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Requesting "Crashy" Saves

Submitted by Hashmi1 on

With reference to this thread and this thread. For testing purposes I need about 5-10 save games where a crash can always be replicated, by for examle just walking forward a few steps etc.

 

 

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I have finally trapped another bad save a few steps NW of Tarhiel's body outside Seyda Neen. There is a 0exUbittercoastUlevX0 spawnpoint right along the path that is the probable troublemaker, and nothing else in the immediate vicinity, so this is a very good candidate. I have not been in this direction, so it is not a dead creature loading incorrectly. I tried replacing the skeleton.nif with that of a rat, then updating the rat models. I did this one creature at a time untile I had done all in that list. The game still crashes. But, not all the time. Twice during this series of tests I ran right past, but could not duplicate, and it continues to crash 95% of the time. I tried Deleting the creatures one at a time until I had all the Morrowind creatures in the game deleted. That's when I figured out, after spending a couple of hours trying, that deleting creatures with a mod does not work. This does lead me to believe this is not a havoc/mesh issue, but rather an animation issue that does not play all the time. I have run into every creatures in that list many times with no problems. But, I have given up for the moment. I will revisit this again later.
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It may also be something with shaders: http://morroblivion.com/random-game-crashes-near-caldera-etc

I haven't experienced any crashes since v021 - just lucky i guess :-D

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@David Budreck: If you preview those creatures in the CS do they throw up any errors? And specifically do any of those errors say something like "Animation Note Error ... see EditorWarnings etc."

 

The Ogrim was throwing this errors: I looked into it and found that some animations were lacking an ending time, while a few others wanted to play a sound using the wrong command and a name that did not exist { Enum: Moan was being used whereas Sound: 0OgrimSMoan should have been used}.  Don't know if they are serious enough to cause a crash but anyways.

 

Thanks for pointing out that levelled list, I'll have a look at it as soon as possible.

 

PS: if its a levelled list I think you should try editing the levelled list itself (like replacing the entries in that list with OB creatures} instead of deleting the original creature references.

 

 

 

 

 

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Until now I have only been playtesting, not actually playing. I had no idea how bad the crashes are. The game crashes OFTEN. I have trapped crashes in six places so far, ranging from the Bitter Coase on the West, to the Ashlands around Arkngthand, and just now on my way to Andrano Ancestral Tomb. It isn't just a few here and there. I have to save Often, and even when I'm not actively crashing, I feel like I'm walking on eggshells, because I know that it could crash again at any moment. It takes a lot of the fun out of my first real adventure in Morrowind. I have not disected the crashy saves yet, as I've been busy adding Quest Markers and playing, but I will need to; we cannot just let this keep going without getting to the bottom of what's causing it. The game, in it's current state, borders on being unplayable. I am amazed that nobody has helped with the request for crashy saves.
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I have been playing a lot and have not had any crashes at all since v021 or so.  Maybe it's because I have no other Oblivion mods except for Morroblivion, Vvardenfell Imports, and Hashmi1's textures.  I have mainly been doing the main quest and the theives guild questline...

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I run around, a lot. I will circumnavigate the entire island, and I typically don't take transport, although sometimes I do. For instance, I was just doing the second Quest for Caius, where I'm asked to retrieve the skull from Andrano Ancestral Tomb. I had intended to run completly from balmora and then back taking two different paths, but got whacked on my way down. I was able to go around to get to the tomb, but will not be able to take the other route back. I do have a LOT of mods installed, and I know that makes a huge difference. I am finding that the crashes are not as absolute as I had thought. This makes it even more perplexing. For instance, I had gotten a crash north of Arkngthand heading towards Thalas Ancestral Tomb. I thought I was going to have to bypass Thalas, but in running around, found my way there and did not crash again till I was trying to enter Nissintu.
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I don't play a lot as used to, but I also haven't had any crashes for a long time.

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Well, hopefully I have found the culprit, at least in my case, to be Streamline 3.1, totally unrelated to Morrowind. I was crashing hard; but not in Morrowind; in the planes of Oblivion, far from Vvardenfell. My whole system would just suddenly shut down and reboot. I am very hopeful that this was also causing my problems in Morrowind as well. Time will tell I suppose.
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I have been playing since v023 and I have not had Morroblivion crash on me yet.

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Removing Streamline has definitely helped non-Morrowind issues, but is definitely NOT the problem in Morrowind. All six of my trapped crashes still crash, and I just crashed again.
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If someone runs my savegame, won't it crash because they do not have the same mods installed?

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Out of curiosity, what level is everyone's character?  I didn't start hitting crashes until around level 16, 17 or so.  If it's a level thing, that would again indicate there's something in the levelled lists causing the crashes...one of the higher level monsters, perhaps?

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I believe Crashdummy has found the solution! My random crashes were seemingly caused by Cell Buffer overrun. There is a mod I had used way back when (that I had replaced with @#$%@ Streamline) called Purge Cell Buffers that has enabled me to go into my trapped crashes without crashing. http://www.tesnexus.com/downloads/file.php?id=9139
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Seems to have done the trick with my ctd on the road to Balmora and also by the Ghostgate. I'm using the 'purge every cell' esp; have you arrived at a comfortable number of cells to purge through the PCBCount setting for the 'Purge cell buffers -  loading' esp? Purging every cell gets rid of crashes but makes for a jerky ride transitioning each cell.

EDIT: Only the 'purge every cell' esp works; I'd misread the other esp as being 'purge every specified number of cells' rather than purge every loading screen (transition from interior to exterior cell?). The latter doesn't prevent crashes, and the former slows framerate catastrophically on some interiors for some reason.

I'm not sure this is the whole picture though - the only crashy saves I can retest were persistant and seemingly related to the buffer issue, but I've had other crashes (sadly I didn't have saves prior to the crash) with higher level characters which may have related to levelled-list creature spawns.

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I tried the same thing as you... the Purge Cell Loading didnt work, but the Purge Cell Buffers works

quote: The "Purge Cell Buffers - Cell Change" version will cause the speech of NPC's currently speaking to be cut off (bug with the purge cell buffers command)

could that be a problem with quests or something? in Morrowind and Oblivion?

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Has anyone tried increasing the cell buffer size in oblivion.ini ... 

 

The "Purge Cell Buffers - Cell Change" version will cause the speech of NPC's currently speaking to be cut off (bug with the purge cell buffers command)

could that be a problem with quests or something? in Morrowind and Oblivion?


This probably only means the rumours that NPCs in cyrodil share among themselves ... I can't think of how the PC can change cells while in Dialouge mode.

 

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Yeah, I mean that some quests in oblivion, you have to sneak in and listen to some npc about what they say.

I hope you know what I mean :p

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