E
Dort hat ein User sein Problem so gelöst, indem er den Char des Spielers erst in eine leere Zelle mit nur einem X-Marker teleportiert und dann erst wieder zurück an die durch die Tür vorgegebene Position.This is a memory bug that appears when mods start growing in size. It's to do with the game not flushing the memory cache/buffers or something like that.
Usually, it only happens when moving from an interior cell to another worldspace, but not Tamriel for some reason. Moving from interior cell to interior cell also seems to be fine.
What you have to do is set up an empty cell as a gateway to the exterior worldspace. This will flush the memory cache and then move you to the outside world.
Game.GetPlayer().MoveTo(dkeSafeCellMarker.GetReference()) ; a marker in a bug-free cell
Utility.Wait(0.15)
Game.GetPlayer().MoveTo(dkeSkyrimReturnMarker.GetReference()) ; teleport return destination marker
; Fix a greysceen bug with jumping to towns by jumping to a safe cell first
if (Alias_dkeSkyrimReturnMarker.GetReference().GetCurrentLocation().HasKeyword(LocTypeCity))
aPlayer.MoveTo(dkeSafeCellMarker.GetReference())
Utility.Wait(0.15)
EndIf
; End greysceen bug fix
aPlayer.MoveTo(Alias_dkeSkyrimReturnMarker.GetReference())
; Move the player to the specified object reference
Function MovePlayerTo(ObjectReference LocRef)
; Fade the players vision to black
FadeToBlackHoldImod.Apply()
; In order to avoid a cell bug of unknown cause, we must make the player take a pit stop to a different cell if he is moving to a city.
; However, we want to bypass this check if the player is already in the same cell as his target location.
If (LocRef.GetCurrentLocation().HasKeyword(LocTypeCity)) && (Player.GetCurrentLocation() != LocRef.GetCurrentLocation())
Player.MoveTo(PitStopReference)
Utility.Wait(0.15)
EndIf
; Move the player to the target reference, but use fast travel to bring the follower.
Game.RequestAutoSave() ;If you want it to function as a normal fast travel, request an autosave.
Game.FastTravel(LocRef)
; Return the players vision to normal
FadeToBlackHoldImod.PopTo(FadeToBlackBackImod)
FadeToBlackHoldImod.Remove()
EndFunction