Deleted2746547User Posted November 5, 2012 Share Posted November 5, 2012 Not sure anyone can or will help, but I will put it out there all the same. I am working on a mod and have been for some time. I have been testing and adding to it continuously with no major issues as far as CTD, etc. I made a few minor changes and started a new game to playtest and I get a CTD every time I try to exit Doc Mitchell's house. Every time. However, if I go back to the last save I had (just) before starting the new game it loads and plays fine. SO, my question is...how do I debug the issue to find/fix the CTD. Many thanks Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 Not sure anyone can or will help, but I will put it out there all the same. I am working on a mod and have been for some time. I have been testing and adding to it continuously with no major issues as far as CTD, etc. I made a few minor changes and started a new game to playtest and I get a CTD every time I try to exit Doc Mitchell's house. Every time. However, if I go back to the last save I had (just) before starting the new game it loads and plays fine. SO, my question is...how do I debug the issue to find/fix the CTD. Many thanks I'm guessing that your only running your mod?There are multiple ways of debugging. Does your mod use NVSE? I ask this because there are commands in NVSE such as GetBaseObject that will cause a instant ctd if called on a null reference.But anyways there is not much i can do to help without more info. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 (edited) Not sure anyone can or will help, but I will put it out there all the same. I am working on a mod and have been for some time. I have been testing and adding to it continuously with no major issues as far as CTD, etc. I made a few minor changes and started a new game to playtest and I get a CTD every time I try to exit Doc Mitchell's house. Every time. However, if I go back to the last save I had (just) before starting the new game it loads and plays fine. SO, my question is...how do I debug the issue to find/fix the CTD. Many thanks I'm guessing that your only running your mod?There are multiple ways of debugging. Does your mod use NVSE? I ask this because there are commands in NVSE such as GetBaseObject that will cause a instant ctd if called on a null reference.But anyways there is not much i can do to help without more info. Thanks for the response. Yes, only running my mod. Have NVSE and there were literally no real problems till tonight. I cleaned up some problem scripts related to activators but didn't change anything drastic to warrant the CTD. The only thing I added that was different was a add player to custom faction script as part of a trigger once the player exits Doc Mitchell's the first time. Only thing other than that was eliminate an error to the Greeting dialogue I had added previously. I went back to GECK and removed the player to faction reference but still the crash. And is always right when I try to exit Doc Mitchell's. But again, if I go back and play the previously saved game, it runs fine. I've tried a couple of "pre-saves" for Doc Mitchell's. Just tried a different one, I get out of the house this time but within 30 seconds a CTD. But it does not CTD if I go to a save later in time (NCRCF etc). And I get no major errors from PowerUp Edited November 5, 2012 by Guest Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) It is hard to say without seeing the scripts first hand but it sounds like it has something to do with the cell around Goodsprings.Do you have any REF walks that go through items or NPC's. Let me see the faction script Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 It is hard to say without seeing the scripts first hand but it sounds like it has something to do with the cell around Goodsprings.Do you have any REF walks that go through items or NPC's. Let me see the faction script Well, I deleted the add player to faction reference in the trigger once you step outside DM's. And I'll be honest - I don't do a lot of "fancy" scripting because it confuses me. I stay pretty basic. And the trigger outside the door is: scn BlackbriarOPNESTstage5triggerscript begin onTriggerEnter player if getStage BlackbriarOPNEST < 5 setStage BlackbriarOPNEST 5 Player.Additem BlackbriarDisguiseFieldHand 1 Player.Equipitem BlackbriarDisguiseFieldHand markfordelete endif end The ONLY thing I did was adjust the "time" setting once you step outside the doc's. But that has never caused a crash. Like I said, the changes I've made the past day have been minor. I can't imagine what I could have altered to cause this. ? The only thing I noticed was that in the Quest I had set up for my merchant (who is disabled until later in the game), I had it set up as enabled at startup? Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 It is hard to say without seeing the scripts first hand but it sounds like it has something to do with the cell around Goodsprings.Do you have any REF walks that go through items or NPC's. Let me see the faction script Well, I deleted the add player to faction reference in the trigger once you step outside DM's. And I'll be honest - I don't do a lot of "fancy" scripting because it confuses me. I stay pretty basic. And the trigger outside the door is: scn BlackbriarOPNESTstage5triggerscript begin onTriggerEnter player if getStage BlackbriarOPNEST < 5 setStage BlackbriarOPNEST 5 Player.Additem BlackbriarDisguiseFieldHand 1 Player.Equipitem BlackbriarDisguiseFieldHand markfordelete endif end The ONLY thing I did was adjust the "time" setting once you step outside the doc's. But that has never caused a crash. Like I said, the changes I've made the past day have been minor. I can't imagine what I could have altered to cause this. ? The only thing I noticed was that in the Quest I had set up for my merchant (who is disabled until later in the game), I had it set up as enabled at startup? Ok, I removed the player add to faction reference, a SHOWMESSAGE reference, fixed the "start enabled" on the merchant quest (since the merchant isn't enabled till later in the game... and it at least lets me out of the Doc's without an immediate crash? Wondering whether it was the merchant or the fault of the other two? Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) What object is this script attached to i see you have markfordelete but no reference on it scn BlackbriarOPNESTstage5triggerscript Begin OnTriggerEnter player if (GetStage BlackbriarOPNEST < 5) <-------might want these SetStage BlackbriarOPNEST 5 Player.AddItem BlackbriarDisguiseFieldHand 1 Player.Equipitem BlackbriarDisguiseFieldHand ObjectREF.Disable<----------------------------------------------must be disabled first ObjectREF.markfordelete<----------------------------NO ref Also the object must be disabled before Markfordelete endif End Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 That object is this script attached to i see you have markfordelete but no reference on it scn BlackbriarOPNESTstage5triggerscript Begin OnTriggerEnter player if GetStage BlackbriarOPNEST < 5 SetStage BlackbriarOPNEST 5 Player.AddItem BlackbriarDisguiseFieldHand 1 Player.Equipitem BlackbriarDisguiseFieldHand ObjectREF.Disable<----------------------------------------------must be disabled first ObjectREF.markfordelete<----------------------------NO ref Also the object must be disabled before Markfordelete endif End Thank you... that will teach me from following examples from Bethesda scripters. :) Honestly, I'm a wee bit not looking forward to having to go back through all my scripts to fix those kind of issues. One question I have while you are here.... Can you help me fix this. What it is supposed to do is take a detonator item if you have it, give you a message to leave the area, count down then BOOM.... etc. But I have to keep activating it a few times to make it work. Suggestions? THANKS by the way!!! :thumbsup: scn BlackbriarOPNEST80ATTACK float timer begin onactivate If Player.GetItemCount WeapNVTimeBomb>= 1 player.removeitem WeapNVTimeBomb 1; ingredient set Timer to 5 ShowMessage BlackbriarOPNEST80RUN; message to leave area before boom set Timer to Timer - GetSecondsPassed; check time elseif timer > 0; when timer reaches 0 BlackbriarOPNEST80Explosion2Ref.placeatme VMS02FakeLargeExplosion; boom effect VMS02BlastedWall02REF.enable; damaged wall VMS02Wall02REF.disable; hide good wall BlackbriarOPNEST80ExplosionRef.disable; disable bomb activator markfordelete endif end One more question while I have you Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 let me look at the script for a sec, brb Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) Well there are a couple things about this script that bother me still but here is a re-due for ya scn BlackbriarOPNEST80ATTACK float timer int Primed Begin OnActivate if (Player.GetItemCount WeapNVTimeBomb >= 1) ;=================================== player.RemoveItem WeapNVTimeBomb 1 ; Ingredient ShowMessage BlackbriarOPNEST80RUN ; Message to leave area before boom set Timer to 5 ; Set bomb timer set Primed to 1 ; Start timer endif ;=================================== End Begin GameMode if (Primed == 1) ;=============================================================== if (Timer > 0) ; set Timer to Timer - GetSecondsPassed ; Check time <-timer will not run right in a on activate block else ; block BlackbriarOPNEST80Explosion2Ref.PlaceAtMe VMS02FakeLargeExplosion ; Boom effect VMS02BlastedWall02REF.Enable ; Damaged wall VMS02Wall02REF.Disable ; Hide good wall BlackbriarOPNEST80ExplosionRef.Disable ; Disable bomb activator ObjectREF.Disable ; ObjectREF.markfordelete ;<--what are you marking for delete set Primed to 0 ;=============================================================== endif endif End Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
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