|
Post by machinech on Mar 17, 2013 5:14:53 GMT
Love this mod first off! Having a strange issue I'm hoping someone might have solved.
Following Vilja's quest line, when returning to Riverwood to speak with the two thieves of her bottle, about where to find her flute... the game crashes. Current save is at night, I can fast travel to Riverwood without issue, but when trying to enter the inn where the thieves are, the game crashes while trying to load the Inn. Previous save I worked with was during the day, and I could load into Riverwood with no problem. However after speaking with the pair about the flute and donkeytail quest, any attempt to fast travel or enter a bulding would cause an immediate crash.
I've tried changing the load order of mods, and even disabling any besides Vilja to find a culprit. So far no luck. It appears related to this portion of the quest surrounding the elf and his large companion during the quest for Vilja's flute.
If anyone has had this problem, any suggestions would be greatly appreciated, thanks!
|
|
|
Post by Emma on Mar 17, 2013 12:21:40 GMT
No, I have never, ever heard of anyone having a problem with this, and I can not for my life understand how there could be any connection. Maybe you are using another mod that makes Riverwood unstable. Maybe it's a corrupt save. Maybe it is another event triggered in Riverwood. If you go to Riverwood and you do not talk to these guys, can you then enter buildings and fasttravel afterwards? I mean, you go there, you see them, you don't talk to them. Can you then fasttravel? There is nothing happening in the Vilja mod at that point that could explain the difficulties you are talking about. You simply just get a quest-update, so I'm puzzled.
|
|
|
Post by machinech on Mar 17, 2013 18:39:03 GMT
Appreciate the response! I will continue to tinker around an figure out what is going on. At the worst, I figure a fresh install and slowly adding things back one at a time after putting just Vilja's mod in will turn up the culprit. Figure's I'd come up with a unique problem. ;D
Once I have the problem down, I'll update with a reply so folks will know and can avoid my problem, thanks again!
|
|
|
Post by amgepo on Mar 17, 2013 18:39:11 GMT
Having no computer now, I can't check if those two guys change their AI package at this point of the quest, so, this may not be the case, but if they are supposed to go somewhere and that place is not loaded in memory, a CTD is quiter possible.
Normally that is not possible, as the package should be enough on it's own to ensure the object is persistent if it's not in vanilla, but if there is another mod, changing the object they use as a marker and not using in a condition or a script (a size or possition change), the non persistant state of the other mod could overwrite the persistance state on this mod. A mod deleting that object would have the same effect.
In some cases this would simply avoid the feature working, but in the case of AI packages, not finding the destiny does cause CTDs.
In this case, a load order change placing this mod last, should be enough to fix the problem.
|
|
|
Post by Emma on Mar 17, 2013 19:59:14 GMT
They don't change their AI-package at this point of the quest.
|
|