Can't Travel to Solstheim

Post » Thu Aug 01, 2013 1:28 pm

I picked up the Dragonborn DLC over the summer sale and figured I'd give it a go with a totally fresh install. Everything was going fine for a while. I went to Solstheim right after I was attacked by the cultists and didn't run into any major issues. I decided to leave after doing a couple quests so I could play through Falskaar.

I did about half the Falskaar questline, then went back to Skyrim to complete some side quests. Then I tried to go back to Solstheim. I used to fast travel method at first, and the game just hung on the loading screen for a few minutes until I alt tabbed out, at which point it stopped working and I had to close it. Same thing happened when I tried using the boat. After that, I deactivated everything except form Skyrim.esm, Update.esm, and Dragonborn.esm. I was able to travel to Solstheim without issue. I went back and activated Hearthfires.esm--still, no problems.

Now here's the interesting part:

I activated both Dawnguard.esm and Falskaar.esm. Instead of hanging the load screen, the game instantly crashed this time when I tried to travel to Solstheim. I went back and deactivated Falskaar and it instantly crashed again. Then I reactivated Falskaar and deactivated Dawnguard, and the same thing happened. So I deactivated both esm files, and reactivated every single mod in my load order that didn't have a dependency on either of them. And guess what--it worked. I could get to Solstheim with no problem.

The only thing Dawnguard and Falskaar really have in common is that they add new worldspaces to the game. I wonder if this could be causing the issue somehow. I've tried using the coc command to get there, and it does work, but only with interior cells. When I try to walk outside, the game hangs or crashes. It seems the problem is with the Solstheim worldspace, it seems.

Load Order:

Spoiler
  • Skyrim.esm Active
  • Update.esm Active
  • Dawnguard.esm Active
  • HearthFires.esm Active
  • Dragonborn.esm Active
  • Falskaar.esm Active
  • HighResTexturePack01.esp Active
  • HighResTexturePack02.esp Active
  • HighResTexturePack03.esp Active
  • Unofficial Skyrim Patch.esp Active
  • Unofficial Dawnguard Patch.esp Active
  • Unofficial Hearthfire Patch.esp Active
  • Unofficial Dragonborn Patch.esp Active
  • Unofficial High Resolution Patch.esp Active
  • StaticMeshImprovementMod.esp Active
  • StaticMeshImprovementMod-DragonbornTernFix.esp Active
  • Dragon Soul Relinquishment.esp Active
  • DYNAVISION Dynamic Depth of Field.esp Active
  • RaceMenu.esp Active
  • RaceMenuPlugin.esp Active
  • SkyUI.esp Active
  • DragonBoneEbonsteel.esp Active
  • ASIS-Encounter Zones.esp Active
  • DeadlyDragons.esp Active
  • DeadlyMonsters.esp Active
  • SkyHavenTempleEnhanced.esp Active
  • Civil War Overhaul.esp
  • Headtracking.esp Active
  • Immersive Weapons.esp Active
  • dD - Enhanced Blood Main.esp Active
  • skyforgedWeapons.esp Active
  • Helgen Reborn.esp Active
  • Realistic Lighting Overhaul - Dungeons.esp Active
  • Realistic Lighting Overhaul - Dawnguard Interiors.esp Active
  • Realistic Lighting Overhaul - Major City Exteriors.esp Active
  • Realistic Lighting Overhaul - Major City Interiors.esp Active
  • Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp Active
  • EMCompViljaSkyrim.esp Active
  • EMViljaInSolstheimAddOn.esp Active
  • UFO - Ultimate Follower Overhaul.esp Active
  • UFO - Dawnguard AddOn.esp Active
  • UFO - Heartfire AddOn.esp Active
  • dD - Realistic Ragdoll Force - Realistic.esp Active
  • WATER.esp Active
  • WATER Plants.esp Active
  • WATER DB Waves.esp Active
  • Bashed Patch, 0.esp Active
  • ASIS-Dependency.esp Active
  • ASIS.esp Active
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Fri Aug 02, 2013 3:36 am

Yeah, strange...Falskaar mod have actually nothing to do with Dawnguard, because it does not require any DLC at all. :ermm:

That's from nexus anyway:

Falskaar was designed with compatibility in mind. That said, there are still a few minor areas that will cause conflict:

1) The area just outside of Riften along the path to the NE where the entrance to Echo Deep Mine is added.
2) The portion of Dawnstar Bay that Wulf's ship now occupies.

Mods that conflict with these areas may cause you problems. Otherwise, there are no major compatibility concerns.

Falskaar was designed with compatibility in mind, so many mods will work automatically, like wildlife replaces, etc.

However, some mods will NOT and will require compatibility patches.

This includes mods that alter the bandits of Skyrim, Necromancers, Guards, or music.

User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Thu Aug 01, 2013 6:14 pm

I don't think Falskaar is causing it specifically. The issue still occurs if I have Falskaar disabled and Dawnguard enabled. I think both of them are independently causing the problem, and the only thing I think they have in common is that they both add new exterior cells to the game. I'll have to try installing another mod that adds exterior cells and see if it still happens.

User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am


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