Difference between revisions of "Crashes"

83 bytes added ,  01:47, 2 July 2008
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imported>Dev akm
imported>Haama
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If you delete any vanilla (Oblivion.esm) refs and another mod loads after yours that does anything with those refs that you deleted, the player will very likely get a crash on exit and/or a crash when reloading with a savegame made in another cell than the one he's currently in.
If you delete any vanilla (Oblivion.esm) refs and another mod loads after yours that does anything with those refs that you deleted, the player will very likely get a crash on exit and/or a crash when reloading with a savegame made in another cell than the one he's currently in.


The solution is to never delete any vanilla (Oblivion.esm) refs. Move them and/or set them to be Initially Disabled instead. Shoving an object out of view by +/-150,000 Z units (arbitrary value) will put it far enough away that the game won't render it anyway. The drawback to this is it may generate CS warnings about potentially invalid Z values.
The solution is to never delete any vanilla (Oblivion.esm) refs. Move them and/or set them to be [[Reference#Reference Data Flags|Initially Disabled]] instead (won't work for objects with Parent References). Shoving an object out of view by +/-150,000 Z units (arbitrary value) will put it far enough away that the game won't render it anyway. The drawback to this is it may generate CS warnings about potentially invalid Z values.


See [http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=837706&view=findpost&p=12355637 here], [http://www.bethsoft.com/bgsforums/index.php?showtopic=850987 here], and [http://www.bethsoft.com/bgsforums/index.php?showtopic=842871 here] for more details.
See [http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=837706&view=findpost&p=12355637 here], [http://www.bethsoft.com/bgsforums/index.php?showtopic=850987 here], and [http://www.bethsoft.com/bgsforums/index.php?showtopic=842871 here] for more details.
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