Mister X Posted August 2, 2015 Posted August 2, 2015 Heyho, I need some help: I've started a new game, though whenever I try to load the open world, there's a CTD. Alternative Start works fine, any indoor choice works fine (eg. owner of a house, member of guild), though whenever I try to leave that cell or choose a start in the open world (eg. camping in the woods), the loading screen pops up but it just leads to a CTD instead of the new cell. I've posted the modlist (top one has highest priority), my plugins (LOOT-ed and xEDIT-ed) and a plugin where I've started as new member of the Dark Broherhood. CTD happened after the loadscreen of leaving the sanctuary. All of the mods and tools are up-to-date, new 3.01 XPMSE and CBBE HDT body, and HDT SMP also works fine while being in the sanctuary. I just have no idea anymore, what else could cause the CTD modlist.txt Papyrus.from-inside.log plugins.txt
TnTTnT Posted August 2, 2015 Posted August 2, 2015 I used to have 90% chance CTD when change cell interior to exterior. Remove Unofficial patch help me with this issue. Maybe it's just me.
Mister X Posted August 2, 2015 Author Posted August 2, 2015 I used to have 90% chance CTD when change cell interior to exterior. Remove Unofficial patch help me with this issue. Maybe it's just me. I hope there's a better solution, I'm quite reluctant to remove the patches
TnTTnT Posted August 2, 2015 Posted August 2, 2015 I hope you can. There are variety of system setup, while most of us has no issue with USKP but I always has and my only solution until now is to remove them.
slizer40000 Posted August 2, 2015 Posted August 2, 2015 Have you checked with SaveTool/Script Scalpel if you have any stuck active scripts? This sometimes happens with very script-heavy starts where the engine gets overloaded and messes up. Try removing all active scripts and then enter the exterior. If that doesn't work it's most likely a mod conflict that might not register in Tes5Edit. One thing you could do is remove most plugins and incrementally add more until you CTD again and then determine the conflicting plugins that way. Personally I've never had issues arising from any of the unofficial patches, except plugins overwriting fixes which may need to be manually forwarded.
randomtguy Posted August 2, 2015 Posted August 2, 2015 I've heard that messing with uGridsToLoad is a bad idea, particularly when using lots of script-heavy mods. I'm guessing you're using the SKSE memory patch? If not it involves creating an SKSE.ini in /data/skse with the below entries, the numbers are the settings I'm using. I think you need the latest beta version. [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Display] iTintTextureResolution=2048 [Memory] DefaultHeapInitialAllocMB=1024 ScrapHeapSizeMB=384
Mister X Posted August 2, 2015 Author Posted August 2, 2015 Have you checked with SaveTool/Script Scalpel if you have any stuck active scripts? This sometimes happens with very script-heavy starts where the engine gets overloaded and messes up. Try removing all active scripts and then enter the exterior. If that doesn't work it's most likely a mod conflict that might not register in Tes5Edit. One thing you could do is remove most plugins and incrementally add more until you CTD again and then determine the conflicting plugins that way. Personally I've never had issues arising from any of the unofficial patches, except plugins overwriting fixes which may need to be manually forwarded. Yep, I always load the mods into the game in several steps. I still checked the scripts, nothing bad was found. And I also didn't have any issues with USKP yet, so I don't think that it suddenly changed. And the method by checking one mod after another is exactly what I try to avoid with this thread I've heard that messing with uGridsToLoad is a bad idea, particularly when using lots of script-heavy mods. I'm guessing you're using the SKSE memory patch? If not it involves creating an SKSE.ini in /data/skse with the below entries, the numbers are the settings I'm using. I think you need the latest beta version. [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Display] iTintTextureResolution=2048 [Memory] DefaultHeapInitialAllocMB=1024 ScrapHeapSizeMB=384 I didn't play around with uGridsToLoad, anything on nice standard 5, and sure I have the skse.ini
randomtguy Posted August 2, 2015 Posted August 2, 2015 I didn't play around with uGridsToLoad, anything on nice standard 5, and sure I have the skse.ini OK, I just assumed because you have Stable uGridsToLoad. Are you using an ENB? If so have you tried turning it off through the in-game menu before transitioning to an exterior cell? That'd help you determine if it's the problem. If you do have to go through the disable and enable mods one by one route, I assume you've played with a similar load order and been able to go to exterior cells? You could try deactivating everything you've added since, that'd save you having to deactivate everything.
Dubhorizon Posted August 2, 2015 Posted August 2, 2015 From the modlist file +SKSE (1.7.3 Beta)+SKSE (1.7.2 + skse ini) you have installed skse through MO? Because you shouldn't.
Mister X Posted August 2, 2015 Author Posted August 2, 2015 From the modlist file +SKSE (1.7.3 Beta)+SKSE (1.7.2 + skse ini) you have installed skse through MO? Because you shouldn't. Nope, I've installed the SKSE Scripts through MO: .exe and .dll files directly nearby TESV.exe, the \data\scripts folder got imported into MO.
dobmc Posted August 2, 2015 Posted August 2, 2015 Damn, if your game is so bugged you have to un-install USKP to fix the issue, then you fucked up pretty bad.
Mister X Posted August 3, 2015 Author Posted August 3, 2015 I didn't play around with uGridsToLoad, anything on nice standard 5, and sure I have the skse.ini OK, I just assumed because you have Stable uGridsToLoad. Are you using an ENB? If so have you tried turning it off through the in-game menu before transitioning to an exterior cell? That'd help you determine if it's the problem. If you do have to go through the disable and enable mods one by one route, I assume you've played with a similar load order and been able to go to exterior cells? You could try deactivating everything you've added since, that'd save you having to deactivate everything. Hmm, I forgot to disable ENB ingame, though I've disabled it completely by my ENB manager, after that, it loaded up just fine. Hmpf, I should read more slowly, I already began to dis- and re-enable several mod blocks Well, all praise MO, it's still not too much of a mess
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