Dagon Shrine Problem

Post » Sat Jan 29, 2011 1:59 pm

Hey peeps hope all is good, got a problem with the Dagon Shrine part of the main quest...it would seem that Kvatch Rebuilt is causing me a CTD I ran in to the problem a little while ago maybe two months ago and then lost interest as it annoyed the hell out of me but now I'm back with it and what to try fix it....so here's how it works...

Upon entering the cave you meet that first guy who takes all your weapons and gives you the robe, after that I start to follow him to where the guy is giving his speech (I forget there names) before I reach that point a few as I'm about to go through the door I get a CTD, if I manage to make it through the guy I'm following will start to say how a new day is upon us (or whatever it is he's chatting) then I'll get the CTD, I deactivated all my mods and reactivated them again few by few and found that when kvatch Rebuilt is active that's when it happens, some of the mods I'm using probably has an update or two available now but I'm don't think that is the issue as so far I've had 20 or so hours of game time, but then again if I knew i wouldn't be here asking for help.

My load list/order will follow hopefully someone can spot something.

Thanks guys

Edit: It's actually 60hours of game play

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* SW01Minus.esp=== Active Mod Files:* 00  Oblivion.esm* 01  Cobl Main.esm  [Version 1.72]* 02  Jog_X_Mod.esm* 03  All Natural Base.esm  [Version 0.9.8]* 04  MD_Saddle_Master.esm* 05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 06  Mart's Monster Mod.esm  [Version 3.7b3p3]* 07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]* 08  CyrodiilUpgradeResourcePack.esm* 09  TamrielTravellers.esm  [Version 1.39c]* 0A  Kvatch Rebuilt.esm* 0B  Better Cities Resources.esm* 0C  CM Partners.esm* 0D  HorseCombatMaster.esm* 0E  UnnecessaryViolence.esm* **  TNR ALL RACES FINAL.esp* **  TNR - ShiveringIsles no helms.esp* 0F  Unofficial Oblivion Patch.esp  [Version 3.2.4]* 10  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]* 11  Oblivion Citadel Door Fix.esp* 12  DLCShiveringIsles.esp* 13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 14  SM Plugin Refurbish - 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W E I R D
 
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Post » Sat Jan 29, 2011 8:22 pm

Don't mean to bug but I can't actually continue my game until this is fixed as I have already started the Kvatch Rebuilt quest so I'm sure I can't just disable it and play on...so perdy please guys :)
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Kortniie Dumont
 
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Post » Sat Jan 29, 2011 6:25 pm

*BUMP*
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Jeremy Kenney
 
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Post » Sat Jan 29, 2011 3:56 pm

Have you tried what happens if you simply load your savegame and then stand around for a while? Does the game crash unrelated to what you do, or do you *have* to proceed in the Dagon Shrine quest? (The latter is highly unlikely, frankly put.)

If it is a problem with an AI package from Kvatch Rebuilt, then it will always trigger at the same ingame time, and most probably exactly at a new hour, e.g. 10:00 a.m. or 5:00 p.m. or something. So load your savegame and check what time it is - if you're only 10 ingame minutes away from the next hour, then it's very likely that at this exact time your game will crash. In order to circumvent that, you can simply wait for at least 1 hour (with the Wait menu), so that the AI package that would normally start at the given time is skipped.
You can also try to find out which AI packages from Kvatch Rebuilt start at that time, and then delete them or try to find the error in them.
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Sheila Reyes
 
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Post » Sat Jan 29, 2011 12:21 pm

Have you tried what happens if you simply load your savegame and then stand around for a while? Does the game crash unrelated to what you do, or do you *have* to proceed in the Dagon Shrine quest? (The latter is highly unlikely, frankly put.)

If it is a problem with an AI package from Kvatch Rebuilt, then it will always trigger at the same ingame time, and most probably exactly at a new hour, e.g. 10:00 a.m. or 5:00 p.m. or something. So load your savegame and check what time it is - if you're only 10 ingame minutes away from the next hour, then it's very likely that at this exact time your game will crash. In order to circumvent that, you can simply wait for at least 1 hour (with the Wait menu), so that the AI package that would normally start at the given time is skipped.
You can also try to find out which AI packages from Kvatch Rebuilt start at that time, and then delete them or try to find the error in them.



The time when I load the same is 1.30pm and one time I did just leave it when it loaded (not because I planed to I was just doing something) and it did crash, other times its the same points as I start to make my was through the cave, and how am I supposed to find out the load times for AI packages and delete them if need be? :unsure:
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Loane
 
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Post » Sat Jan 29, 2011 3:31 pm

Okay first off, load the game and use the Wait menu. If the game doesn't crash afterwards, then we know that something that gets triggered at around 2 pm causes the crash.
Which would most likely be an AI package.

In that case, we already know that it's a package that starts at 2 pm (in the CS, this is called "14 hours", I believe). Now note what day it is in your game. With these hints you can go through the Packages list in the CS and look for fitting packages that have been added by Kvatch Rebuilt.
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Rude Gurl
 
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Post » Sun Jan 30, 2011 12:54 am

Okay first off, load the game and use the Wait menu. If the game doesn't crash afterwards, then we know that something that gets triggered at around 2 pm causes the crash.
Which would most likely be an AI package.

In that case, we already know that it's a package that starts at 2 pm (in the CS, this is called "14 hours", I believe). Now note what day it is in your game. With these hints you can go through the Packages list in the CS and look for fitting packages that have been added by Kvatch Rebuilt.



OK here's the deal, I loaded up and hit that wait button and waited an hour after that I had no crash (none related to this anyway, was to do with the UV mod) and continued through the cave and all was OK, so I didn't go into the CS to look for anything but I still got a feeling the problem is still there and is just gonna pop up in another place, should I just wait for that time to arrive or try find and tackle it now?
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Philip Lyon
 
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Post » Sat Jan 29, 2011 2:59 pm

This is exactly why I asked you to note the ingame day of your problem. It will not disappear, you've just fixed it for that one time. It will appear again the next time this AI package is being processed, which is why you should either make a detailed report to the Kvatch Rebuilt team which mentions both the day and time of your crash, or try to find the problem package yourself, and get rid of it. The day is important in both cases, because it tells us which packages probably aren't the problem.

By the way, I already looked at Kvatch Rebuilt myself, and it appears that there are only 10 or so packages that start at 2 p.m., so finding the one that gives you trouble shouldn't be too hard. 4 of them tell an NPC to use a rake somewhere, I'd start by deleting those (make a backup, of course, because this is only for testing!) all at the same time. Simply because they're 4 times the same AI package, only in a different spot, and there don't seem to be any conditions to decide which package is used. Also, I'm suspicious of packages that use items - I once had exactly the same problem as you, and the problem was that a baker of Cobl Salmo "escorted" a sweetroll.
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Rodney C
 
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Post » Sat Jan 29, 2011 6:35 pm

This is exactly why I asked you to note the ingame day of your problem. It will not disappear, you've just fixed it for that one time. It will appear again the next time this AI package is being processed, which is why you should either make a detailed report to the Kvatch Rebuilt team which mentions both the day and time of your crash, or try to find the problem package yourself, and get rid of it. The day is important in both cases, because it tells us which packages probably aren't the problem.

By the way, I already looked at Kvatch Rebuilt myself, and it appears that there are only 10 or so packages that start at 2 p.m., so finding the one that gives you trouble shouldn't be too hard. 4 of them tell an NPC to use a rake somewhere, I'd start by deleting those (make a backup, of course, because this is only for testing!) all at the same time. Simply because they're 4 times the same AI package, only in a different spot, and there don't seem to be any conditions to decide which package is used. Also, I'm suspicious of packages that use items - I once had exactly the same problem as you, and the problem was that a baker of Cobl Salmo "escorted" a sweetroll.



Hmm I didn't think it would as my luck ain't ever that good :( OK so what part of the CS wikki do I need to study as there seems to be a few sections and I doubt I need to know it all....or do I?
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Naazhe Perezz
 
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Post » Sun Jan 30, 2011 2:49 am

You simply do not want to tell me the ingame day, do you?

At the top of the CS window, there are these buttons "Gameplay", "World" etc. Click on "Character" and then on "Packages". All AI packages from Kvatch Rebuilt start with KR. Look for the ones that have the number "14" in the "Time" column. There should be about 10 of them. In the "Day" column, many of them have "Any" set, which means they run every day, but at least you may be able to exclude the ones that only start on Tuesdays and Thursdays or something like that.
Like I said, I'd start by disabling the AI packages which use the item Rake01.
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james tait
 
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Post » Sat Jan 29, 2011 10:35 pm

You simply do not want to tell me the ingame day, do you?


My bad, its ''Turdas'' not sure what day that is no but honest, sounds like a Thursday :unsure:

EDIT:

I'm sure I seem more and more like a dumb ass but the Character/Packages is completely empty :nope:

http://i122.photobucket.com/albums/o271/nability/Untitled-1.png
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Tina Tupou
 
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Post » Sat Jan 29, 2011 1:37 pm

Isn't it also possible that it's one of the quest scripts kicking in? KR has a lot of scripts which kick in after a certain amount of time has passed - not a particular time of day. I remember that I almost killed that courier that comes running up to deliver yet another note from Matius when it was time for a another part of the quest to be completed. I remarked on the KR forums that it was fortunate that he was essential because otherwise he'd be dead already :) He used to scare the crap out of me when I'd be skulking about a dark dungeon and this idiot would come running in.

Just wondering if you're actually at the point when you are due to receive one of these notes and there was a problem with the courier getting to you, hence the crash. Mind you, I would think that after you had waited an hour, he'd be standing right in front of you to deliver the note, so that may not be it...
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Evaa
 
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Post » Sat Jan 29, 2011 4:05 pm

Just wondering if you're actually at the point when you are due to receive one of these notes and there was a problem with the courier getting to you, hence the crash. Mind you, I would think that after you had waited an hour, he'd be standing right in front of you to deliver the note, so that may not be it...



I'm not 100% TBH but if I had to guess I wouldn't think so as not much time has passed since the ''stick and stones'' (if I remember that's what it's called) part of that mod ended, but then someone did come running up to me while in Bruma saying to come see her at night so weather that's the next part of it I don't know yet as I forgot to go see her :shrug:

The CS thing though has completely baffled me, ain't the things just ''supposed to be there'' when you load it up? :unsure:
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scorpion972
 
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Post » Sat Jan 29, 2011 9:04 pm

No... you have to load the mods first.

In your case, you only need to select KvatchRebuilt.esp, and set it as Active File.
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john page
 
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Post » Sun Jan 30, 2011 4:03 am

No... you have to load the mods first.

In your case, you only need to select KvatchRebuilt.esp, and set it as Active File.



Okay I got it loaded, but I ain't touched nothing as it didn't actually appear as you said it would, the AI packages are loaded and you said you checked on yours and there was about 10 or so but on mines there's over 100 :nope: There was quite a few ''use items'' packages aswell but I didn't see none that referred to a rake so I just left it alone.....what step should I take now?
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Sheila Esmailka
 
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Post » Sun Jan 30, 2011 4:20 am

I said that there would be 10 or so that started at 2 p.m., i.e. have the entry "14" in the time column.
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Kill Bill
 
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Post » Sat Jan 29, 2011 9:18 pm

I said that there would be 10 or so that started at 2 p.m., i.e. have the entry "14" in the time column.



Yeah that's what I mean the 100 I'm referring to all start at 2pm ''14'' in the colums, that's why I was even more baffled :ooo:
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Svenja Hedrich
 
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Post » Sat Jan 29, 2011 2:44 pm

You also need to look for those packages that start with "KR", that's the prefix the guys from Kvatch Rebuilt used for their stuff. All the other packages listed are those from the original game!

If you click on the "Time" heading, the list will be sorted by starting time, and within the starting times, by alphabet. So just scroll down to starting time "14" and then scroll just a little further down till you see the packages starting with "KR".
In the version I have, those are 18. However, you said that in your game it's Turdas (which is Thursday, yep), and so a lot of those packages can't be the ones we're looking for, because they only start on weekends, or only on Monday/Wednesday/Friday, or even only on a specific day.

In my version, this leaves us with 10 packages:

KRP4BuildersArenaAfternoon
KRP4GeneralArenaWanderAfternoon
KRP4GeneralPlazaWanderAfternoon
KRP4SavlianArenaWander

KRP5BorwenStrollMTWTF
KRP5FGLeaderDeskWork
KRP5GuilbertAfternoonStroll
KRP5LenkaTiersWander
KRP5LenkaWellGardensWander
KRP5SigridShopAfternoon

Now, the first 4 of these sound as if they area active during the phase of rebuilding Kvatch when there are still builders around, i.e. when Kvatch is still partly in ruins. The last 6 sound like the city is pretty much functioning again (notice how the leader of the FG already has paperwork to do and citizens already take pleasure strolls).
Depending on at which stage you currently are in Kvatch Rebuilt, you can completely disregard the group of packages that doesn't apply to your current phase of rebuilding, i.e. if you already have a functioning city, forget about the first 4 packages, and vice versa.

If I were you, I'd make a backup of the KvatchRebuilt.esp, and then simply delete all of these packages and save. Then load your savegame from the Dagon Shrine quest at 1:30 pm on Turdas, and stand around until it's 2 p.m. If it doesn't crash, that means that you removed the culprit, and it was indeed an AI package! (We still aren't sure about that at our current state.)
Then you should try to narrow it all down to the actual AI package that's causing the problem, and mention the bug in the official Kvatch Rebuilt thread, or in their forums or something.
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james reed
 
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Post » Sun Jan 30, 2011 12:48 am

Easier way to know for sure if it's a package. Load the affected save. Open the console with the ~ key. Type in "tai" without the quotes. Hit enter, then close the console with the ~ key. Stand around, do stuff in the cavern, whatever. If you don't crash, you know for sure it's an AI pack causing it. If it still crashes, chances are high it's a script instead, and KR is loaded to the gills with scripts, which gets a bit harder to track down.

I don't think directing people to the CS to start randomly deleting things is a good approach to take. Not everyone is cut out to use it, and all the information it has can be pretty overwhelming if you don't know what it all means. It gets even worse when it's not been established that KR is even the cause of the problem. All we seem to know so far is that it might be an AI pack that fires at 2pm.
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Ann Church
 
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Post » Sun Jan 30, 2011 1:59 am

Uh, you're right. I completely forgot about "tai". :facepalm:

In response to your concerns about letting crash_oxide loose on the CS:
crash_oxide said he tracked the problem down to Kvatch Rebuilt, and the AI packages I listed above are the only ones that fit the day and the hour. He already found the Packages window, so all that's left to do is to find out which AI package it is. I think he's able to do that (and I think that this method is not exactly "random"). After all I don't tell him to fix the mod himself, but to find the problematic AI package and report it.

Of course, if there were ingame console commands to toggle specific AI packages to stop running, that would be much better, but I don't know of anything like that.
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suniti
 
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Post » Sat Jan 29, 2011 5:45 pm

Easier way to know for sure if it's a package. Load the affected save. Open the console with the ~ key. Type in "tai" without the quotes. Hit enter, then close the console with the ~ key. Stand around, do stuff in the cavern, whatever. If you don't crash, you know for sure it's an AI pack causing it. If it still crashes, chances are high it's a script instead, and KR is loaded to the gills with scripts, which gets a bit harder to track down.

I don't think directing people to the CS to start randomly deleting things is a good approach to take. Not everyone is cut out to use it, and all the information it has can be pretty overwhelming if you don't know what it all means. It gets even worse when it's not been established that KR is even the cause of the problem. All we seem to know so far is that it might be an AI pack that fires at 2pm.



Right I loaded it the save I been having the problems with and I used the ''tai'' thing in the console, waited around till 2pm and it didn't crash, after that I loaded it again and didn't use it and some how it didn't crash :unsure2: I have made some changes to my load order/list but only minor ones (merged a few to get the number down and added one or two) but I still have KR installed so how and why it didn't crash is beyond me :unsure:
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Charlotte X
 
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Post » Sun Jan 30, 2011 12:37 am

Just for curiosity sake, how many ESM+ESP+BSA files are in your Data folder?
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Tiffany Holmes
 
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Post » Sun Jan 30, 2011 5:18 am

Just for curiosity sake, how many ESM+ESP+BSA files are in your Data folder?


277....why, what you thinking?
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Rachyroo
 
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Post » Sat Jan 29, 2011 10:58 pm

Was just wondering if you were getting close to the cap, which is around 400. 277 should be fine.
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Louise Dennis
 
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Post » Sat Jan 29, 2011 9:54 pm

Oh ok, with out the merges it would be about 320ish give or take.
Also just wanted your opinion, I'm seriously considering adding FCOM and OBC but with this crash that's there one minute and the next is it a good idea to be going down that road because I may start looking into it tomorrow or over the weekend if there shouldn't be a problem??
One other thing aswell if you don't mind me asking, what your specs are on your rig and what sort of FPS count do you get while playing Oblivion?
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Devin Sluis
 
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