Jump to content


  • Content Count

  • Joined

  • Last visited

About yatol

  • Rank
    Mega Poster
  • Birthday 10/09/1982

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. there's no armor to load in the main menu, so you can't ctd because of that before getting to the main menu.... game don't freeze with a skeleton conflict, it's a ctd when you click on skyrim.exe, and wait for the game to load, it's skyrim.esm it load, then update (that overwrite some stuff from skyrim.esm), then dawnguard (that overwrite...), and the result is your load order the game freeze before getting to main menu? either it's 2 mods that edit the main menu that don't go well together (those mods edit the main menu? so it's not that) either it's something the game wasn't able to load in the load order, that wasn't a ctd (missing master it's a ctd, empty leveled list it's a ctd, some problems aren't a ctd for some reason, they call that a freeze) you can break esp when you merge (an error somewhere, copy paste will stop at the error, you are missing the stuff after the error, that's a problem, some stuff don't copy paste right for some reason too) cco inject stuff in update.esm, other mods do the same, if you have 2 that inject the same record in one esp... surprise
  2. argonian it's the nord mesh with another texture.... floating heads? that can be conflict between save and load order (kill some obis bandit, from obis esp not edits of skyrim esm bandit, save, reload without obis, surprise) that can be an armor that have sbp 32 in its armor addon (give sbp 31 to armor malehands, all males become bald) or something else to figure out what it is, you open the console and go take a look at the npc inventory
  3. yatol

    No headgear on NPC

    you were expecting them to figure out the problem from a load order even if that one is easy, there are mods to hide helms https://www.nexusmods.com/skyrim/mods/22765 and you have one of them in your load order, called helm something
  4. yatol

    Scripting Question

    what's the point to try to figure out how to do something that is already done? download defeat open one dialog unzip the .pex with champollion if no .psc wih it put that in your quest dialog (or give defeat pex to your dialog if that do what you want)
  5. yatol

    Is Skyrim easy to mod?

    if he can't mod fallout, how is he supposed to be able to mod skyrim? fallout it's the same as skyrim... like skyrim is the same oblivion downloading mod a and putting that in mo, you can't fail? there's a lot of people that can't get mod a to work in the nexus comments page what about mod b that require mod c that require mod d and e, and the latest versions that were requiped by mod f that want older version of some files, you didn't check, so you will see later it no longer work, and have no idea what the problem is if you reinstall mod f, it may work again, but now it's mod b that no longer work there's a lot of people that ask for an update of some mods, because it's not so easy for them to make that mod compatible with newer version of its masters
  6. yatol

    How to debug CTD

    anyone with any sense got rid of ram ctd by using enb (with or without the graphical stuff) not much people with sense on that topic maybe they like to crash so much they just can't play without them maybe they are wasting their time doing useless stuff, like i was doing from oblivion to the last version of cwo i tried, because in some topics x or y were saying run loot, do this to the ini, keep bsa or whatever, useless stuff there's everything you have to fix in that errors.txt crap kit generate from your load order and a lot of lines that can be ignored dialog start with " blabla" it's in that errors.txt armor is sbp 33 and draugr race don't have sbp 33 (game load that on the draugr without problem, same for sbp 49 on your nord, sbp in race... older game leftovers?) faction x hostile to y and faction y not hostile to x (imperial soldier don't know x or y is hostile before he attack, guard don't know x is a forsworn or vampire before he attack, that's not an error it's giving the first hit to one faction) with just skyrim.esm, that errors.txt don't have much stuff with dawnguard and dragonborn... (bethesda don't know about that error.txt too?) here's another one that waste his stuff with useless stuff https://www.loverslab.com/topic/111028-random-ctds/ he random ctd near town? town need more ram than interiors if you have a lot of custom armors with an inventory nif to load what it look like in inventory, you need much more ram for that than just equipping one of those custom armors, so you can ram ctd when you open inventory in ram hungry area bet that's just more ram ctd, as usual when you ctd because armor replacer of a npc is no good, because mod x overwrite mod y navmesh edit in that area, because decapited corpse from your save are a problem with racemenu dll.... you don't random ctd, you ctd everytime you get there, until you fix the problem (or remove the mod with the problem , then say somewhere that mod a problem, while the problem was just a missing patch between that mod and another one)
  7. yatol

    How to debug CTD

    that's above... " that's a ram ctd, because whatever he put in the enb settings, or something else settings, is no good" what does you step have about that https://wiki.step-project.com/STEP:2.10.0 https://wiki.step-project.com/Guide:ENBlocal_INI/Memory Download Boris's VRamSizeTest tool, run VRamSizeDX9.exe ok, let's run that thing have neither 11gb ram neither 11gb vram the 2gb you leave for windows, it's ram, not gpu ram same for skyrim.exe, that is unlikely to still need 2gb with the textures in enbhost.exe for me that setting, it's the ram allocated to enbhost.exe and ReservedMemorySizeMb, it's the ram enbhost.exe keep for swapping you have 4gb ram you give 4gb to enbhost.exe you need 1.5gb where you are you enter a new area that is 500 mb of textures not in your ram game won't unload anything to load those new textures, you gave 1gb to reserved, 4-1=3, it's above 1.5 but there's windows and skyrim you forgot and you may get above 4gb before loading those 500mb and that's a ram ctd thanks to all those topics that say to put this or that because the one that wrote it think it's good putting stupid value may not matter if you never reach your max ram if you can reach it, it's another story
  8. yatol

    How to debug CTD

    TESV+0x00b81917 the exceptioncode happened when skyrim.exe was loading xx b81917 doesn't matter what xx b81917 is for a ram ctd for a skeleton ctd, conflict ctd, or something else ctd, going directly to b81917 once you have xx, that save time
  9. yatol

    How to debug CTD

    not because you can't read it nobody can... exemple that's a ram ctd, because whatever he put in the enb settings, or something else settings, is no good how i know that? EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 00f81917 (TESV+0x00b81917) ExceptionCode: c0000005 (Access violation) EXCEPTION_PARAMETER1: 00000000 EXCEPTION_PARAMETER2: 00000000 READ_ADDRESS: 00000000 by putting that in google... https://www.google.fr/search?source=hp&ei=zEvpW6XaOoqCacHeong&q=ExceptionCode+Access+violation&oq=ExceptionCode+Access+violation&gs_l=psy-ab.3..0i13i30k1l2j0i22i10i30k1j0i8i13i30k1l4j0i8i13i10i30k1j0i8i13i30k1l2.7743.15125.0.16002. 26 janv. 2005 - So, what is an access violation, let's go with that Computers have limits, they cannot divide a number by zero, nor read memory that isnt there, (and lots of other things). The operating system knows that programmers make mistakes, and make a special DMZ/No mans land at address 00000000 through address 0000FFFF, so that programs who try to reference NULL (a C programming way of saying Zero or Empty) will fail, rather than corrupt themselves and die horribly after corrupting your data. So, what is an access violation, a C0000005? This is the translated #GP code the fault handler raises, which the operating system displays as an 'Access Violation', whos numerical form is c thousand 5. Its the operating system telling you that a program has malfunctioned and tried to reference no mans land. It has nothing specific to do with any particular program, or a brand of software, this is straight from the CPU and kernel of the operating system. there's probably some sites with the list of exceptioncode and whatever that mean, if some feel like putting something not useless in that topic (as for asking someone else to type your error in google for you.... we aren't bethesda tech support....)
  10. your char is nord you equip iron armor game equip nord race armor on that armor meshe that have skin tint shader if you give sbp 33 to iron armor, game load hand texture on iron armor (because the sbp 33 of race armor is hand texture) don't remember seing an astrid race if astrid is a nord you equip iron armor on her game equip npc astrid worn armor on that armor meshe that have skin tint shader
  11. that don't make much sense what does your dmcas have to do with a subdivide of vanilla head? as if you need to find out what he did to vanilla head to make a high poly version of it cf above, either you do your own subdivide o the nif/tri, and you give the headpart to the npc, no need for a custom race for that, either you load it on one of the other subdivide that have tri files, there's already citrus, lb, ltg, the one from anvil, and the ones i don't know (that are just a subdivide of vanilla head, now that the head have more vertices, why not morph copy high poly ears on that, just for the nif, no need to do anything to the ears in the tri, base shape and nose5 have same ears, they stay the same as they are in the nif, the only problem is what the race tri elf shape will do to those ears)
  12. if you think that matter so much... just do what you did to the .nif to the .tri subdivide on the head nif, or on the head tri, it's the same if you just do that, anyone that subdivide a skyrim head can load those tri on it if you don't want that like citrus, krista and the other, just do something else after the subdivide
  13. yatol

    Loading Crash

    your so big 20mb save, it's just edits of skyrim.esm (200mb), dawnguard, dragonborn and the rest of the load order.... clicking on new game, or loading a save, it's the same... you have 50 weapons in a coffer in your save, 240 corpses somewhere, have shout in a building and the objects are no longer in the same place... that change nothing bet it's the usual "loading a save directly from main crash 90% of the time", that's why you coc qasmoke before loading your save, there's over 9000 topics about that
  14. how is that supposed to fix your mess? [11/01/2018 - 10:55:40PM] Cannot open store for class "fnissmquestscript", missing file? bet you have something that want fnis.esp you don't have [11/01/2018 - 10:55:59PM] Error: Unable to bind script magicAttachAshPileOnVampireDeathNPC to alias VampireTurnedVictimAlias01 on quest VampireDominationAlias (2A379F0E) because their base types do not match mod 2a that is i don't know gave script magicAttachAshPileOnVampireDeathNPC extend x, to something that isn't x, so that don't do anything [11/01/2018 - 10:55:59PM] warning: Property DLC1VampireChangeEffect on script playervampirequestscript attached to PlayerVampireQuest (000EAFD5) cannot be initialized because the script no longer contains that property that's what happen when you install an unof patch that replace some script, that lose all conflicts with your load order, some stuff overwrite unof patch edit, and that don't work with unof patch script [11/01/2018 - 10:55:59PM] Error: Property Gears02 on script blackreachElevatorButtonScript attached to (30193F8D) cannot be bound because <NULL form> (30193F8C) is not the right type no idea what mod 30 is, but if he release something as messy as that, get rid that crap [11/01/2018 - 10:55:59PM] warning: Property ZazAPCAO104 on script zadBeltScript attached to Item 195 in container (33004638) cannot be initialized because the script no longer contains that property either some mashup between old version from your save and new version from your load order, either someone that remove stuff from a script forgot to remove it from the esp [11/01/2018 - 10:56:19PM] daymoyl - OnInit everything above that is easy to fix, you just go to the id in tesedit, and delete the no longer contain, or copy paste unof patch in the other esp, or whatever it want [11/01/2018 - 10:56:19PM] Error: Cannot call NewArgonian() on a None object, aborting function call stack: [CuteElvesRaceController (7A000D80)].CuteElvesRaceController.OnInit() - "CuteElvesRaceController.psc" Line 10 why does that mod try to load something on 7A000D80 if it's not load? [11/01/2018 - 10:56:19PM] Error: Cannot call GetLeveledActorBase() on a None object, aborting function call stack: [DefeatSexCrimeQST (74118C5F)].DefeatSexCrimeQSTscr.OnInit() - "DefeatSexCrimeQSTscr.psc" L same for 74118C5F [11/01/2018 - 10:56:21PM] Error: Cannot call StopCombatAlarm() on a None object, aborting function call stack: [alias SLK_Princess on quest SLK_Rescuer (2900E692)].SLK_PrincessCombat.OnUpdate() - "SLK_PrincessCombat.psc" Line 11 same for 2900E692 [11/01/2018 - 10:56:22PM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 29 there's a check to not have an error when the esp isn't in the load order.... and even the unof patch don't use it... [11/01/2018 - 10:56:26PM] Error: Cannot access an element of a None array stack: [SQM_Base (6A000D62)].SQM_MenuScript.SetTextOptionValue() - "SKI_ConfigBase.psc" Line 470 [SQM_Base (6A000D62)].SQM_MenuScript.populateLists() - "SQM_MenuScript.psc" Line 272 [SQM_Base (6A000D62)].SQM_MenuScript.OnConfigInit() - "SQM_MenuScript.psc" Line 968 [SQM_Base (6A000D62)].SQM_MenuScript.OnGameReload() - "SKI_ConfigBase.psc" Line 114 [SQM_Base (6A000D62)].SQM_MenuScript.OnInit() - "SKI_ConfigBase.psc" Line 85 [11/01/2018 - 10:56:26PM] [SQM_MenuScript <SQM_Base (6A000D62)>] ERROR: Option type mismatch. Expected text option, page "", index 0 no idea what that is... just go to 6A000D62 to find out [11/01/2018 - 10:56:39PM] FNIS aa GetGroupBaseValue - mod/id:DeviousDevices/3 group:12 return:13 [11/01/2018 - 10:56:39PM] FNIS aa GetAAsetList mod: DeviousDevices nSets: 67 trace on? or another mod that have to spam the log saying x done, y done, z done for nothing? [11/01/2018 - 10:56:39PM] Error: Static function ExecuteCommand not found on object consoleutil. Aborting call and returning None stack: [zadQuest (0D00F624)].zadbq00.checkBlindfoldDarkFog() - "zadBQ00.psc" Line 133 [zadQuest (0D00F624)].zadbq00.OnInit() - "zadBQ00.psc" Line 111 think that mod expect another consoleutil version [11/01/2018 - 10:56:41PM] Testing for: SDpatch - dragonborn.esp [11/01/2018 - 10:56:41PM] Error: File "SDpatch - dragonborn.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? there's the good check in the technical section of loverslab, somewhere [11/01/2018 - 10:56:43PM] Error: Method GetVersion not found on CDxFramework. Aborting call and returning None stack: [iDDeLibrary (59000D64)].iddelibs.iDDeSetLibs() - "iDDeLibs.psc" Line 31 [iDDeUtilities (59000D62)].iddeutilities.iDDeLoadLibs() - "iDDeUtilities.psc" Line 1721 [iDDeUtilities (59000D62)].iddeutilities.iDDeRegEvents() - "iDDeUtilities.psc" Line 1229 [iDDeMCMConfig (59000D63)].iddeconfig.StartAllQuests() - "iDDeConfig.psc" Line 182 think that thing expect another version of that CDxFramework [11/01/2018 - 10:56:44PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (00000007)>] group: _jump base: 0 number: 0 [11/01/2018 - 10:56:44PM] [Zad]: adding tag Magic for Plug (Black Soulgem) (Vaginal) [11/01/2018 - 10:56:44PM] [CF][Framework] Registered ["draugr" [Race <DraugrRace (00000D53)>]]["Draugr Skin" [Armor < (0001FE81)>]] armors to mod "MNC" [11/01/2018 - 10:56:44PM] [Zad]: adding tag SoulGem for Plug (Black Soulgem) (Vaginal) [11/01/2018 - 10:56:44PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (00000007)>] group: _sneakmt base: 0 number: 0 [11/01/2018 - 10:56:44PM] [Zad]: adding tag Vaginal for Plug (Black Soulgem) (Vaginal) [11/01/2018 - 10:56:44PM] [Zad]: adding tag Plug for Plug (Black Soulgem) (Vaginal) [11/01/2018 - 10:56:44PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (00000007)>] group: _sneakmt base: 0 number: 0 [11/01/2018 - 10:56:44PM] [CF][Framework] Added skin ["Draugr Skin" [Armor < (0001FE82)>]] to race ["draugr" [Race <DraugrRace (00000D53)>]] [11/01 more mods that have to put what they are doing in the log, useless lines [11/01/2018 - 10:57:02PM] VM is freezing... [11/01/2018 - 10:57:02PM] VM is frozen [11/01/2018 - 10:57:03PM] Reverting game... you died? [11/01/2018 - 10:57:03PM] Error: Unable to bind script magicAttachAshPileOnVampireDeathNPC to alias VampireTurnedVictimAlias13 on quest VampireDominationAlias (2A379F0E) because their base types do not match same conflicts between load order and scripts as above, appear in the log everytime you load a save [11/01/2018 - 10:57:07PM] warning: Property delivery on script CDxPD_Delivery attached to (FF0010D4) cannot be initialized because the script no longer contains that property last line, while loading a save i bet that ctd was a conflict between what was still in your ram, and whatever the game tried to load with that save in a crypt run to a draugr that wake up when you get near him load the save at the beginning of the crypt go back to that draugr now he won't wake up a script that don't do its stuff, doesn't matter but a scene that try to do stuff with npc that aren't there, that stuff it's a ctd
  15. yatol

    Randomly dying? help please

    if he die because of function surprise if player.health < 50 kill player endif endfunction there will be nothing in the log as for whatever kill him... nobody can guess that from a load order (you know all those mods and what they are doing?)