hello srtaints, I know the position, it´s about a yard/meter before your reach the door. I test it but I don´t know what the issues is. I will search for it, maybe I find something.
I find out, there is an incompatibility with the Mod moreHUD by Ahzaab. The both mods it self works fine. So it´s seems like it is a mod or maybe load order problem of your installation.
The Question is now, Do you turn off only the ESP or Uninstall/Disable The whole mods? Because, for example, if you have SKSE mods installed they didn’t need a ESP file to Work. Most of them came with out a ESP file and texture or mesh ones work without it too!
Did you have moreHUD by Ahzaab installed, please turn off the complete mod. Test if it works. However, It isn’t enough to turn off the ESP/ESM, because SKSE-plugins will be loaded by SKSE and NOT by ESP.
When it didn’t work anyway: If I were you I would make a new profile and only enable The Middle earth mod. You can get the teleport spell by console: “Player.additem xx98aa1a 1” (xx are the number in load order of your mods) or enable the mod AddItemMenu if you have it. Go to Paths of the Dead. If it works, you can be sure it interfere with an other mod in your load order.
hello FoNV4, in spite of these fixes, the crash in Westemnet still persist... There must be some other thing that caused it....maybe a spawn of some sort ( npc, some mesh problem, texture problem, who knows )... anyway, for the moment i try not to get to close too that area.... GRTZ
I think the ctd come from the large amount of NPCs. Rohirrim and Dunleding fighting against each other in this area. the problem for me is, I don´t play the LE version so all fixes I do so far are from SE version. In SSE it works just fine.
Anyway, the support I can offer for LE is very limited.
maybe there is a way to reduce the amount of npc's through TESVedit ? Will try to figure it out.. And yes, all other issues are gone thx too the BETHIni files settings.....and this fixes.... GRTZ
@ fonv4 - thank you for your patches. all areas work ctd free for me with heavily modded game using mo and enboost (essential for modded game). beautiful landcapes!
@ xrayy - My pleasure! @ molleken - It´s a good idea form xrayy to use ENBboost. Because it provide some extra memory space for the game, also without an ENB. you should try it too!
Hello FoNV4, i allready use enb boost since "Rigmor of Bruma" (heavy battlescenes) , together with skse memory optimizer and recently the BethINI files, i used this combination successfully on the "Shumer" mod and the "Beyond Reach" mod....( i'm playing all new world mods separatly with their own savings, so they cause no conflict with each other ).... For the moment i'm playing the FONV dlc mod "New California", so i will be absent for a little while.... GREETZ
Hello FoNV4, i allready use enb boost since "Rigmor of Bruma" (heavy battlescenes) , together with skse memory optimizer and recently the BethINI files, i used this combination successfully on the "Shumer" mod and the "Beyond Reach" mod....( i'm playing all new world mods separatly with their own savings, so they cause no conflict with each other ).... For the moment i'm playing the FONV dlc mod "New California", so i will be absent for a little while.... GREETZ
18 comments
i have a issues when i enter Paths of the Dead or sometimes before the entrance will ctd, can you fix it?
I know the position, it´s about a yard/meter before your reach the door. I test it but I don´t know what the issues is. I will search for it, maybe I find something.
I hope this helps you. (Tested in SSE)
Because, for example, if you have SKSE mods installed they didn’t need a ESP file to Work. Most of them came with out a ESP file and texture or mesh ones work without it too!
However, It isn’t enough to turn off the ESP/ESM, because SKSE-plugins will be loaded by SKSE and NOT by ESP.
When it didn’t work anyway:
If I were you I would make a new profile and only enable The Middle earth mod. You can get the teleport spell by console: “Player.additem xx98aa1a 1” (xx are the number in load order of your mods) or enable the mod AddItemMenu if you have it.
Go to Paths of the Dead. If it works, you can be sure it interfere with an other mod in your load order.
I may have to spend some time checking the problem.
Thanks FoNV4, =)
in spite of these fixes, the crash in Westemnet still persist...
There must be some other thing that caused it....maybe a spawn of some sort ( npc, some mesh problem, texture problem, who knows )...
anyway, for the moment i try not to get to close too that area....
GRTZ
I think the ctd come from the large amount of NPCs. Rohirrim and Dunleding fighting against each other in this area. the problem for me is, I don´t play the LE version so all fixes I do so far are from SE version. In SSE it works just fine.
Anyway, the support I can offer for LE is very limited.
Btw. this other issues are all gone?
Cherrs
And yes, all other issues are gone thx too the BETHIni files settings.....and this fixes....
GRTZ
@ molleken - It´s a good idea form xrayy to use ENBboost. Because it provide some extra memory space for the game, also without an ENB. you should try it too!
i allready use enb boost since "Rigmor of Bruma" (heavy battlescenes) , together with skse memory optimizer and recently the BethINI files, i used this combination successfully on the "Shumer" mod and the "Beyond Reach" mod....( i'm playing all new world mods separatly with their own savings, so they cause no conflict with each other )....
For the moment i'm playing the FONV dlc mod "New California", so i will be absent for a little while....
GREETZ
i allready use enb boost since "Rigmor of Bruma" (heavy battlescenes) , together with skse memory optimizer and recently the BethINI files, i used this combination successfully on the "Shumer" mod and the "Beyond Reach" mod....( i'm playing all new world mods separatly with their own savings, so they cause no conflict with each other )....
For the moment i'm playing the FONV dlc mod "New California", so i will be absent for a little while....
GREETZ