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Purity of Revenge Quest Crashing


Xuvish

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Posted

I completed Bloods Honor quest and talked to Vilkas to get the Purity of Revenge Quest.

 

I made it to the point where I am about to enter Drifshade Refuge.

 

Every time I open the door, I get a CTD.

 

I even went back to the point where I started Bloods honor and completed the quest again and got the same results.

 

I have the Unofficial Skyrim Legendary Patch -71214-3-0-15 installed.

 

I previously discovered the location while wandering around for a much earlier quest, but never entered the dungeon.

 

Is there another fix or some console commands I can type to complete the quest?

 

Thanks

Posted
8 hours ago, Xuvish said:

I completed Bloods Honor quest and talked to Vilkas to get the Purity of Revenge Quest.

 

I made it to the point where I am about to enter Drifshade Refuge.

 

Every time I open the door, I get a CTD.

 

I even went back to the point where I started Bloods honor and completed the quest again and got the same results.

 

I have the Unofficial Skyrim Legendary Patch -71214-3-0-15 installed.

 

I previously discovered the location while wandering around for a much earlier quest, but never entered the dungeon.

 

Is there another fix or some console commands I can type to complete the quest?

 

Thanks

CTD in the same location is usually an issue with a bad mesh. You need to look through your load order for mods that will alter the interior of Driftshade Refuge or its inhabitants. Once you spot a mod that does that turn it off and try again. You'll eventually find the one that's doing it.

Posted
4 hours ago, Psalam said:

CTD in the same location is usually an issue with a bad mesh. You need to look through your load order for mods that will alter the interior of Driftshade Refuge or its inhabitants. Once you spot a mod that does that turn it off and try again. You'll eventually find the one that's doing it.

I haven't done that before.

 

Please give me a step by step process on how to do and what to look for.

Posted
9 minutes ago, Xuvish said:

I haven't done that before.

 

Please give me a step by step process on how to do and what to look for.

This is not rocket science. Look at your load order, mod by mod. Hopefully you know what each one does (if you don't you may want to go back and reread the mod's description). If the mod changes the type of structure, if it changes the way something that you would find in there, even something as mundane as an iron sword (assuming you haven't already seen a dozen of them elsewhere) and especially if it changes the way the NPCs look (the game should consider the Silver Hand as bandits so you would be looking for mods that say they impact Silver Hand or bandits) then you want to turn off that mod and try again. If you haven't saved just outside Driftshade Refuge now is the time to do so. I would definitely be concerned with anything that is silver since they generally have more than their fair share of it lying around.

Posted
17 hours ago, Xuvish said:

Drifshade Refuge.

Your problem, probably, is caused by a mix of things related to SOS, XPMSE, More Nasty Criters and creatures, especifically werewolves.

 

Inside Drifshade Refuge we have some werewolves.  When we try open the door the game load and process every npc's inside the cell, includin the werewolves. If the skeleton of the werewolves is incorrect the game can make CTD when MNC try add the scholong to the werewolves.

 

Revise you have the correct XPMSE skeleton correctly installed.

Run FNIS and look the first part of the log. Must say:

 

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)

 

If not say that reinstall XPMSE and be sure none other mod overwrite XPMSE.

If you have others mods related to werewolves read the documentation again, reinstall it or remove it.

Posted
6 hours ago, GenioMaestro said:

Your problem, probably, is caused by a mix of things related to SOS, XPMSE, More Nasty Criters and creatures, especifically werewolves.

 

Inside Drifshade Refuge we have some werewolves.  When we try open the door the game load and process every npc's inside the cell, includin the werewolves. If the skeleton of the werewolves is incorrect the game can make CTD when MNC try add the scholong to the werewolves.

 

Revise you have the correct XPMSE skeleton correctly installed.

Run FNIS and look the first part of the log. Must say:

 

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)

 

If not say that reinstall XPMSE and be sure none other mod overwrite XPMSE.

If you have others mods related to werewolves read the documentation again, reinstall it or remove it.

 

I did not get the 115 bones.

 

Here is what I got when I ran FNIS.

 

FNIS Behavior V7.5   11/5/2019 4:47:02 PM
Skyrim 32bit: 1.9.32.0 - C:\Games\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: Unknown (126 bones)   male: Unknown (126 bones)
Patch: "SKELETON Arm Fix"  

Reading DD V4.0.0 ... 
Reading DD2 V4.0.0 ... 
Reading DD3 V4.1.0 ... 
Reading DDSL V4.0.0 ... 
Reading Defeat V5 ... 
Reading DeviousFollowers V1.00 ... 
Reading Deviously Cursed Loot V6.3 ... 
Reading EstrusChaurus V4.35 ... 
Reading FNISBase V7.5 ... 
Reading FNISCreatureVersion V6.1 ... 
Reading sanguinesDebauchery V?.? ... 
Reading SerialStrip V1.1.4 ... 
Reading SexLab V1.62 ... 
Reading SexLabAroused V?.? ... 
Reading SexLabCreature V1.61 ... 
Reading XPMSE V7.2 ... 
Reading ZaZAnimationPack V8.00 ... 
Reading zzEstrus V2.30 ... 

All Anim Lists scanned. Generating Behavior Files...
Alternate Animation mods: 7 sets: 53 total groups: 190 added file slots: 1419 alternate files: 1152

Create Creature Behaviors ...
Reading SexLabCreature V1.62 ...

 4985 animations for 18 mods successfully included (character)

 322 animations for 1 mods and 18 creatures successfully included.

 

Here is a link to my load order as well.

 

https://docs.google.com/document/d/1YGO1T_j5QF2kToEaOCqe08a-AU_SJt08dJRVi2yNjKw/edit?usp=sharing

 

I just recently updated the XP32MSE mod to version 4.6 a couple of days a go from 4.51 if that makes a difference.

 

I am not familer on how to diagnose the problems.

 

Any help is appreciated.

 

Thanks

 

 

Posted
46 minutes ago, Xuvish said:

Skeleton(hkx) female: Unknown (126 bones)   male: Unknown (126 bones)
Patch: "SKELETON Arm Fix"  

If you have the new v4.6 of XPMSE skeleton then this appears to be correct. FactoryClose has added more bones if I am not mistaken.

Posted
57 minutes ago, Xuvish said:

Any help is appreciated.

Moding skyrim is not easy. Use Mod Organizer is not easy. Install all the requeriments of SexLab is not easy.

But everybody can make it. You only need learn a lot of things.

 

One of the most important thing is:

XPMSE must be the last mod in your mod list (left pane of MO) and none other mod can overwite XPMSE.

If you have 92 mods XPMSE must be in the position 92. Move it to the last position and try again.

 

XPMSE can be overwrited only and exclusively by special mods that say it very clear in the description.

Posted
5 hours ago, GenioMaestro said:

Moding skyrim is not easy. Use Mod Organizer is not easy. Install all the requeriments of SexLab is not easy.

But everybody can make it. You only need learn a lot of things.

 

One of the most important thing is:

XPMSE must be the last mod in your mod list (left pane of MO) and none other mod can overwite XPMSE.

If you have 92 mods XPMSE must be in the position 92. Move it to the last position and try again.

 

XPMSE can be overwrited only and exclusively by special mods that say it very clear in the description.

I was going by the LOOT load order.

 

I thought the left had to match the right after you pressed the sort button.

 

It had it in that position.

 

Is it not 100% accurate?

 

Were there any other mods that seemed out of order?

 

Thanks

Posted
6 hours ago, Xuvish said:

I thought the left had to match the right after you pressed the sort button.

That is another bad rule extended by the users of MO that not have any support.

The left pane and the rigth pane not have any relation.

The left pane define how the individual files are replaced.

The rigth pane define how the ESP's are loaded by the game.

 

The position of the ESP can match the position of the mod ONLY the first time you install the mod because the mod(left pane) go to the last position and the ESP(rigth pane) go to the last position.

When you move the mod(left pane) to the correct position you must NOT move the ESP to the same position.

In the same way, you must NOT move the mods(left pane) for match the positions after order the plugings.

 

Do not try to translate the order generated by Loot to the mods.
If that is not done automatically it is because that MUST NOT be done.

 

https://www.loverslab.com/topic/132586-some-tips-for-my-load-order/?do=findComment&comment=2799766

Posted
3 hours ago, GenioMaestro said:

That is another bad rule extended by the users of MO that not have any support.

The left pane and the rigth pane not have any relation.

The left pane define how the individual files are replaced.

The rigth pane define how the ESP's are loaded by the game.

 

The position of the ESP can match the position of the mod ONLY the first time you install the mod because the mod(left pane) go to the last position and the ESP(rigth pane) go to the last position.

When you move the mod(left pane) to the correct position you must NOT move the ESP to the same position.

In the same way, you must NOT move the mods(left pane) for match the positions after order the plugings.

 

Do not try to translate the order generated by Loot to the mods.
If that is not done automatically it is because that MUST NOT be done.

 

https://www.loverslab.com/topic/132586-some-tips-for-my-load-order/?do=findComment&comment=2799766

So I moved the XP32 on the left to the last position and noticed the red underline disappeared.  

 

Should I move the mods on the left that are overwritten until they aren't?

 

Will there always be mods that are overwritten?

 

How do I determine if a mod should never be overwritten?

 

Is there tutorial other than the one in MO2?

Posted
31 minutes ago, Xuvish said:

Should I move the mods on the left that are overwritten until they aren't? --->NO

 

Will there always be mods that are overwritten? --->YES

 

How do I determine if a mod should never be overwritten? --->Experience

 

Is there tutorial other than the one in MO2? --->Read and learn

I not know what tutorial are you followirng but some tutorials are old and have bad instructions.

 

The left pane always must have overwrites because is the way in which mods works, modifiying the files of the game and modifiying the files of others mods. Is imposible remove the overwrites.

 

Some Main Mods are Core mods that must be in the first part of your mod list and must be overwrited by others mods that make corrections.

Spoiler

image.png.115708f791137de56256795c48191f42.png

That are my Main Core mods and are under the DLC's and some are overwrited by others mods.

 

Others Core mods ALWAYS must go to the lasts position of the mod list and never, absolutelly never, can be

overwrited by others mods.

Spoiler

image.png.4107ec247cb75248e37bedd943f56fe8.png

That are my Main Core mods that never can be overwited. Any new mod must be moved up after the first instalation. That mods are used by others mods and that mods ALWAYS must be the last positions. Exactly:

 

Alternate Start

BodySlyde generated

FNIS generated

JContainers

PapyrusUtil

XPMSE

 

If you take good modding practices you can reduce yours problems. The rest is gain experience, make experimient, read the instructions, and waste a lot of hours modding the game.

Posted
6 hours ago, GenioMaestro said:

I not know what tutorial are you followirng but some tutorials are old and have bad instructions.

 

The left pane always must have overwrites because is the way in which mods works, modifiying the files of the game and modifiying the files of others mods. Is imposible remove the overwrites.

 

Some Main Mods are Core mods that must be in the first part of your mod list and must be overwrited by others mods that make corrections.

  Reveal hidden contents

image.png.115708f791137de56256795c48191f42.png

That are my Main Core mods and are under the DLC's and some are overwrited by others mods.

 

Others Core mods ALWAYS must go to the lasts position of the mod list and never, absolutelly never, can be

overwrited by others mods.

  Reveal hidden contents

image.png.4107ec247cb75248e37bedd943f56fe8.png

That are my Main Core mods that never can be overwited. Any new mod must be moved up after the first instalation. That mods are used by others mods and that mods ALWAYS must be the last positions. Exactly:

 

Alternate Start

BodySlyde generated

FNIS generated

JContainers

PapyrusUtil

XPMSE

 

If you take good modding practices you can reduce yours problems. The rest is gain experience, make experimient, read the instructions, and waste a lot of hours modding the game.

Thanks for all your help I will keep this in mind as I progress in modding my alternate start until my bodyslide generates the FNIS.

 

Maybe I should keep my humor contained on paper and bury it under x marks the spot.

 

Haha.  Or do I need to mod my puns.

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