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CTDs in specific areas that make no sense


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Posted

Hey all! I tried a bunch of stuff to fix this already, or at least to know whats causing it, but no luck. So now I come to you. :)

My initial problem was that, whenever I got too close to Windhelm, I would unceremoniously crash to desktop. I thought I could just avoid the city if there was something bugging it out, so I went and played on, staying away from that area. But then I went to the other side of Skyrim and in another area in the wilderness I also crashed just the same.

Now, if I had texture mods, or graphics mods, or city overhaul mods I could guess at what it could be, but I basically just have a bunch of porn mods and some QoL mods, which all shouldn't be changing the world much, and especially not causing any conflicts or anything. I am really at a loss as for which one is giving me this headache.

I then did some troubleshooting as I said, VRAM is usually about 85% with me with some fluctuations +/-4%, and I crashed at 88%, so that's not it. I checked my mods with LOOT, had some minor issue that I fixed, still the same CTD though. I did some testing also and I basically reliably crash if I stand around the Windhelm stables for around half a minute. I teleported (coc-ed myself) to WindhelmExterior01 though (right infront of the city gate) and rushed to the door and used it, and as soon as I got in... nothing happened. And by that I mean it loaded Windhelm normally. So Windhelm is fine, it's kinda just the city exterior that's buggy?! (the other crash was also not in a city, so a part of the wilderness)

Anyway, here's my modlist, would be hella swell if any one of u had an idea what could cause this, 'cause as far as I can tell these shouldn't be changing city exteriors.

Spoiler

# Automatically generated by Vortex
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Special Edition Patch.esp
SexLab.esm
Devious Devices - Assets.esm
SexLabAroused.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Schlongs of Skyrim - Core.esm
ZaZAnimationPack.esm
daymoyl.esm
CreatureFramework.esm
FISS.esp
AHZmoreHUDInventory.esl
SkyUI_SE.esp
SOSRaceMenu.esp
AIMFIX.esp
sanguinesDebauchery.esp
Deviously Cursed Loot.esp
SOS - Smurf Average Addon.esp
Schlongs of Skyrim.esp
Kyoe BanginBrows.esp
Player Blink Fix.esp
DW.esp
Rapier and Dagger.esp
IcePenguinWorldMap.esp
MoreNastyCritters.esp
SexLab_Dialogues.esp
Apocalypse - Magic of Skyrim.esp
SINful CBP.esp
EstrusChaurus.esp
Realistic Haircolors.esp
DisableAutoAim.esp
Realistic AI Detection 2 SE Lite.esp
SexLabDefeat.esp
SLALAnimObj.esp
SLAnimLoader.esp
CBBE.esp
zzEstrus.esp
FNIS.esp
KS Hairdo's.esp
RaceMenu.esp
XPMSE.esp
TheEyesOfBeauty.esp
AHZmoreHUD.esp
RaceMenuPlugin.esp
RaceMenuMorphsCBBE.esp
Alternate Start - Live Another Life.esp
Deviously Cursed Loot LAL AddOn.esp
Bashed Patch, 0.esp
Atlas Map Markers.esp

Thanks in advance guys!

Posted
  1. Get Net Script Framework. Make sure you're installing one of the required loaders.
  2. Enable crash logs
    1. In NetScriptFramework.config.txt set Debug.CrashLog.Enabled = 1
    2. Logs will be generated in the default location Debug.CrashLog.Path = "Data\NetScriptFramework\Crash" (you can change that location editing the file path in the same config file).
  3. Go in game and try to replicate the crash.
  4. Check the crash log.

If the crash is consistent is likely an object or an actor. You'll get potential culprits near the top of the crash log (it should give you 4-6 potential objects). These will have the FormID and the esp/esm files that contain or make changes to said FormID. You can take the FormID listed there and search it in xEdit, that will take you to the exact file you should be looking for (for example a .nif file if the problem is a game model). At that point you should be able to track the mod providing said file and see if removing/updating that mod solves the crash.

Posted
10 hours ago, Just Don't said:
  1. Get Net Script Framework. Make sure you're installing one of the required loaders.
  2. Enable crash logs
    1. In NetScriptFramework.config.txt set Debug.CrashLog.Enabled = 1
    2. Logs will be generated in the default location Debug.CrashLog.Path = "Data\NetScriptFramework\Crash" (you can change that location editing the file path in the same config file).
  3. Go in game and try to replicate the crash.
  4. Check the crash log.

If the crash is consistent is likely an object or an actor. You'll get potential culprits near the top of the crash log (it should give you 4-6 potential objects). These will have the FormID and the esp/esm files that contain or make changes to said FormID. You can take the FormID listed there and search it in xEdit, that will take you to the exact file you should be looking for (for example a .nif file if the problem is a game model). At that point you should be able to track the mod providing said file and see if removing/updating that mod solves the crash.

lmfao. I'm so confused. Not by your troubleshooting steps, no. Actually, thank you for that! I think that's what I would have needed. Why "would have"? Well..... Hahah...

So I installed Net Script Framework like you said and used DLL Plugin Loader first, following it's install steps. I went and recreated the bug without issue twice, but got no logs, not even a crash folder. I checked multiple possible locations for it, double checked the config and everything,... There wasn't one. So I decided to try the other loader, SSE Engine Fixes skse64 Preloader.

And here is where it gets interesting: I already had the prerequisites for it so installation was easy, but now I can't recreate the bug anymore. ?! .... ????? ... !!!!!!! LMAO, this literally seems to have fixed it??? Was this some prerequisite for some other mod and I didn't have it, and now that I do... its fixed?? I'm soooo confused! Aaaanyway, thanks again for taking the time. I think even if this weird fix didn't pop up, those steps look like they could have gotten me closer to a solution, so thanks for taking the time. If it crashes again I'll post the logs here, but I'm just very happy it's working right now, even if I don't understand why.

Posted

Interesting indeed. Not sure if I understand it right, if you had SSE Engine Fixes installed previously, adding Net Script Framework shouldn't make any difference... I think. At least your issue went away, for now.

 

 I'd be on the look for other crash instances, in which you should get crash logs (you can check the ... /Data/NetScriptFramework/NetScriptFramework.log.txt file to check if Net Script is loading when you start the game).

Posted
17 minutes ago, Just Don't said:

Not sure if I understand it right, if you had SSE Engine Fixes installed previously, adding Net Script Framework shouldn't make any difference...

Oh yeah that's not what I meant, I didn't have it before, just these prerequisites, since other mods needed them too.

Spoiler

image.png.7e04bfed2861ed37193c224bf738d66c.png

 

19 minutes ago, Just Don't said:

I'd be on the look for other crash instances, in which you should get crash logs (you can check the ... /Data/NetScriptFramework/NetScriptFramework.log.txt file to check if Net Script is loading when you start the game).

I certainly am. It's kinda weird playing now since I always dread a CTD around the corner which will throw me right back into the annoying troubleshooting phase :D

I did also check the NetScriptFramework.log.txt before when I was using the other loader (where I still got crashes), and that looked good as far as I could tell. Here's what it says now with the new loader, I think apart from the shutdown message it's the same as before (makes sense since this time I closed it normally, lol). Seems fine

Spoiler

[24 Sep 2020 03:09:50.975] Initializing framework version 9.
[24 Sep 2020 03:09:50.979] Loaded configuration file.
[24 Sep 2020 03:09:50.981] Preparing .NET code hooking.
[24 Sep 2020 03:09:50.986] Loading game library.
[24 Sep 2020 03:09:52.032] Loaded game library for `The Elder Scrolls V: Skyrim Special Edition` (13).
[24 Sep 2020 03:09:52.033] Running game version is 1.5.97.0
[24 Sep 2020 03:09:56.727] Loading plugins.
[24 Sep 2020 03:09:56.727] Path to plugins: "Data\NetScriptFramework\Plugins".
[24 Sep 2020 03:09:56.727] Directory "Data\NetScriptFramework\Plugins" does not exist.
[24 Sep 2020 03:09:56.727] Finished loading 0 plugins.
[24 Sep 2020 03:09:56.727] Finished framework initialization.
[24 Sep 2020 03:15:35.697] Shutting down framework.
[24 Sep 2020 03:15:35.698] Shutting down plugins.
[24 Sep 2020 03:15:35.698] Shutdown complete.

 

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