Cells" and I didn't, and when I try to mark them "Ignore" they don't delete??? Please help, thanks

Sorry bad post.

Edited by KnightRangersGuild
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Need some ideas, my mod I made keeps CTD when I go outside for some reason and I just can't figure out why. I've tried cleaning it I can't think of what else to do, all it is is some breezehome additions that's all and it used to work fine I don't know what the hell I did. Now when I go outside I CTD anybody have any ideas I can do or check, am I missing something?

Also I've noticed when I load it into CK and click on details it says I effected other areas "Cells" and I didn't, and when I try to mark them "Ignore" they don't delete??? Please help, thanks

Wanted everyone to know that I figured this problem out and here it is.......You can clean anything using the CK "details" tab, except Navmesh it seems. Especially if it adds too or changes vanilla navi, which is sometime necessary. That's why it wasn't letting me delete the bad edits. So I used Tesvsnip to delete them and worked perfect. I even tested all of it and it's all good. So if anyone's having this problem I hope this helps. If your anything like me, you don't want to release your mod until it's fully cleaned.

 

PS. Sorry for the double post but I replied to the wrong post.

 

Arrgghhh I too am having this problem! I am working on a breezehome mod, and as soon as I step out of the house into whiterun it CTD's! I will check the mod esp file for any dirty edits etc tonight and see what happens, and try the ini changes also.

 

I have turned off all other mods, so only mine is loading and its still doing it. Also my mod has a cavern linked to a breezehome basement (all in the whiterunbreezehome cell), the cavern opens up to tamriel wilderness and this works fine if I exit out that door, only crashes when I exit the breezehome house to Whiterun. Are there any other suggestions to try ?

 

Would copying and pasting my changes to a new cell, then creating a new .esp and pasting it back again clean it up also ?

What about if I convert my esp to an esm, would that make it more stable ?

Is there a way I can turn on some sort of logging in the game so I can see an error message to get a clue ?

Sorry for all the questions, I am new to this :-)

 

All suggestions greatly appreciated!

 

Edit: After doing some googling, I am hoping my problem is the common problem of having too many objects in an interior cell and then going outside, will try the ini fix and post back.

Edited by windaddict
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Need some ideas, my mod I made keeps CTD when I go outside for some reason and I just can't figure out why. I've tried cleaning it I can't think of what else to do, all it is is some breezehome additions that's all and it used to work fine I don't know what the hell I did. Now when I go outside I CTD anybody have any ideas I can do or check, am I missing something?

Also I've noticed when I load it into CK and click on details it says I effected other areas "Cells" and I didn't, and when I try to mark them "Ignore" they don't delete??? Please help, thanks

Wanted everyone to know that I figured this problem out and here it is.......You can clean anything using the CK "details" tab, except Navmesh it seems. Especially if it adds too or changes vanilla navi, which is sometime necessary. That's why it wasn't letting me delete the bad edits. So I used Tesvsnip to delete them and worked perfect. I even tested all of it and it's all good. So if anyone's having this problem I hope this helps. If your anything like me, you don't want to release your mod until it's fully cleaned.

 

PS. Sorry for the double post but I replied to the wrong post.

 

Arrgghhh I too am having this problem! I am working on a breezehome mod, and as soon as I step out of the house into whiterun it CTD's! I will check the mod esp file for any dirty edits etc tonight and see what happens, and try the ini changes also.

 

I have turned off all other mods, so only mine is loading and its still doing it. Also my mod has a cavern linked to a breezehome basement (all in the whiterunbreezehome cell), the cavern opens up to tamriel wilderness and this works fine if I exit out that door, only crashes when I exit the breezehome house to Whiterun. Are there any other suggestions to try ?

 

Would copying and pasting my changes to a new cell, then creating a new .esp and pasting it back again clean it up also ?

What about if I convert my esp to an esm, would that make it more stable ?

Is there a way I can turn on some sort of logging in the game so I can see an error message to get a clue ?

Sorry for all the questions, I am new to this :-)

 

All suggestions greatly appreciated!

 

Edit: After doing some googling, I am hoping my problem is the common problem of having too many objects in an interior cell and then going outside, will try the ini fix and post back.

Sorry bad post.

Edited by KnightRangersGuild
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Well it did end up being the large interior cell to exterior bug. Once I made the change it no longer CTD.

 

Go to C:\My Documents\My Games\Skyrim and search for this file Skyrim.ini open with notepad, under [General] add iLargeIntRefCount=999999

 

Or a cleaner solution is to create an ini file with the same exact base filename as your mod and add the above into it.

 

KnightRangersGuild: I first thought it might of been my navmesh, but I was pretty diligent when creating it, and making sure there were no warnings with it and I finalised it.

 

I think I will be converting my esp to esm when I am finished as esm's don't have the mention problem above and thus it wont require an .ini file.

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Well it did end up being the large interior cell to exterior bug. Once I made the change it no longer CTD.

 

Go to C:\My Documents\My Games\Skyrim and search for this file Skyrim.ini open with notepad, under [General] add iLargeIntRefCount=999999

 

Or a cleaner solution is to create an ini file with the same exact base filename as your mod and add the above into it.

 

KnightRangersGuild: I first thought it might of been my navmesh, but I was pretty diligent when creating it, and making sure there were no warnings with it and I finalised it.

 

I think I will be converting my esp to esm when I am finished as esm's don't have the mention problem above and thus it wont require an .ini file.

Cool I'm glad you were able to fix it. Can you explain in more detail what that iLargeIntRefCount=999999 does??? Because I tried it but it didn't work for me and I took it out but if it's better to leave it I would like to know, thanks

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Cool I'm glad you were able to fix it. Can you explain in more detail what that iLargeIntRefCount=999999 does??? Because I tried it but it didn't work for me and I took it out but if it's better to leave it I would like to know, thanks

 

Sure, found it in this thread: (posted by Tamb0)

http://forums.nexusmods.com/index.php?/topic/771982-exit-house-skyrim-crashes/page__p__6195761__hl__ilargeintrefcount__fromsearch__1#entry6195761

 

Quote:

"When you release your mod, you have to make an ini file for it and package it as well.

 

For talking sake, you have MyMod.esp. When it's complete, you would open Notepad and type -

 

[General]

iLargeIntRefCount=999999

 

then save as MyMod.ini in the Data folder.

Now, everytime the game loads MyMod.esp, it will apply any settings that are in the MyMod.ini file.

 

[Edit]

This solution was given by the Bethesda techs. The game has a low default value of 1000 (probably due to consoles). You don't need to use a value of 999999. You can change it to 5000 or 12000 or whatever you want. I think 999999 is probably the maximum that is allowed.

Another point, the problem only seems to appear when you exit to small worldspaces (Riften, Whiterun, etc..). If your cell exits to Tamriel, the problem doesn't manifest itself...strange. "

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Cool I'm glad you were able to fix it. Can you explain in more detail what that iLargeIntRefCount=999999 does??? Because I tried it but it didn't work for me and I took it out but if it's better to leave it I would like to know, thanks

 

Sure, found it in this thread: (posted by Tamb0)

http://forums.nexusmods.com/index.php?/topic/771982-exit-house-skyrim-crashes/page__p__6195761__hl__ilargeintrefcount__fromsearch__1#entry6195761

 

Quote:

"When you release your mod, you have to make an ini file for it and package it as well.

 

For talking sake, you have MyMod.esp. When it's complete, you would open Notepad and type -

 

[General]

iLargeIntRefCount=999999

 

then save as MyMod.ini in the Data folder.

Now, everytime the game loads MyMod.esp, it will apply any settings that are in the MyMod.ini file.

 

[Edit]

This solution was given by the Bethesda techs. The game has a low default value of 1000 (probably due to consoles). You don't need to use a value of 999999. You can change it to 5000 or 12000 or whatever you want. I think 999999 is probably the maximum that is allowed.

Another point, the problem only seems to appear when you exit to small worldspaces (Riften, Whiterun, etc..). If your cell exits to Tamriel, the problem doesn't manifest itself...strange. "

Thanks for your help but that didn't answer my question unless I'm just stupid. I've been modding since Morrowind, so I'm not a total dunce when it comes to modding. I just want to know "what it does" what it changes" and "what it's for" that's all. If anyone knows it will help me even know it does not effect my mod at all I guess because that's not the problem. I'm just cautious, I don't add to the ini file unless absolutely necessary. CTD usually means there is a problem that is caused by the modder, its like a fail safe I think. But thank you for your help like I said I fixed it once I can do it again I have no doubt.

Thanks for everything bro.

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1. Try the following: add the line iLargeIntRefCount=999999 to your Skyrim.ini under [General].

 

2. After you marked the records as 'ignored', load the plugin again. When it's finished loading, save it. The edits should be gone.

Thanks I tried that again and it worked this time, I still would like to know what it does and what its for.

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1. Try the following: add the line iLargeIntRefCount=999999 to your Skyrim.ini under [General].

 

2. After you marked the records as 'ignored', load the plugin again. When it's finished loading, save it. The edits should be gone.

Thanks I tried that again and it worked this time, I still would like to know what it does and what its for.

What it does, is in the name of the setting

 

Large Interior Reference Count

 

It allows more references (objects) to be present in large interiors (cells)

Edited by Tamb0
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