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Dragonborn DLC Can't leave Solstheim.


xXLegitEmpireXx

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I am now using the console command "player.moveto" and target a house karl like Lydia (A2c94) or Iona (A2C93). This will take you to an interior space (assuming you've left your house karl inside the house) which should not cause a load fail. You might still get a load fail if you try to leave the house after you arrive but odds are you should be OK. Best to do a save before exiting, just to be sure.<br /><br />I have just completed extensive testing on this load fail problem and this is what I found of significance:<br /><br />1. I use both NMM and Workshop to apply about 55 mods. I unsubscribed or deactivated all of my mods and ran just the game .esm, all three DLC .esm, the HiRes pack and all of the unofficial updates. I did not uninstall the mods with NMM, just unchecked them in the plugins window. The result was ZERO load fails coming back to Skyrim using the boat or the map marker in over 25 attempts. The vanilla game & DLC are NOT the issue. No more bad-mouthing Bethesda.<br /><br />2. I added back my list of mods one at a time and got no load fails until I got up to around 50 mods. At that point I got about 50% load fails. After 52 mods I got 100% load fails. I then randomly deactivated one mod at a time using NMM. When I got back to 50 mods, I no longer got load fails. It made no difference which mods I deactivated or reactivated, randomly. I tried this<br />add/delete process several times with consistent results.<br /><br />My conclusion is that the problem is a memory issue. The number of mods that can be loaded at one time without causing these load failures will depend on how much memory they require to load as a group. Some folks may load a mess of small mods and some maybe load fewer bigger mods but when the memory limit is exceeded, we get load failures. I think the reason it doesn't happen on the way TO Solstheim is that it's a much smaller outdoor map than outdoor Skyrim.<br /><br />Given my results, one option I haven't yet tried would be do deactivate any mods that I'm not using while questing in Solstheim, like most of the TAVE mods except for Whirerun, before starting the game. That leaves room for loading the Skyrim map and then I can fast travel to Windhelm, then to Whiterun (home base), make a save, quit, reactivate the mods and load the save. This would keep me from having to use the console if that were my preference. Actually, my preference would be to use the "player.moveto <house karl>" command that I've been using without a hitch.<br /><br />BTW, apologies for the suggestion to use the "let's go home" option with a spouse, Apparently that option only exists with the "Marriagable Serana" mod that I was using at the time. It's not available with vanilla, UFO, AFT or EFF as far as I can tell.<br /><br /> Edited by warezwaldo
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I am now using the console command "player.moveto" and target a house karl like Lydia (A2c94) or Iona (A2C93). This will take you to an interior space (assuming you've left your house karl inside the house) which should not cause a load fail. You might still get a load fail if you try to leave the house after you arrive but odds are you should be OK. Best to do a save before exiting, just to be sure.<br /><br />I have just completed extensive testing on this load fail problem and this is what I found of significance:<br /><br />1. I use both NMM and Workshop to apply about 55 mods. I unsubscribed or deactivated all of my mods and ran just the game .esm, all three DLC .esm, the HiRes pack and all of the unofficial updates. I did not uninstall the mods with NMM, just unchecked them in the plugins window. The result was ZERO load fails coming back to Skyrim using the boat or the map marker in over 25 attempts. The vanilla game & DLC are NOT the issue. No more bad-mouthing Bethesda.<br /><br />2. I added back my list of mods one at a time and got no load fails until I got up to around 50 mods. At that point I got about 50% load fails. After 52 mods I got 100% load fails. I then randomly deactivated one mod at a time using NMM. When I got back to 50 mods, I no longer got load fails. It made no difference which mods I deactivated or reactivated, randomly. I tried this<br />add/delete process several times with consistent results.<br /><br />My conclusion is that the problem is a memory issue. The number of mods that can be loaded at one time without causing these load failures will depend on how much memory they require to load as a group. Some folks may load a mess of small mods and some maybe load fewer bigger mods but when the memory limit is exceeded, we get load failures. I think the reason it doesn't happen on the way TO Solstheim is that it's a much smaller outdoor map than outdoor Skyrim.<br /><br />Given my results, one option I haven't yet tried would be do deactivate any mods that I'm not using while questing in Solstheim, like most of the TAVE mods except for Whirerun, before starting the game. That leaves room for loading the Skyrim map and then I can fast travel to Windhelm, then to Whiterun (home base), make a save, quit, reactivate the mods and load the save. This would keep me from having to use the console if that were my preference. Actually, my preference would be to use the "player.moveto <house karl>" command that I've been using without a hitch.<br /><br />BTW, apologies for the suggestion to use the "let's go home" option with a spouse, Apparently that option only exists with the "Marriagable Serana" mod that I was using at the time. It's not available with vanilla, UFO, AFT or EFF as far as I can tell.<br /><br />

Hmmm, I have however seen other people who have tried traveling back to Skyrim with no mods at all and on a new save, but they still get the problem. I tried the interior thing, and I crash when exiting the house. I managed to get into Proudspire Manor, but when i try to get into Solitude, I crash. Recently however, I found a solution that somewhat works but is very buggy. I went to raven rock then used coc qasmoke. Then i waited in the qasmoke area for 3 days. Then, i used coc riverwood. I get into Riverwood, but as soon as i open up any type of gui, like the pause menu, I get a CTD. So i did it again and quicksaved. Quick save worked, but then the world was extremely laggy and the problem still persisted with the menus. This time, I used coc whiterun, I got in no problem, and the menus worked. But i got infinite loading screens when fast traveling as well as numerous freezes just walking around. I exited and loaded the save again and it would not load. Infinite loading screen again.

Edited by xXLegitEmpireXx
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  • 1 month later...

It has something to do with the map for me.

I have the same bug and when I 'coc' to an indoor location (i.e. coc whiterundragonsreach) the loading goes fine, I try to go outside, and I get the infinite loading screen.

After the zillionth attempt I decided to check my map, it has sometimes triggered a succesful load attempt before.

 

I noticed my map was still set to Solstheim, even though I was quite clearly in Skyrim.

I made a (new) save and reloaded it, my map was reset to skyrim and I could leave my indoor location.

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  • 5 weeks later...

I can't get back to Skyrim, I can go inside buildings in skyrim, but not skyrim itself, when I try the loading screen loads twice and puts me back to the previous area. any suggestions?

Make a new thread if you didn't already.

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  • 9 months later...

There is a mod that fix this issue: Safety Load by kapaer http://www.nexusmods.com/skyrim/mods/46465/? This mod blocks "Infinite Loading Screen" bug and game freezing during play.

Rather than an error of load, "Infinite Loading Screen" is caused by an error in memory allocation.
This mod modify the function of memory allocation and block all freezing due to memory allocation failure.

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