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Repeatable CTDs when approaching specific outside areas


ArchYatin

Question

Problem synopsis:
Repeatable instant CTDs when crossing defined "borders" in specific exterior areas. STEP Extended.
 

 

Edit:

SOLUTION:

The problem was a misinstallation with the STEP Compilation Patch. Having installed certain--but not all--Extended mods caused the Compilation Patch to not install its full Extended Patch (naturally), and I didn't know to follow the guide for separate patches for those Extended mods I had.

Installing all the required missing Extended mods from the guide, and then re-installing the Compilation Patch (now being able to install the Extended Patch) fixed it.

 

 
I followed the STEP Extended guide (excluding a tiny amount of optional mods) and then carefully installed 15 additional mods myself. However! The main problem persisted even after uninstalling all the additional mods, meaning it might be a problem with the STEP pack itself, which is why I thought it pertinent to post about it here, and see if we might figure it out.
(Trying a completely vanilla run with all mods removed fixed the issue.)
 
Problem:
At least two large areas (roughly indicated by red circles in the attached image) are unapproachable, as the game will instantly CTD when approaching and crossing some invisible border, or fast travelling to a location within these areas.
At first I thought these areas were small, but after enabling all map tags and trying to fast travel to various places, I realized they were larger.
(There are most likely more/different places than indicated in the image, as it is hard to pinpoint.)
Another thing I just found out: Travelling to some locations, (shown by yellow circles in the attached image--all locations that are bordering on the problematic areas) worked, but upon opening the map screen, the game crashed just like before. Naturally the same happened if I walked too far towards the "danger zone".
 
Viewing any of these areas from afar doesn't pose any problems.
post-9086-0-69286200-1459170662_thumb.jpg
 

Edit: Forgot to mention that starting a new save and fast travelling to (one of the) problematic locations caused CTD as well.

 

 

Setup/testing:
I use Mod Organizer, and liberally use LOOT. I did not apply any INI tweaks aside from those in the STEP guide (apart from the papyrus logging, which was disabled before and after papyrus log testing).
Memory Blocks Log tells me mem use are within limits, and papyrus logs gave no repeatable, discernible errors when comparing logs.  (The nature of this CTD makes it very viable for controlled testing, luckily.)
 
This is my loadlist (after having uninstalled/removed non-STEP mods):
 


Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Skyrim Project Optimization - Full Version.esm
Lanterns Of Skyrim - All In One - Main.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
Cutting Room Floor.esp
Guard Dialogue Overhaul.esp
Weapons & Armor Fixes_Remade.esp
Weapons & Armor_TrueOrcish&DaedricWeapons.esp
Clothing & Clutter Fixes.esp
Brawl Bugs CE.esp
SPTConsistentOlderPeople.esp
Dead Body Collision.esp
Appropriately Attired Jarls Redux.esp
STEP Vanilla Optimized Textures - Performance.esp
ORM-Arvak.esp
ADS.esp
SkyrimCoinReplacerRedux.esp
SkyFalls + SkyMills + DG + DB.esp
hearthfireextended.esp
Point The Way.esp
WetandCold.esp
BirdsHFclean.esp
FarmhouseChimneys.esp
RealisticWaterTwo.esp
AOS.esp
Invisibility Eyes Fix.esp
NoAnimalsReportCrimes-DG+DB.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
dD - Realistic Ragdoll Force - Realistic.esp
iHUD.esp
Chesko_LoreBasedLoadingScreens.esp
RaceMenu.esp
RaceMenuPlugin.esp
SkyUI.esp
TradeBarter.esp
ViewableFactionRanksBothDLC.esp
SMIM-DragonbornTernFix.esp
SMIM-DungeonsCliffsIceSkirts.esp
SMIM-FurnitureChestSnowFix.esp
Footprints.esp
Moss Rocks - Legendary.esp
83Willows_101BUGS_V4_LowerRes_HighSpawn.esp
Beards.esp
BetterQuestObjectives.esp
aMidianBorn_ContentAddon.esp
Immersive Citizens - AI Overhaul.esp
Complete Crafting Overhaul_Remade.esp
Complete Crafting_TrueWeaponsLvlLists.esp
SMIM-FarmhouseFlickeringFix.esp
ExplosiveBoltsVisualized.esp
Elemental Staves.esp
GQJ_DG_vampireamuletfix.esp
Mage Outfit Texture Overhaul.esp
Animated Weapon Enchants.esp
Paralyze.esp
DawnguardRuneWeaponsFXSReplacer.esp
DeadlySpellImpacts.esp
dD - Enhanced Blood Main.esp
dD-Dragonborn-Dawnguard-EBT Patch.esp
mintylightningmod.esp
WondersofWeather.esp
Soul Gems Differ.esp
DragonShoutVoice.esp
IHSS.esp
randomthunder.esp
Improved Combat Sounds v2.2.esp
Auto Unequip Ammo.esp
Better Stealth AI for Followers.esp
ClamsDropPearls.esp
Nausicaa's Tweaker.esp
Convenient Horses.esp
Dual Wield Parrying_SKSE.esp
Lock Overhaul.esp
NonEssentialChildren.esp
BetterQuestObjectives-CRFPatch.esp
BetterQuestObjectives-DBForevertoMisc.esp
BetterQuestObjectives-NECPatch.esp
imp_helm_legend.esp
RealisticWaterTwo - Legendary.esp
SFO - Dragonborn.esp
SkyrimImprovedPuddles-DG-HF-DB.esp
SMIM-ShackRoofFixes.esp
Skyrim Flora Overhaul.esp
SMIM-ShackRoofFixesDragonborn.esp
PilgrimsDelight.esp
The Paarthurnax Dilemma.esp
BetterQuestObjectives-PaarDilemmaPatch.esp
BlockSparkles.esp
Gildergreen Regrown.esp
Chesko_Step418_SN.esp
RelightingSkyrim_Legendary.esp
ELE_Legendary_Lite.esp
WetandCold - Ashes.esp
STEP Core Patch.esp
Bashed Patch, 0.esp


 
 
Theories:
Now, someone from a thread somewhere mentioned it probably was navmesh issues, which seemed reasonable (though I must admit I'm very inexperienced with navmeshes). 
Also, someone mentioned the Immersive Citizens mod as a potential troublemaker, although I'd think that--as a part of the STEP project--it was stable (or else a lot of others would have the same or similar problems!). 
 
Another theory is that I goofed up somewhere during set-up (probably either missing something whilst reading, or thinking that excluding this or that STEP Extended mod wouldn't pose any problem.. ;_; )
 
 
System specs:
https://wiki.step-project.com/User:ArchYatin/SystemSpecs

Edited by ArchYatin
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I went through the process of installing every STEP Extended mod, just so that the STEP Compilation patch would detect I was "viable" for the Extended patching.  After doing this, and following every other step of the guide, it is finally stable, with no areas (that I could find) off-limits.

 

Dude, your short and simple post inspired me to do all this. I had honestly never thought the problem to be something like that.

Thank you so much, even if it probably was just a half-minute simple thing for you. :D

 

A final question, though:

Judging from this page https://wiki.step-project.com/STEP_Patches_Requirements it seems as if

Realistic Ragdolls

All SMIM plugins

should be disabled, as they aren't needed (due to the STEP patch).  I thus disabled them before re-installing the STEP Compilation Patch (with the Extended option).

...Consequently, I also left then disabled when rebuilding the bashed patch.     Was this wrong?

Should I have re-enabled them before installing the STEP Compilation Patch?

Should I have re-enabled them before rebuilding the bashed patch?

 

Actually, this last question leads into something else I'm wondering: When you build a bashed patch, some of the plugins are disabled due to them no longer being needed.  ..However, when you later have to rebuild the bashed patch (say you changed a mod or two about), is Wrye Bash smart enough to "remember" that the now disabled (bashed) plugins originally were activated? I.e. do I have to re-enable every desired plugin in Wrye Bash every time I rebuild the bashed patch?

(I noticed I have a water-flickering problem now, you see--the water flickers between vanilla and.. well, much better-looking water as I look around next to rivers and such.  I thought this ultimately had to do with some of then things I'm asking about.)

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After you install Realistic Ragdolls and Force, move the plugin to Optional ESPs and leave it there. You don't need it when installing the STEP Compilation or when creating the bashed patch.

 

After you install Static Mesh Improvement Mod, move the plugins to Optional ESPs and leave them there. You don't need the ESPs when installing the STEP Compilation or when creating the bashed patch.

 

If you update the bashed patch, you don't need to reactive the mods already in the bashed patch. You must run LOOT to make sure all plugins are sorted correctly before generating the bashed patch. After you update the bashed batch, make sure WM Trap Fixes.esp is activated in the right pane.

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After you install Realistic Ragdolls and Force, move the plugin to Optional ESPs and leave it there. You don't need it when installing the STEP Compilation or when creating the bashed patch.

 

After you install Static Mesh Improvement Mod, move the plugins to Optional ESPs and leave them there. You don't need the ESPs when installing the STEP Compilation or when creating the bashed patch.

 

If you update the bashed patch, you don't need to reactive the mods already in the bashed patch. You must run LOOT to make sure all plugins are sorted correctly before generating the bashed patch. After you update the bashed batch, make sure WM Trap Fixes.esp is activated in the right pane.

This was a wonderfully concise and direct explanation. Thanks!

I've made sure of all you mentioned, and tested the game. Everything works (for now, at least).

Thank you guys so much

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