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First CTDs after 70 hours of playing


AndrealphusVIII

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I can't seem to get ERSO 3.1a, 14.06 and 14.07 into the Bashed Patch, because they appear as master files of the Bashed Patch each time I rebuild it.

 

it's weird, be sure your patch is last in wrye bash before rebuilt it

 

http://i.imgur.com/xR3EJve.png

 

yes for the cloak, you need WIC + COS patch, they were all active on your LO if not, no problem at all

 

@@

 

http://s000.tinyuplo...964457444599145 Avira doesn't like it^^

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You don't need to worry so much about merging plugins into the Bashed Patch. That's just a 'neat feature' that was quite useful in Oblivion because there was a plugin 'limit' for that game (which Skyrim doesn't have), and having small mods merged into the Bashed Patch and then auto-disabled freed up a lot of 'room' for large load orders.

I've actually stopped merging plugins into the Bashed Patch because I've found that for some weird reason, MO would sometimes re-enable the merged plugins that had been disabled by Wrye Bash (which was annoying because I often wouldn't notice until I've made several save games....).

Have you experienced any more CTDs? It's possible this was a 'one time thing.' Given that CTDs will happen even with just vanilla Skyrim, when you start running a large load order, they will eventually catch up. Personally, I think if someone is experiencing random CTDs no more than once a week, they are doing well. 70 hours is definitely 'optimal.' Of course, if you are still experiencing CTDs and more frequently, that would be a different story.

There isn't a 'guide' for making compatibility patches via TES5Edit per se. Most of us, I think, all sort of learned through trial/error and practice (been doing this since Oblivion). The most important thing is just to familiarize yourself with reading records in TES5Edit. If you know what those records mean then you will be able to determine whether a conflicting record needs to be merged or can/should be left alone. You can try digging up one of the pdf guides for previous incarnations of xxxxEdit, like FO3Edit or FNVEdit. I think those guides were much more comprehensive than the TES5Edit guides we currently have, and the general knowledge hasn't change that significantly.

Start by making small compatibility patches for conflicts you know needs to be merged. I think my first compatibility patch was for FCOM. Does anyone here even remember FCOM? Boy I feel old :smile:

Edited by ripple
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Have you experienced any more CTDs?

I haven't played yet today. I've been kind of busy.

 

However, I just deleted about 6 GB of unused save files from the profiles folder of MO. I'm going to see if that will make a difference.

 

Edit:

There isn't a 'guide' for making compatibility patches via TES5Edit per se. Most of us, I think, all sort of learned through trial/error and practice (been doing this since Oblivion). The most important thing is just to familiarize yourself with reading records in TES5Edit. If you know what those records mean then you will be able to determine whether a conflicting record needs to be merged or can/should be left alone. You can try digging up one of the pdf guides for previous incarnations of xxxxEdit, like FO3Edit or FNVEdit. I think those guides were much more comprehensive than the TES5Edit guides we currently have, and the general knowledge hasn't change that significantly.

I found this on the Nexus: http://fallout3.nexusmods.com/mods/8629

Time to do some reading. :)

Edited by AndrealphusVIII
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That's just a 'neat feature' that was quite useful in Oblivion because there was a plugin 'limit' for that game (which Skyrim doesn't have)

stil 255 plugins max, a lot but possible

 

then find it usefull to build the patch, for DD and all Erso module including E-MD, but will look more to merge plugin in TES5

 

@@

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Really? Last I read, someone reported they loaded up 508 plugins in Skyrim. I also read Arthmoor actually managed to load something like 600 or so plugins.... maybe they were talking about 'mods' and not plugins....now I have to look this up...eh.

[edit] ah ok, I confused the number of plugins you can have in the data folder (and still be able to load the game) and the number of plugins that can be set 'active' (256, including the default game/DLC/patch esm's).

It was really easy to hit that limit in Oblivion, with all the tools we had (anyone remember COBL? Anyone? Meh...) and how harmless it was to remove mods. Skyrim....eh....

Edited by ripple
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I did some reading and watched some vids. Apparently to make compatibility patches you need make sure there are no out of order sub records and all the mods must be version 1.7 instead of 0.94.

(accourding to Sharlikran's vid: http://www.youtube.com/watch?v=9pi5u2qwdxg )

I found one mod with out of order subrecords ( BabettesFeastBalanced.esp )

 

I tried converting all the mods with version 0.94 to 1.7. (By loading them in CK and just saving them as suggested by Sharlikran)

But after that those "converted mods" didn't seem to work anymore and I had to redownload and install them again. Any advice?

 

I played about 1hr 30 min today without any CTDs. (but I didn't had any dragon fights or fights with many npcs) I'm also looking at my mods and trying to decide which ones I will use to make compatibility patches.

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You don't need to 'convert' the esp's unless they were made using a pre-CK tool (not many of those left). Also, that video is for making a 'merged patch', which ideally should be edited afterwards to correct merged entries that were intended to be 'replacers.' A 'merged patch' can be used to 'expedite' the process of making compatibility patches if you have too many conflicting records, but would still need to be edited afterwards because its merging algorithm is simply not as 'intelligent' as Wyre Bash and some records not intended to be merged will be merged regardless.

 

It's probably easier if you 'start small' and just focus on merging one type of records manually. It's more time consuming but it's a better method of learning how to read conflicting records in TES5Edit. Start with NPC records. Expand the NPC records in skyrim.esm after loading all your plugins in TES5Edit and you will some entries that have been colour coded, which tells you that other plugins modify them. When you click on those entries, the right pane will display the details regarding which plugin modify those records and what changes they make. Then you can see what might need to be merged. You can make a custom compatibility patch by copying records you want to merge as 'override....' records into a new esp.

 

Alternatively, you can use the merged patch function in TES5Edit, but after creating a merged patch, delete all records except NPC records, then look through it to see if anything needs to be 'corrected' (this is the 'expedited method' I was referring to earlier).

Edited by ripple
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I tried creating my first compatibility patch. I know that both "ERSO 13.03 - Higher Skill Cap 125 with perks.esp" and "Mighty Magick - Conjuration.esp" both alter the perk called "Twin Souls".

 

I made a compatibility patch called "Comp Patch Perks ERSO 13.03". The only thing that really needed changing was the perk that was required to be active for "Twin Souls". In Vanilla Skyrim that perk is called "Dark Souls". But "Mighty Magick - Conjuration.esp" did some changes and made it so that another perk called "Elemental Potency" is needed. (There is no Dark Souls perk anymore with Mighty Magick - Illusion)

 

So I made those changes in "Comp Patch Perks ERSO 13.03.esp" and made sure everything was green colored. When I was done, I only saved the changes in "Comp Patch Perks ERSO 13.03.esp" (I unchecked all the other ones).

 

I made some screenshots of the results:

 

http://i.imgur.com/YdZOLyJ.png?1

 

http://i.imgur.com/yzVZByO.png?1

 

http://i.imgur.com/RsK9fT5.png?1

 

http://i.imgur.com/9qppesy.png?1

 

http://i.imgur.com/KXWLCNd.png?1

 

 

Edit: This didn't seem to work. I noticed that there wasn't really any need to make a compatibility patch in this situation. But it did give me a little more understanding about how the records work.

 

Edit2: I have started to experiment a little with TES5Edit. But when I was trying a comp patch for NPCs I saw something rather strange.

 

http://i.imgur.com/BK6jUSO.png

 

There appear to be multiple "Tint Layers". Is there any difference between them?

Edited by AndrealphusVIII
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