Jump to content

Skyrim Crash (Please help find problem from papyrus log)


xSill

Recommended Posts

Posted

Hello doooods, ma frens.

 

So at last i can make logs work in my skyrim, damn MO changed the ini file );

So please do help me finding which cause my crashing problems, maybe this one is the cause of many random crashses in my game as in reproducing it i have to do some specific move.

 

My modlist i'm using right now :

(0 -> 0)    Skyrim.esm
    (1 -> 1)    Update.esm
    (2 -> 2)    Dawnguard.esm
    (3 -> 3)    HearthFires.esm
    (4 -> 4)    Dragonborn.esm
    (5 -> 5)    Lanterns Of Skyrim - All In One - Main.esm
    (6 -> 6)    Unofficial Skyrim Legendary Edition Patch.esp
    (7 -> 7)    Skyrim Project Optimization - No Homes - Full Version.esm
    (8 -> 8)    Skyrim Supplemental Patch.esp
    (9 -> 9)    RaceCompatibility.esm
    (10 -> 10)    Skyrim Exterior Fixes.esp
    (11 -> 11)    Schlongs of Skyrim - Core.esm
    (12 -> 12)    Heels Sound.esm
    (13 -> 13)    SexLab.esm
    (14 -> 14)    ZaZAnimationPack.esm
    (15 -> 15)    hdtHighHeel.esm
    (16 -> 16)    SexLabAroused.esm
    (17 -> 17)    Devious Devices - Assets.esm
    (18 -> 18)    Devious Devices - Integration.esm
    (19 -> 19)    Devious Devices - Expansion.esm
    (20 -> 20)    Skyrim - Utility Mod.esm
    (21 -> 21)    ApachiiHair.esm
    (22 -> 22)    ApachiiHairFemales.esm
    (23 -> 23)    Cutting Room Floor.esp
    (24 -> 24)    SkyUI.esp
    (25 -> 25)    Extended UI.esp
    (26 -> 26)    Atlas Compass Tweaks.esp
    (27 -> 27)    RaceMenu.esp
    (28 -> 28)    RaceMenuPlugin.esp
    (29 -> 29)    iHUD.esp
    (30 -> 30)    Leave Combat.esp
    (31 -> 31)    Savage Wolves and Feral Foxes.esp
    (32 -> 32)    HDT Havok Object.esp
    (33 -> 33)    EnhancedLightsandFX.esp
    (34 -> 34)    aMidianBorn_ContentAddon.esp
    (35 -> 35)    ELFX - Exteriors.esp
    (36 -> 36)    JKs Skyrim.esp
    (37 -> 37)    Complete Crafting Overhaul_Remade.esp
    (38 -> 38)    Skyrim Flora Overhaul.esp
    (39 -> 39)    Verdant - A Skyrim Grass Plugin.esp
    (40 -> 40)    MoreBanditCamps(Explorer'sEdition).esp
    (41 -> 41)    Unique Shops and Stores.esp
    (42 -> 42)    EtR MBC Camp Patch (explore).esp
    (43 -> 43)    Birdsofskyrim.esp
    (44 -> 44)    Hothtrooper44_ArmorCompilation.esp
    (45 -> 45)    Point The Way.esp
    (46 -> 46)    Immersive Weapons.esp
    (47 -> 47)    ELFX - NoPlayerHomes.esp
    (48 -> 48)    SexyBanditCaptives.esp
    (49 -> 49)    UFO - Ultimate Follower Overhaul.esp
    (50 -> 50)    SMIM-Merged-All.esp
    (51 -> 51)    Atlas Legendary.esp
    (52 -> 52)    Natural Lighting Vivid Atmospherics.esp
    (53 -> 53)    DYNAVISION Dynamic Depth of Field.esp
    (54 -> 54)    FloraRespawnFix.esp
    (55 -> 55)    dD-No Spinning Death Animation Merged.esp
    (56 -> 56)    Schlongs of Skyrim.esp
    (57 -> 57)    The Ningheim.esp
    (58 -> 58)    FNIS.esp
    (59 -> 59)    Height Adjusted Races with True Giants.esp
    (60 -> 60)    UltimateCombat.esp
    (61 -> 61)    TKDodge.esp
    (62 -> 62)    SOSRaceMenu.esp
    (63 -> 63)    XPMSE.esp
    (64 -> 64)    SOS - Smurf Average Addon.esp
    (65 -> 65)    SOS - VectorPlexus Muscular Addon.esp
    (66 -> 66)    SOS - VectorPlexus Regular Addon.esp
    (67 -> 67)    FNISSexyMove.esp
    (68 -> 68)    KS Hairdo's.esp
    (69 -> 69)    RaceMenuMorphsCBBE.esp
    (70 -> 70)    12FemaleBrows.esp
    (71 -> 71)    TeraSuccubusArmor.esp
    (72 -> 72)    TERAArmors_CBBE.esp
    (73 -> 73)    hothtrooper44_ArmorPatch.esp
    (74 -> 74)    Hothtrooper44_Armor_Ecksstra.esp
    (75 -> 75)    Dual Sheath Redux.esp
    (76 -> 76)    SexLabMatchMaker.esp
    (77 -> 77)    SLAnimLoader.esp
    (78 -> 78)    Brows.esp
    (79 -> 79)    Facelight.esp
    (80 -> 80)    IcePenguinWorldMap.esp
    (81 -> 81)    AlynShirArmor.esp
    (82 -> 82)    AMatterOfTime.esp
    (83 -> 83)    Auto Unequip Ammo.esp
    (84 -> 84)    better_potions.esp
    (85 -> 85)    UIExtensions.esp
    (86 -> 86)    AddItemMenuLE.esp
    (87 -> 87)    Dovahkiin prayer.esp
    (88 -> 88)    SLAL_K4Anims.esp
    (89 -> 89)    NusbieVoices.esp
    (90 -> 90)    SLAL_AnimationsByLeito.esp
    (91 -> 91)    SexLabDefeat.esp
    (92 -> 92)    Elegant Beauty Stunning Eyes v1-1a.esp
    (93 -> 93)    Elegant Beauty Stunning Eyes.esp
    (94 -> 94)    Elegant Beauty Stunning Eyes Remastered.esp
    (95 -> 95)    PAN_NPCs.esp
    (96 -> 96)    TheEyesOfBeauty.esp
    (97 -> 97)    The Eyes Of Beauty - Elves Edition.esp
    (98 -> 98)    Gwelda Red Riding Hood.esp
    (99 -> 99)    Luxury Collection.esp
    (100 -> 100)    LingerieSetCBBE3_2ByNausicaa.esp
    (101 -> 101)    83Willows_101BUGS_V4_HighRes_HighSpawn.esp
    (102 -> 102)    SexLab Brawling Rape.esp
    (103 -> 103)    SexLabDangerousNights2.esp
    (104 -> 104)    SLA Monitor Widget.esp
    (105 -> 105)    Tempest.esp
    (106 -> 106)    CircleSword.esp
    (107 -> 107)    BlendedRoads.esp
    (108 -> 108)    DeadlyDragons.esp
    (109 -> 109)    dD - Enhanced Blood Main.esp
    (110 -> 110)    dD-Dragonborn-Dawnguard-EBT Patch.esp
    (111 -> 111)    EK_RingLimiter.esp
    (112 -> 112)    SexyBanditCaptives_KSHair.esp
    (113 -> 113)    SlaveTats.esp
    (114 -> 114)    SexLab Strapon.esp
    (115 -> 115)    VioLens.esp
    (116 -> 116)    Remodeled Armor - Vanilla Replacer - Dawnguard.esp
    (117 -> 117)    Remodeled Armor - Vanilla Replacer - Dragonborn.esp
    (118 -> 118)    Remodeled Armor - Vanilla Replacer.esp
    (119 -> 119)    Remodeled Armor - Underwear.esp
    (120 -> 120)    Run For Your Lives.esp
    (121 -> 121)    Realm of Lorkhan.esp
    (122 -> 122)    Immersive Wenches.esp
    (123 -> 123)    [Dint999] KSH's HDT.esp
    (124 -> 124)    Immersive Horses.esp
    (125 -> 125)    Fusax2.esp
    (126 -> 126)    WhiteWatch.esp
    (127 -> 127)    Skysan_ELFX_SMIM_Fix.esp
    (128 -> 128)    Bijin AIO.esp
    (129 -> 129)    SOS - Shop.esp
    (130 -> 130)    SkyrimReputation_S2011.esp
    (131 -> 131)    Blacksmithforge water fix DB.esp
    (132 -> 132)    Blacksmithforge water fix Vanilla.esp
    (133 -> 133)    The Seven Wonders of Leyenda.esp
    (134 -> 134)    The Paarthurnax Dilemma.esp
    (135 -> 135)    EdhildilsTempleofMephala.esp
    (136 -> 136)    Shadowmarks.esp
    (137 -> 137)    Apocalypse - The Spell Package.esp
    (138 -> 138)    Serana.esp
    (139 -> 139)    Valerica.esp
    (140 -> 140)    FNISspells.esp
    (141 -> 141)    dovahkiinrelax.esp
    (142 -> 142)    Immersive Horses - Hearthfire Patch.esp
    (143 -> 143)    Devious Devices - Equip.esp
    (144 -> 144)    ShakeIt!.esp
    (145 -> 145)    Angelicoll.esp
    (146 -> 146)    Ciceriareplacor.esp
    (147 -> 147)    HAnimations.esp
    (148 -> 148)    FNIS_PCEA2.esp
    (149 -> 149)    HDTSextoys.esp
    (150 -> 150)    SexLabTools.esp
    (151 -> 151)    Skill Config.esp
    (152 -> 152)    GoldSpell.esp
    (153 -> 153)    Blacksmithforge water fix DG.esp
    (154 -> 154)    Blacksmithforge water fix HF.esp
    (155 -> 155)    Skyrim Exterior Fixes - Patch - ELFX.esp
    (156 -> 156)    Ordinator - Perks of Skyrim.esp
    (157 -> 157)    Apocalypse - Ordinator Compatibility Patch.esp
    (158 -> 158)    Immersive Citizens - AI Overhaul.esp
    (159 -> 159)    RealisticWaterTwo.esp
    (160 -> 160)    RealisticWaterTwo - Legendary.esp
    (161 -> 161)    Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp
    (162 -> 162)    Dual Sheath Redux Patch.esp
    (163 -> 163)    DynDOLOD.esp

 

And the papyrus logs attached.

 

I think it's not cause of pc like memory etc, but problem with some of my mods. as i've reduced even more of my textures and i get 45-70 fps be it indoor or outdoor.

 

Thanks dooods.

 

 

 

 

Another problem......

 

And if someone can fix it please, when torches are on, some ground (different type than the one lighten) wont be lighten from distance (might be nif problem since when i use pfuscher's awesome texture mods, same problem arise) even tho i alr put ELFX at the bottom most in my MO (nothing dare to overwrite its files) and i always use LOOT for load order. (sorry for this problem i haven't screenshot it so i jst try to explain it)

 

Thanks again..

SexLabDebug.0.log Papyrus.0.log

Posted

I suspect uhhhhmmm... wiseman's critter fixes? or SLAL...

since they are what is shown last, but i dunno since so many errors in papyrus log i dunno anymore ;(

Posted

Well all of that is useless unless you want to tell us where/when it is crashing.

 

Crashing on main menu?

Crashing on load? (Interior/exterior load changes this?)

Crashing at a particular place/time in game?

 

11 minutes ago, xSill said:

And if someone can fix it please, when torches are on, some ground (different type than the one lighten) wont be lighten from distance

Not all lights light up the ground.  That is intentional in some cases to avoid excess flickering from too many light sources.  It is a common setting with torches.

Posted

Ah okay thanks dood. then there's no issue with torches.

 

 

Never on main menu, i think also never crash on load. but sometimes crash on fast travel tho rarely.

 

So it is crashing at particular place and time in game,  a bit specific.

 

Example is : i run past whiterun guard, then it crashes, reproduceable from a particular save (CLEAN SAVE, just restarted the game).

but if i waited a bit till that guard a bit farther before i run past him, i didnt crash.

it happened near honingbrew meadery, at night.

and some random crashes (i think same cause)

Posted
12 hours ago, xSill said:

Ah okay thanks dood. then there's no issue with torches.

 

 

Never on main menu, i think also never crash on load. but sometimes crash on fast travel tho rarely.

 

So it is crashing at particular place and time in game,  a bit specific.

 

Example is : i run past whiterun guard, then it crashes, reproduceable from a particular save (CLEAN SAVE, just restarted the game).

but if i waited a bit till that guard a bit farther before i run past him, i didnt crash.

it happened near honingbrew meadery, at night.

and some random crashes (i think same cause)

I have that issue when I enter the barrned main for more then 30 seconds

Posted
12 hours ago, xSill said:

Example is : i run past whiterun guard, then it crashes, reproduceable from a particular save (CLEAN SAVE, just restarted the game).

but if i waited a bit till that guard a bit farther before i run past him, i didnt crash.

Hmmm... then it *probably* has nothing to do with the guard.  More likely some creature that is also moving.  The creature density around Whiterun can be pretty high.  Do you have Crash Fixes/Bug Fixes installed?

Posted

I have both crash fixes and bug fixes installed. I didnt configure skse.ini memory instead i use .ini configuration from crash fixes.

 

Maybe the cause is critter fixes by wiseman than? since it has scripts. 

 

or SAR (last time i wrote it wrong, slal should be the animation loader, and i meant sexlab aroused redux, SAR)

Posted

Actually nvm my bad, i just checked wiseman's critter fix and it doesnt include scripts / etc. only nifs, so it shouldn't have been the problem ;(

 

But what else could be the problem.......... );

Posted
50 minutes ago, xSill said:

Actually nvm my bad, i just checked wiseman's critter fix and it doesnt include scripts / etc. only nifs, so it shouldn't have been the problem ;(

 

But what else could be the problem.......... );

Bad meshes, bad AI packages, incompatible AI packages, memory issues (from a variety of sources), bad scripting, incompatible scripting, creatures loading with bad/no combat styles (which can be unnoticed if they aren't attacked, or can cause an instant crash if they are interacted with in any way), general Skyrim bugginess... lots of possibilities.

 

Attacking them all at once is functionally impossible.  You have to find one that is repeatable, and then set up for controlled (and meticulously organized) testing to find the cause.

 

It is always best to do this on a new game with a stable and sorted load order.  Then run around a bit, check papyrus for issues (note that papyrus logs rarely show the cause of a crash -- rather they show generally system issues that *could* accumulate to generate a crash.  Anything that crashes the game outright won't leave anything in the log), rinse, repeat until a crash source is located, then go through the trouble of identifying exactly what that is.

 

Loads of fun.

Posted

Yeah i am doing that rn, alr started another new game, i hope the cause is blended roads...

 

Thanks dood

Posted
22 minutes ago, xSill said:

Yeah i am doing that rn, alr started another new game, i hope the cause is blended roads...

 

Thanks dood

Could be bad/deleted navmeshes... Even if/when you find a mod that is "causing" the issue, a lot of times that isn't actually the problem, it is just exposing the problem caused elsewhere.

 

A lot of people think that "removing X mod made the issue stop so it was X mod that caused the problem", and that often isn't correct.  Mod X may have attempted to do something with a bad asset provided by mod Y, or mod Y made an unsafe change to something that mod X needed, etc.  Try to avoid thinking in terms of "finding the problem mod".  It is often a case of finding the bad interaction, and seeing what is actually causing that.

 

If a mod is doing something uncool that makes another mod fail, it will probably do it again.

Posted

So a question why the lack of information? also you have a shit ton of mods do you not know how to mod your game? I ask because everyday people ask the very question you do. The best advise anyone will give you is right here " read all mod descriptions, understand how modding works if needed watch tutorials, plan for the game you want to play"

If this is followed I promise you you'll have very little if any issues....

Posted

@Seijin8Okay thanks, that's a nice info knowing that X mod is not always the cause of bad gameplay one removed, could be another mod that is actually bad.

 

@woodsman30I read description... I try to find patches... I try to not use mod that edit same file / type together, unless i know what they're gonna do if one replacing the other... I even read some posts abt the mod and bugs (if any) before using. but well, some problems still bound to exist ;(

 

@Grey CloudWell there's an .ini configuration in crash fix mod, which when activated, u have no need to configure memory in skse.ini if i remember it correctly.

Posted
2 hours ago, xSill said:

I try to not use mod that edit same file / type together, unless i know what they're gonna do if one replacing the other...

With that in mind "Run For Your Lives" functionality is already in "Immersive Citizens".  I would drop "Run For Your Lives".

 

Overall, your mod list is okay.  Just a matter of finding where the issues are coming from.  Best practice (though time-consuming) is to start with a basic load order (DLCs and the must-have mods only, things like SkyUI for instance and all the stability tools), and play up to level 6 or 7, spending maybe 2 to 3 hours.  If the game crashes at this stage, then the stability tools aren't configured right.

 

Once that base stable load is established and you have a feel for how it plays, add ten mods, and do it all again from a fresh new game.  Keep doing this.  If something crashes, then you know which "batch" of mods provided the crash and have a small pool to investigate from.

 

Benchmark the results if possible.  If adding a non-graphics mod makes the game chug, that is possible heavy scripting in the background, and can take a huge toll on game performance.  You should always aim to have a certain frame rate, and never drop below it.  Anything below 30fps is causing internal stresses with the frame-locked scripting engine.  I aim for 60fps in mine, but sometimes dip into the 40s if in certain areas.  Just establish a base that is above 30fps and keep an eye on it to make sure you don't get below that with the addition of new mods.

 

It can take weeks, maybe months.  It sucks.  But the other way to do it is to load up everything and never know why things are happening and have no good idea where to look for the problem.

Posted
5 hours ago, xSill said:

@Grey CloudWell there's an .ini configuration in crash fix mod, which when activated, u have no need to configure memory in skse.ini if i remember it correctly.

I'm with you. You are referring to this

Data/SKSE/SKSE.ini (not needed if UseOSAllocators=1 in CrashFixPlugin.ini):

  • Set DefaultHeapInitialAllocMB:Memory to 768. If you are using a lot of mods or higher uGrid than 5 then set 1024. Helps with CTD during save load, especially if you can load the save after qasmoke. Max value is 1280. If you are using ENB you may get CTD on startup with higher value than 768 and ExpandSystemMemoryX64 true in enblocal.ini!
  • Set ScrapHeapSizeMB:Memory to 256. Game can't use more than 256 of this and setting higher serves no purpose.
Posted

yep @Seijin8i alr dropped Run for Your Lives right before i quoted ur name. I rechecked all my mods again, so i deactivated run for your lives and blended roads. And some other mods i didnt really use anymore but has script in it, like tempest, erza circle sword... Well i am getting quite a gut graphic with kinda stable gameplay atm, haven't tried to play for a long time in game tho, but im sure it is better than before.

Thanks for the advices!

 

Yeah that's why i didnt set those heapinitial and scrapheap.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...