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CTD right at the beginning


Valgo

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Posted

I know I am totally not the first person with that problem. ;)
However. I can't find the cause of this.

 

The Story:
I haven't played skyrim in a while now. But the last time i played, everything (except the xaz bondageidles) worked fine.
Gotta say I was pretty dumb. I've installed SexiS, Sexaddicts, skse, ASX-spells, fnis version 3_5 (my last one was 3_2) and Dark Investigations all at once without checking if skyrim is 'okay'. So now I don't know if the problem is caused by on of them.

The Problem:
Skyrim CTD as soon as the dragonsymbol in the loading screen appears if I try starting it with skse-launcher. Same goes for TESV-Launcher.
I am able to get the skyrim-launcher running but as soon as i klick 'play' --> Same story

I have reduced my modlist to 'the core'. Here it is:

Dawnguard.esm
ApachiiHair.esm
xaz.Bondagemech.esm
UnofficialDawnguardPatch.esp
Zaz Resources.esp
AutoUnequiparrows.esp
AsharaPrincessofthewoods.esp
Bandanas of Skyrim.esp
Cloaks.esp
hothtropper44_Armorcompilation.esp
RangerArmor.esp
RangersValleyLodge.esp
Woodmansshack.esp
No Helmets requiered.esp
Riften Rangers.esp
Housecarl Whiterun.esp (I've overwritten Lydia in the past and edited that file shortly, if that important)
Fnisspells.esp
Actionposer.esp
Pinups3.esp
Pinups2.esp
Pinups.esp
Newhair.esp
Vanilla Hair and eyes unlocked.esp
xazBondagemech.esm
Draugrskirts.esp
Asx-Spells.esp
AzarHair.esp
dip.esp (Dark Investigations)
HmmWhatToWearDawnguard.esm
Pinups4.esp
Pinups5.esp
PinupsEX1.esp
PinupsEx2.esp
SexAddict.esp
SexiS.esm
SexiSCupid.esp
antivampnocide.esp
SkyMoMod.esm

(*pardauz* handwritten!)

 

 

Oh and I use a 360-pad if that is in any way important...
 

It would be superb if anybody could help me with that. Thanks ;)

Posted

I would turn 5 mods off at a time till you no longer get a ctd then go back and start turning 1 of the last 5 you turned off at a time till you find the culprit. Is your skyrim up to date? Some mods might need the newest version of skyrim. Usually when you get a ctd at logo means it's being caused by a mod or you don't have everything for a mod to run. Also I see something like 3 .esm's in the middle/bottom of load order .esm's usually need to be at the top.

 

Do you have all the needed things for sexis sexaddicts asx-spells and dark investigations to run? Might also be a mod conflict. 

Posted

Well I can't see a Skyrim.esm for one.....

 

Even if you have reduced it to "the core" it could still mean that a resource is being loaded even when the esp is turned off.

 

At the moment you need to turn everything off and see if the game will just run with Skyrim and it's expansions. If it is not running with just them on you will have a worse issue then mod load order.

Posted

Well I can't see a Skyrim.esm for one.....

 

Me neither. Update.esm isn't there as well and it's like that for a few months now.^^

 

@All: Thank you for the help. Looks like I found the bad mod. To my surprise it was my only skimpy-mod 'Draugrskirts'

It will be missed :(

 

 

EDIT: Well. I spoke to soon. Yesterday it worked, today it showed me the finger.

Posted

sounds like missing strings file

 

 

Skyrim now even says that one file could not be checked and will be downloaded again. However: It doesn't download anything.

Posted

pls post a screenshot from /skyrim/data/strings/*  folder and tell us your actually used localisation. 

 

 

Location:

C:\Users\Valgo\Games\SteamApps\common\Skyrim\Data\Strings

 

post-94759-0-41384400-1362669369_thumb.png

 

Regardless if it works or not. Thanks for the help guys. I really appreciate that.

Posted

Have you tried verifying the game cache on steam . ( right click on skyrim , properties , local content and then verify )

Posted

Have you tried verifying the game cache on steam . ( right click on skyrim , properties , local content and then verify )

 

 

Yep I have done this a few times. And every time it says '1 File could'nt be checked and will be requested again' (well not word for word. But I guess you would not get it if i'd copy and paste the german sentence ;) )

 

However it doesn't download anything.

Posted

Sounds like a missing master file. Try loading the same list of mods in TES5Edit and it will probably tell you what the problem is.

Posted

Hmmm .... , you should try saving your data folder elsewhere and re-instaling .

 

 

I've already deleted everything yesterday. All Games + Steam (it did not work well the last few weeks) and I'll try installing everything again as soon as i have the time. Hope it works.

 

@bjornk: Didn't even knew bout that thing. Awesome shit :o

I'll try it the next time somethings wrong with skyrim...which could totally be after the next installation ^^

Posted

 

 

@bjornk: Didn't even knew bout that thing. Awesome shit :o

I'll try it the next time somethings wrong with skyrim...which could totally be after the next installation ^^

 

 

Aaaaand here it is again:

Installed everything new. Used TESVEdit. Found an error. Downloaded missing masterfile for 'HmmwhattowearDawnguard'. Checked TesvEdit again, no errors. Started the game with skse - CTD.

Posted

Are you 100% sure that there's no error in TES5Edit? Even if you don't see any error in TES5Edit, there still might be an error in your load order. Did you also check the SKSE logs as well as Papyrus logs?

 

Posted

Are you 100% sure that there's no error in TES5Edit? Even if you don't see any error in TES5Edit, there still might be an error in your load order. Did you also check the SKSE logs as well as Papyrus logs?

 

 

Not gonna lie. I do not even have an idea what a papyruslog is or where I can find the skse-log.

But I'll try to find it. Can't be that hard.

 

And:

I checked tesveditagain.

lokks like you were right.

 

There are many messages like that:

[00:46] Background Loader: Error: record NPC_ contains unexpected (or out of order) subrecord H 00000148

[00:46] Background Loader: Errors were found in: [NPC_:1D008BF2]

 

 

And even more messages like that:

[00:47] Background Loader:

[00:47] Background Loader:

[00:47] Background Loader:

 

 

But the programm did not stop working on everything like it was when 'Hmmwhattoweardawnguard' failed to load.

 

And a few minutes ago when i started steamlauncher a 'Steamcloud sync conflict' occured wher I had to chosse between old data from dec or the new data. I guess this happened cause I deleted my savefiles? However i chose to second option.

 

PS:

I found skse_papyrus_docs and skse_docs

I do not get a thing what is written there. I'll just post em here. Maybe it helps you guys helping me:

skse_papyrus_docs

 

SKSE 1.5.11 Papyrus Functions

 

ActiveMagicEffect

- GetDuration

- GetTimeElapsed

 

Actor.psc

- GetWornForm

- GetSpellCount

- GetNthSpell

 

ActorBase.psc

- Get/SetCombatStyle

- GetOutfit

- SetClass

- Get/SetWeight

- GetNumHeadParts

- Get/SetNthHeadPart

- Get/SetFaceMorph

- Get/SetFacePreset

- Get/SetHairColor

- GetSpellCount

- GetNthSpell

 

Alias.psc

- GetName

- GetID

 

Apparatus.psc

- Get/SetQuality

 

Armor.psc

- Get/Set/ModArmorRating

- Get/SetSlotMask

- AddSlotTo/RemoveSlotFromMask

- GetMaskForSlot

- Slot properties

- IsBoots/Cuirass/Gauntlets/Helmet/Shield

- IsLightArmor/HeavyArmor/Clothing/Jewelry

- IsClothingBody/Head/Feet/Hands/Ring/Rich/Poor

- GetWeightClass

- Get/Set/ModelPath/IconPath/MessageIconPath

- Get/SetEnchantment

- GetNumArmorAddons

- GetNthArmorAddon

 

ArmorAddon.psc

- Get/SetModelPath

- GetModelNumTextureSets

- Get/SetModelNthTextureSet

- GetNumAdditionalRaces

- GetNthAdditionalRace

 

Book.psc

- GetSpell

 

Cell.psc

- GetNumRefs

- GetNthRef

 

ColorForm.psc

- GetRed/Green/Blue

- GetHue/Saturation/Luminosity

 

CombatStyle.psc

- Get/SetOffensiveMult

- Get/SetDefensiveMult

- Get/SetGroupOffensiveMult

- Get/SetAvoidThreatChance

- Get/SetMeleeMult

- Get/SetRangedMult

- Get/SetShoutMult

- Get/SetStaffMult

- Get/SetUnarmedMult

- Get/SetMeleeAttackStaggeredMult

- Get/SetMeleePowerAttackStaggeredMult

- Get/SetMeleePowerAttackBlockingMult

- Get/SetMeleeBashMult

- Get/SetMeleeBashRecoiledMult

- Get/SetMeleeBashAttackMult

- Get/SetMeleeBashPowerAttackMult

- Get/SetMeleeSpecialAttackMult

- Get/SetAllowDualWielding

- Get/SetCloseRangeDuelingCircleMult

- Get/SetCloseRangeDuelingFallbackMult

- Get/SetCloseRangeFlankingFlankMult

- Get/SetCloseRangeFlankingStalkMult

- Get/SetLongRangeStrafeMult

- Get/SetFlightHoverChance

- Get/SetFlightDiveBombChance

- Get/SetFlightFlyingAttackChance

 

ConstructibleObject.psc

- Get/SetResult

- Get/SetResultQuantity

- GetNumIngredients

- Get/SetNthIngredient

- Get/SetNthIngredientQuantity

- Get/SetWorkbenchKeyword

 

Enchantment.psc

- GetNumEffects

- GetNthEffectMagnitude

- GetNthEffectArea

- GetNthEffectDuration

- GetNthEffectMagicEffect

- GetCostliestEffectIndex

 

Form.psc

- GetType

- Get/SetName

- Get/SetWeight

- SetGoldValue

- GetNumKeywords

- GetNthKeyword

- HasKeywordString

 

FormType.psc

- properties listing Form.GetType return values. Currently unusable.

 

Game.psc

- Get/Set/ModPerkPoints

- GetModCount

- GetModByName

- GetModName/Author/Description

- GetModDependencyCount

- GetNthModDependency

- SetGameSettingFloat/Int/Bool/String

 

HeadPart.psc

- GetType

- GetNumExtraParts

- GetNthExtraPart

- HasExtraPart

- GetIndexOfExtraPart

- GetValidRaces

- SetValidRaces

 

Ingredient.psc

- GetNumEffects

- GetNthEffectMagnitude

- GetNthEffectArea

- GetNthEffectDuration

- GetNthEffectMagicEffect

- GetCostliestEffectIndex

 

Input.psc

- IsKeyPressed

- TapKey

- HoldKey

- ReleaseKey

- GetNumKeysPressed

- GetNthKeyPressed

 

Keyword.psc

- GetString

- GetKeyword

 

Math.psc

- Left/RightShift

- LogicalAnd/Or/Xor/Not

 

ObjectReference.psc

- GetNumItems

- GetNthForm

- IsHarvested

- GetTotalItemWeight

- GetTotalArmorWeight

- SetItemHealthPercent

- GetItemMaxCharge

- Get/SetItemCharge

 

Outfit

- GetNumParts

- GetNthPart

 

Potion.psc

- IsFood

- GetNumEffects

- GetNthEffectMagnitude

- GetNthEffectArea

- GetNthEffectDuration

- GetNthEffectMagicEffect

- GetCostliestEffectIndex

 

Quest.psc

- GetQuest

- GetID

- GetPriority

- GetNumAliases

- GetNthAlias

- GetAliasByName

 

Race.psc

- GetSpellCount

- GetNthSpell

- IsRaceFlagSet, Set/ClearRaceFlag

- Various RaceFlag properties

- Various alias functions for info about specific race flags

 

Scroll.psc

- GetCastTime

- GetPerk

- GetNumEffects

- GetNthEffectMagnitude

- GetNthEffectArea

- GetNthEffectDuration

- GetNthEffectMagicEffect

- GetCostliestEffectIndex

 

Shout.psc

- Get/SetNthWordOfPower

- Get/SetNthSpell

- Get/SetNthRecoveryTime

 

SKSE.psc

- GetVersion

- GetVersionMinor

- GetVersionBeta

- GetVersionRelease

 

SoulGem.psc

- GetSoulSize

- GetGemSize

 

Spell.psc

- GetCastTime

- GetPerk

- GetNumEffects

- GetNthEffectMagnitude

- GetNthEffectArea

- GetNthEffectDuration

- GetNthEffectMagicEffect

- GetCostliestEffectIndex

 

StringUtl.psc

- GetLength

- GetNthChar

- IsLetter/Digit/Punctuation/Printable

- Find

- Substring

- AsOrd/Char

 

UI.psc

- IsMenuOpen

 

Utility.psc

- GetINIFloat/Int/Bool/String

 

Weapon.psc

- Get/SetBaseDamage

- Get/SetReach

- Get/SetSpeed

- Get/SetStagger

- Get/SetWeaponType

- Get/SetModelPath

- Get/SetIconPath

- Get/SetMessageIconPath

- Get/SetCritDamage

- Get/SetMin/MaxRange

- IsBattleaxe/Bow/Dagger/Greatsword/Mace/Sword/Warhammer/Waraxe

- Get/SetEnchantment

 

 

 

 

 

 

skse_docs

 

// Pseudo-actionscript documentation for additional functions added by SKSE

// I don't really know actionscript well, so the syntax will probably be not totally correct.

 

dynamic intrinsic class skse

{

// Enable text input for Scaleform UI components.

// Each 'true' call must be matched with a 'false' call, or text input will remain enabled.

function AllowTextInput(allow : Boolean) : Void;

 

// Write a string to skse.log.

function Log(str : String) : Void;

 

// Change an INI setting.

// The setting's name must contain the section, for example "fUIMistMenu_CameraX_G:Interface".

// Currently only numeric settings are supported.

function SetINISetting(settingName : String, data : Number) : Void;

function GetINISetting(settingName : String) : Number;

 

// Open a menu. Known menu names:

// "Inventory Menu"

// "Console"

// "Dialogue Menu"

// "HUD Menu"

// "Main Menu"

// "MessageBoxMenu"

// "Cursor Menu"

// "Fader Menu"

// "Magic Menu"

// "Top Menu"

// "Overlay Menu"

// "Overlay Interaction Menu"

// "Loading Menu"

// "Tween Menu"

// "Barter Menu"

// "Gift Menu"

// "Debug Text Menu"

// "Map Menu"

// "Lockpicking Menu"

// "Quantity Menu"

// "Stats Menu"

// "Container Menu"

// "Sleep/Wait Menu"

// "LevelUp Menu"

// "Journal Menu"

// "Book Menu"

// "Favorites Menu"

// "RaceSex Menu"

// "Crafting Menu"

// "Training Menu"

// "Mist Menu"

// "Tutorial Menu"

// "Credits Menu"

// "TitleSequence Menu"

// "Console Native UI Menu"

function OpenMenu(menuName : String) : Void;

function CloseMenu(menuName : String) : Void;

 

// Enable extended data for item cards and favorites menu

// ### this is out of date, see ScaleformExtendedData.cpp ###

// common data for all objects:

// var extended : Boolean; // always set to true

// var formType : Number; // object type (see GameForms.h for a list)

// var formId : Number; // form's ID number

// if an object can have keywords:

// var keywords : Object; // object containing a boolean set to true, named after each keyword

// data for armor:

// var armor : Number; // armor value

// var partMask : Number; // body parts used, see BGSBipedObjectForm for a list

// var weightClass : Number; // 0 - light, 1 - heavy, 2 - none

// data for weapons:

// var subType : Number; // specific weapon type (see TESObjectWEAP::DataC4 in GameObjects.h)

// var damage : Number; // damage

// var speed : Number; // speed

// var reach : Number; // reach

// var stagger : Number; // stagger

// var critDamage : Number; // crit damage

// var minRange : Number; // min range

// var maxRange : Number; // max range

// data for ammo:

// var damage : Number; // damage

// data for spells/scrolls/ingredients/potions:

// var subType : Number; // strongest effect's magic school

// var skillLevel : Number; // strongest effect's skill level

// var magnitude : Number; // strongest effect's magnitude

// var duration : Number; // strongest effect's duration

// var actorValue : Number; // strongest effect's actor value

// var magicType : Number; // strongest effect's magic type

// data for soul gems:

// var soulSize : Number; // captured soul size (0 = none, 5 = grand)

// var gemSize : Number; // gem capacity (1 = petty, 5 = grand)

// data for potions:

// var flags : Number; // flags (see AlchemyItem)

// data for books:

// var bookType : Number; // 0 - none, 1 - skill, 4 - spell

// var teachesSkill : Number; // present on skill books, index of the skill the book teaches

// var teachesSpell : Number; // present on spell books, form ID of the spell the book teaches, or -1 on error

// data for messages:

// var buttons[] : String;

function ExtendData(enable : Boolean) : Void;

 

// forces containers to show categories like NPCs

function ForceContainerCategorization(enable : Boolean) : Void;

 

// send an event to SKSE's papyrus event dispatcher

// strArg, numArg, formIDArg are optional

function SendModEvent(eventName : String, strArg : String, numArg : Number, formIDArg : Number) : Void;

 

// write the current magic effects active on the player to the outEffects array

// var duration : Number;

// var elapsed : Number;

// var effectFlags : Number;

// var subType : Number;

// var archetype : Number;

// var actorValue : Number;

// var magicType : Number;

function RequestActivePlayerEffects(outEffects : Object) : Void;

 

// request details about a form

// same format as ExendData

// extra and recursive are optional

function ExtendForm(formID : Number, outData : Object, extra : Boolean, recursive : Boolean) : Void;

 

// request details about an actor value

// var base : Number;

// var current : Number;

// var maximum : Number;

function RequestActorValue(formID : Number, actorValue : Number, outData : Object) : Void;

 

// returns the keycode mapped to an input event

// device types:

// 0 keyboard

// 1 mouse

// 2 gamepad

// contexts:

// 0 gameplay

// 1 menumode

// 2 console

// 3 item menu

// 4 inventory

// 5 debug text

// 6 favorites

// 7 map

// 8 stats

// 9 cursor

// 10 book

// 11 debug overlay

// 12 journal

// 13 TFC mode

// 14 map debug

// 15 lockpicking

// 16 favor

function GetMappedKey(name : String, deviceType : Number, contextIdx : Number) : Number;

 

// enters input event rebind mode

// callbackObject.EndRemapMode(keyCode : Number) will be called when the next input event occurs

function StartRemapMode(callbackObject : Object);

 

// gets name of the last control detected by the SKSE input handler

// bKeyDown specifies whether it's the last pressed or released control

function GetLastControl(bKeyDown : Boolean) : String;

 

// gets the last keycode detected by the SKSE input handler

// bKeyDown specifies whether it's the last pressed or released key

function GetLastKeycode(bKeyDown : Boolean) : Number;

 

// enables mouse wheel events to trigger onMouseWheel for the MapMenu

function EnableMapMenuMouseWheel(enable : Boolean) : Void;

 

// centers map on the marker with the given index. only works if the map is open

function ShowOnMap(markerIndex : Number) : Void;

 

dynamic intrinsic class version

{

var major : Number; // SKSE major revision number

var minor : Number; // SKSE minor revision number

var beta : Number; // SKSE beta revision number

var releaseIdx : Number; // SKSE release index

};

};

 

// release history

//

// skse runtime release

// 1.1.0 1.1.21.0 none

// 1.2.0 1.2.12.0 none

// 1.2.1 1.2.12.0 none

// 1.3.0 1.3.7.0 0

// 1.4.0 1.3.7.0 1

// 1.4.1 1.3.7.0 2

// 1.4.2 1.3.10.0 3

// 1.4.3 1.3.10.0 4

// 1.4.4 1.3.10.0 5

// 1.4.5 1.3.10.0 6

// 1.4.6 1.4.15.0 7

// 1.4.7 1.4.20.0 8

// 1.4.8 1.4.21.0 9

// 1.4.9 1.4.21.0 10

// 1.4.10 1.4.21.0 11

// 1.4.11 1.4.26.0 12

// 1.4.12 1.4.27.0 13

// 1.4.13 1.4.27.0 14

// 1.4.14 1.5.24.0 15

// 1.4.15 1.5.26.0 16

// 1.5.1 1.5.26.0 17

// 1.5.2 1.5.26.0 18

// 1.5.3 1.5.26.0 19

// 1.5.4 1.5.26.0 20

// 1.5.5 1.5.26.0 21

// 1.5.6 1.5.26.0 22

// 1.5.7 1.5.26.0 23

// 1.5.8 1.6.87.0 24

// 1.5.9 1.6.89.0 25

// 1.5.10 1.7.7.0 26

// 1.5.11 1.7.7.0 27

// 1.6.0 1.7.7.0 28

// 1.6.1 1.7.7.0 29

// 1.6.2 1.8.145.0 30

// 1.6.3 1.8.151.0 31

// 1.6.4 1.8.151.0 32

// 1.6.5 1.8.151.0 33

// 1.6.6 1.8.151.0 34

// 1.6.7 1.8.151.0 35

// 1.6.8 1.8.151.0 36

// 1.6.9 1.8.151.0 37

 

 

Posted

Well it seems the NPCeditor Lydiaoverwright-file was the big problem. Skyrim works now again except for a few monsters sliding trough the world in half-t pose without any animation, but I had this problem months ago as well, so ...*shrug*
 

What kinda bugs me is, that my follower is now...Lydia. I actually never suceeded in making a new NPC trough NPC-Editor that was able to be a real follower , they just were normal NPC's without any function. Since I am lazy bum, I don't want to build a whole new NPC follower with the creation kit (that zoominfunction in the right window never worked for me) so I'm gonna aks in this topic (instead of ccreating a new one): is there any chance for me to open a file from the NPC-Editor IN the Creation Kit, so I don't have to do everything again? (File is a esp.)?

Posted

Yes , just load the esp file from the ck and then edit the character at 'Actors'

 

That's what I wanted to hear. Thank you :)

 

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