Languidfox Posted April 13, 2020 Posted April 13, 2020 So I get the occasional CTD and would like it to stop but am not good at interpreting papyrus logs. I've got one that's relatively clean because it happened shortly after a save game which makes it easier to figure what section of the logs relates to what's gone on. In game the sequence was "Save game, fight a single enemy, kill it, loot the body, pick up item, game crashes on pick up" The item was either gold or something like jewellery or an ingot, something I've had before at any rate so I don't think it's related to the specific item. The log from the save to the crash is: [04/13/2020 - 03:52:38PM] Saving game... [04/13/2020 - 03:52:40PM] VM is thawing... [04/13/2020 - 03:52:43PM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False [04/13/2020 - 03:52:49PM] [BYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [MiscObject < (0000000F)>], itemCount=4 [04/13/2020 - 03:52:49PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount [04/13/2020 - 03:52:49PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0 [04/13/2020 - 03:52:49PM] [BYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Form < (00021876)>], itemCount=1 [04/13/2020 - 03:52:49PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount [04/13/2020 - 03:52:49PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0 [04/13/2020 - 03:52:52PM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False [04/13/2020 - 03:52:53PM] [BYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Form < (00034CDD)>], itemCount=1 [04/13/2020 - 03:52:53PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount [04/13/2020 - 03:52:53PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0 [04/13/2020 - 03:52:54PM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False [04/13/2020 - 03:52:55PM] [BYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Form < (1840FEC7)>], itemCount=1 [04/13/2020 - 03:52:55PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount [04/13/2020 - 03:52:55PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0 [04/13/2020 - 03:52:58PM] SOS Actor Schlongify: new schlong for Kolbjorn Guard got schlong index 0 size 10 [04/13/2020 - 03:52:58PM] SOS Actor Schlongify: new schlong for Miner got schlong index 0 size 1 [04/13/2020 - 03:52:59PM] SOS Actor Schlongify: new schlong for Miner got schlong index 0 size 8 [04/13/2020 - 03:53:00PM] RNPC: Periodic update check. [04/13/2020 - 03:53:01PM] SOS Actor Schlongify: new schlong for Kolbjorn Guard got schlong index 0 size 2 [04/13/2020 - 03:53:06PM] SOS Actor Schlongify: new schlong for Miner got schlong index 0 size 9 [04/13/2020 - 03:53:21PM] We found: [masterambushscript < (04027AD2)>] alive. Count=1 [04/13/2020 - 03:53:22PM] We found: [masterambushscript < (04020F97)>] alive. Count=2 [04/13/2020 - 03:53:22PM] We found: [Actor < (04020C4D)>] alive. Count=3 [04/13/2020 - 03:53:22PM] We found: [masterambushscript < (04020CD6)>] alive. Count=4 [04/13/2020 - 03:53:22PM] We found: [Actor < (04027ADB)>] alive. Count=5 [04/13/2020 - 03:53:22PM] We found: [defaultActivateLinkedRefOnceOnDeath < (04020D28)>] alive. Count=6 [04/13/2020 - 03:53:23PM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False This seems really odd to me. It seems like the last thing that happened is that Dawnguard checked if the bed I'd activated was a coffin - but I was in an area that I didn't think had any beds and if it did I certainly didn't activate one. How do I make sense of this?
Just Don't Posted April 13, 2020 Posted April 13, 2020 49 minutes ago, Languidfox said: How do I make sense of this? You don't. Papyrus logs are not crash logs. A papyrus log will register the scripting activity in your game, so it doesn't cover all the things happening nor does it work in real time. Most of the times your log won't contain the actual moment of your crash, because the register was some seconds behind. A papyrus log can help you find which mods are doing something wrong, but it'll hardly help you in case of a crash. If you want to pinpoint the issue start by checking since when does this happen. If you say the looted items are something like gold or jewelry, something changed between previous cases where everything worked fine and your game crashing now. So any mod you added or removed in between or recently could be a clue. You could also check if it happens with every NPC or just a few (are these all humanoids, all bandits or from another faction, a certain race, does it happen in creatures too, etc.). You can also open the console and select the NPC to see which mod did the last change to it (that info appears near the lower-right corner of the screen), it might not be a direct answer but could give you some clues.
coolfreaky Posted April 13, 2020 Posted April 13, 2020 just to disappoint you !!! papyrus log does not give any ctd errors as it crashes when the game crash. it can give some clues (warnings, errors, …) mostly ctd are caused by some load order issues or some mod conflicts ; even loot after resolving masters order lets you to order your LO alone . you can test it by your self by moving plugins.esp in to a upper or lower position and run loot ( "loot has not changed the load order"a message on the left down of the window) .
Languidfox Posted April 13, 2020 Author Posted April 13, 2020 Sad times. I have never understood what the logs did but figured that maybe I should try to figure it out for once, rather than nuking my setup and starting over. I've no added any mods since starting the game. If I want to add or subtract a mod I always start a brand new game, this seems to generally make things a lot more stable. I don't know how to check exactly when the looting CTDs start, but the pattern goes something like this: The game plays normally for 10-20 hours. Then picking up an item or entering an area or loading a game causes a CTD Then loading the save before and playing on allows it to continue with no problems. Only this time it plays normally for 5-10 hours before the next crash. Then 1-5 hours. Eventually it becomes unstable enough that it's crashing every other room. It's really inconsistent so I can't pin down a single thing that causes it. I feel like a behaviour along the lines of "From now on picking up 0.1% of objects will cause a crash and that rate is slowly increasing" starts at some point, but I couldn't nail down when that point it starts because it's only ever few hours when it begins so by the time I experience an actual crash it probably started ages ago. Heck it could be from the very beginning and I don't know because the odds start out so small. There are fair few warning and error messages, though I'm not sure how to make sense of them. The first one is: "[04/13/2020 - 02:59:37PM] Cannot open store for class "dlc1scwispwallscript", missing file?" I'm not sure what's trying to open that or why part of a DLC would be missing (mod organiser has no little lightning bolt for files overwritten on the DLC and the install seemed fine The last one before the crash is: "[04/13/2020 - 03:52:10PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].ObjectReference.Delete() - "<native>" Line ? [ (FF001584)].critterMoth.disableAndDelete() - "Critter.psc" Line 298 [ (FF001584)].critterMoth.OnCellDetach() - "CritterMoth.psc" Line 326" So that seems like it's trying to delete a moth that doesn't exist? How would that happen? Does it matter since it wanted to delete it and its not there so job done? I'm not sure I understand what you're saying about loot. I used it to order the mods when I first installed them and haven't touched it since. I don't see "plugins.esp" in my list. Running it again made no changes to the list. My load order looks like this: Skyrim Update Dawngard HearthFires Dragonborn Schlongs of Skyrim - Core ZaZAnimation ApachiiHair SexLab SexLabAroused Devious Devices - Assets Devious Devices - Integration Devious Devices - Expansion HighResTexturePack01 HighResTexturePack02 HighResTexturePack03 FNIS SkyUI RaceMenu RaceMenuPlugin SOSRaceMenu XPMSE SOS - Smurf Average Addon RaceMenuMorphsUUNP LegacyoftheDragonborn Perkapalooza Schlongs of Skyrim Devious Devices - Lore Patch Devious Devices - Struggle Idles Patch BD UUNP Armor and cloth replacer ModestElderly Bondage Furniture World Devious Lore Laura's Bondage Shop Naked Dungeons FMEA Skyrim Alternate Start - Live Another Life DBM_RelicHunter There are some overwrite warnings, but these seem to be what I'd expect (like things labelled patch overwriting the thing they patch) Thanks for helping I've done a lot of "It's not working, nuke it and start over" but never really got to learning how to make things stable in the long term so it's good to learn more.
coolfreaky Posted April 13, 2020 Posted April 13, 2020 do not log yourself on the papyrus : when you load a save game you might have some leftovers scripts that points nowhere also ! i would point you to this link if you want really to understand ( take some ' Tylenol ' with you ) : https://bethesda.net/community/topic/5795/how-to-load-order?language[]=en for loot you can google it and you will find some tutorials. as you have not a lot of mods i would recommend you to follow this link basic installation and explanations : https://www.loverslab.com/blogs/entry/7521-conglomerate-01-basic-setup-for-modifing-skyrim-le-well-my-skyrim-got-messy-now-i-have-to-clean-it-up-so-i-thought-to-myself-why-not-start-a-blog-about-that/
Recommended Posts
Archived
This topic is now archived and is closed to further replies.