I either broke my own mod or its something else

Post » Mon Oct 07, 2013 3:53 am

To put it simply, having my own "Little Vampire Castle" mod active will guarantee a ctd after crossing the bridge outside Riverwood and getting anywhere near the spot where the wolves are. New save and fresh install. I've tested versions before and after I cleaned it with Tes5Edit. All have the same issue. So unless I seriously broke my own mod, it must be incompatible with one of my other mods. I can't for the life of me figure out why. And I seriously can't understand why it would crash in this spot of all places. My mod doesn't touch this spot at all, or the wolves for that matter.

I'm at my wits end trying to figure out why this is happening.

The only thing I can even think of that could be causing it is that I have both this and Springberry Manor active. Both of those are house mods I created. They both use some of the same resources, yet at the same time they should both have unique forms. Both mods use the bsa format as well. Before I do any testing of Springberry Manor off, and just Little Vampire Castle active, I figured I'd post this to see if I can rule this out first.

Another thing, would creating the mod with the masters already cleaned cause any issues? I'm doubting it would, but I may as well ask.

I haven't received any comments on the nexus of any crash issues, so I'm pretty sure this is my end only. I still have the mod hidden though until this is resolved just to be safe and sure, in case I did break my own mod.

Boss/load order list below

Spoiler
Skyrim.esm Active
Update.esm Active
Bash Tag suggestion(s): {{BASH: Delev, Relev}}
Dawnguard.esm Active
Bash Tag suggestion(s): {{BASH: Delev, Relev}}
HearthFires.esm Active
Dragonborn.esm Active
Lanterns Of Skyrim - All In One - Main.esm Active
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial Skyrim Patch.esp Active
Bash Tag suggestion(s): {{BASH: Delev, Relev}}
Unofficial Dawnguard Patch.esp Active
Bash Tag suggestion(s): {{BASH: Delev, Relev}}
Unofficial Hearthfire Patch.esp Active
Unofficial Dragonborn Patch.esp Active
Bash Tag suggestion(s): {{BASH: Delev}}
Better Dynamic Snow.esp Active
DarkerNights.esp Active
NoTint.esp Active
AshRocks.esp Active
Book Covers Skyrim.esp Active
Book Covers Dawnguard.esp Active
Book Covers Hearthfire.esp Active
Book Covers Dragonborn.esp Active
Lost Art of the Blacksmith.esp Active
Moss Rocks.esp Active
Moss Rocks_DB.esp Active
Perks Unbound - Helmless Warrior.esp Active
Perks Unbound - Dawnguard.esp Active
Perks Unbound - Dragonborn.esp Active
RedMountainErupts.esp Active
Skyrim Flora Overhaul.esp Active
Convenient Horses.esp Active
Note: Do not clean. "Dirty" edits are intentional and required for the mod to function.
Footprints.esp Active
Footprints - Ash.esp Active
WetandCold.esp Active
WetandCold - Ashes.esp Active
SkyUI.esp Active
Cloaks.esp Active
1nivWICCloaks.esp Active
Bash Tag suggestion(s): {{BASH: Relev}}
1nivWICSkyCloaksPatch.esp Active
Unique Uniques.esp Active
Run For Your Lives.esp Active
When Vampires Attack.esp Active
Whiterun Ferns.esp Active
Contains dirty edits: 1 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
DVA - Dynamic Vampire Appearance.esp Active
Fast Respawns and Rich Merchants.esp Active
Bash Tag suggestion(s): {{BASH: Relev}}
Headtracking.esp Active
TheChoiceIsYours.esp Active
TheChoiceIsYours_Dawnguard.esp Active
Thieves Guild Requirements.esp Active
aMidianborn_Skyforge_Weapons.esp Active
Jump200.esp Active
Brevi_MoonlightTales.esp Active
DeadlySpellImpacts.esp Active
The Dance of Death - Ultimate Edition.esp Active
Contains dirty edits: 1 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
Blaze Of Eventide.esp
Alternate Start - Live Another Life.esp Active
argonianraptor.esp Active
dD - Realistic Ragdoll Force - Realistic.esp Active
Note: Ragdolls will conflict with other mods that change the skeleton.nif. Check Custom Skeleton Replacers for compatibly with other skeleton.nif.
WATER.esp Active
WATER Plants.esp Active
WATER DG.esp Active
WATER DB Waves.esp Active
Unrecognized
Undead Vampires Player Only.esp Active
DragonFastTravelRedone.esp Active
Springberry Manor.esp Active
Vampire Castle.esp Active

Skse Plugins

Spoiler
SKSE Version: 0.1.6.16
DCF_plugin.dll
Smart Souls.dll Version: 9.0.6.405
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Mon Oct 07, 2013 12:05 am

If you suspect it may be having both your mods active, that would be the first thing I'd test.

But "cleaning" the esms has to be dangerous. What possible effect could ITM forms in the Masters have? They just overwrite each other harmlessly. ITMs in a mod are a different thing... And I have seen more warnings not to do it than recommendations that it should be done.

I followed the instructions to "clean" Skyrim.esm, Update.esm and Dawnguard.esm and I crashed every time I approached the Alchemist's Shack in Riften - either on foot, Fast Travelling or COC code. From any direction, by any route. A bunch of my older saved games would not load at all, they just CTD'd with insta-crash. Possibly, I did something wrong, but I do not believe so.

I reverted to the "uncleaned" Dawnguard.esm, and everything was fine again.

So, I think, if you are going to mess with the Master files like that, you have to start a new game and maybe make all your mods based on those "cleaned" master files. If you "cleaned" them half-way through and continued with existing saves, I think that causes problems. If the mod needs Skyrim.esm and Dawnguad.esm, it may be referencing some ITM forms that now no longer exist.

Your problem and mine seem very similar - insta-crash for no reason in an area that no mod affected, but we were both using "cleaned" Master files.

That is my experience, anyway.

~.~

User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Sun Oct 06, 2013 11:20 pm

Well, the first thing to do is to deactivate the mod that you think is causing the issue to see if it persists, and go from there.

Considering that you are running quite a few mods, it may not be yours at all, and you might have to check others as well. :/

Also, I've heard its a bad idea to clean masters, as ShadeyBladey noted, but I don't have any info on that.

User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Mon Oct 07, 2013 12:30 pm

Also, of the mods you have, I have these:

Spoiler
Skyrim.esm Active
Update.esm Active
Dawnguard.esm Active
Lanterns Of Skyrim - All In One - Main.esm Active
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial Skyrim Patch.esp Active
Unofficial Dawnguard Patch.esp Active
Skyrim Flora Overhaul.esp Active
Footprints.esp Active
Footprints - Ash.esp Active
WetandCold.esp Active
WetandCold - Ashes.esp Active
SkyUI.esp Active
Cloaks.esp Active
1nivWICCloaks.esp Active
1nivWICSkyCloaksPatch.esp Active
Run For Your Lives.esp Active
When Vampires Attack.esp Active
Headtracking.esp Active
TheChoiceIsYours.esp Active
TheChoiceIsYours_Dawnguard.esp Active
Thieves Guild Requirements.esp Active
Alternate Start - Live Another Life.esp Active
dD - Realistic Ragdoll Force - Realistic.esp Active

So that might help you eliminate some that cause no problems for me. I dumped Convenient Horses a while ago as I don't ride anymore anyway.

At one point I also had insta-crash problems approaching spawn points that were added by SkyTEST and a Civil War overhaul, so I took out the war one as it was a lot older than the last Skyrim patch and Papyrus update. There were animal spawns and a civil war battles at the same place and I could not approach the area without crashing.

~.~

User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Mon Oct 07, 2013 3:01 am

If you cleaned Skyrim.esm, you did not follow the cleaning instructions properly.

Skyrim.esm is NOT to be cleaned.

User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Sun Oct 06, 2013 11:45 pm

Start TES5EDIT and click the OK button, letting it load all of the files. Then expand your mod and all world space nodes in it, looking for green and red items that show what other mods modify the same exterior cells.

From there you can determine what the conflict(s) are and make patches..

User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am


Return to V - Skyrim