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Yet more ctds and freezing

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#121 rootsrat


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Posted 18 December 2013 - 02:18 PM

Ugh. Sorry, but you have so many non-STEP mods that I am not familiar with that I won't even try to guess which one is the culprit :)
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#122 phazer11


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Posted 18 December 2013 - 06:28 PM

...Yeah um... How many plugins does Mod Organizer say you have?

#123 Crimson13



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Posted 18 December 2013 - 09:25 PM

I have 268, however given that a few are added to the Bashed Patched and some that are disable (Mighty Magic is just for it's magic scaling, as an example.) I have 243.
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#124 torminater


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Posted 19 December 2013 - 04:48 AM

Start a new game (all mods still enabled) and go to your CTD area. 1)If that doesn't work, disable all your mods and reenable them in small groups 10-20 at a time until it crashes, then check what could be the problem with those mods. 2) If the new game works with all of your mods: Load your real save game and attempt a clean save and get rid of all your mods, then do a clean save again (each time with 32 days waiting). 2) A: If you still can't get to that spot, your save is toast. See what happened Gopher's Stiv Let's Play Skyrim. B: If you can make it there, follow the procedure from 1).
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#125 deathneko11


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Posted 19 December 2013 - 09:42 AM

pfft, gopher trashed one of his saves? and he is advocated as the go to guy for modding safety and stability by his followers. Sorry, had to laugh at this one. I even remember a statement made by him in a video a few months ago where he stated he has never crashed in game due to mod instability, when a year and half ago he had issues in skyrim stability.
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#126 Glanzer



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Posted 30 December 2013 - 01:25 PM

@jhonnyas: Awesome writeup on your CTD experience, that is very helpful to the rest of us! A couple comments: I use Alternate Start to "camp in the woods" which puts you just outside the exit of the Helgen cave. About 1/2 the time I'll get a freeze walking down the path BEFORE I get to the standing stones. It seems to help if I WALK (holding shift) rather than running. I have external textures set to 2k, and on my new games I do get a few freezes and CTDs (with 250 mods and 240 ESPs) but I'm still tweaking things. I still have room to disable features in existing mods and also to DDSOpt my textures to 1k on my existing savegame if needed. I use Wet and Cold but I purposefully disable all the shader stuff and ashes on clothes options, and I disable the 2 optional items on the last page (the ones that make scripts run less). Since I play 1st person almost exclusively those options don't matter to me. Here are the MCM changes I make on a new game for W&C: --Wet tab: o Drips: Disabled (for Player and NPCs) o Soggy Feet: Disabled (for Player and NPCs) o Umbrellas: Enabled --Cold tab: o Breaths: Disabled (for Player and NPCs) o Blizzard Blind: FULL o Snowy: Disabled (for Player and NPCs) --Ashes tab: o Dusty: Disabled (for Player and NPCs) o Water Eyes: Enabled --System tab: o Heat Detection: Disabled o Shelter Detection: Disabled o Cloak Spell: Disabled You mentioned 3000+ saves. I hope you're not keeping all of those in the default location? I've heard that can make the Skyrim engine unhappy. One last thought: Some of the major mods have been updated during this Christmas break. For example Wearable Lanterns. You should see which ones have been updated, that might help. For example, Chesko wrote this about the new version of Wearable Lanterns (v. 3.0a): "Greatly optimized script code. Many thousands of lines of code were cut, and many functions were moved to condition statements, leading to much faster and error-free execution. The mod has been almost entirely rewritten. The main script is 1/5th the size it once was."   btw, I just read somewhere (can't find the reference) that having too many mods that add items to leveled lists can be the straw that breaks the Skyrim's back. After all, the engine has to go through all the items whenever you open certain menus to display weights, prices, etc. Not sure if that's true but I thought I'd throw it out there for discussion.
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