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Posted

 

...

the "save game" apparently happened at the time of the crash without showing an "auto save".  I did not save, but as I said, it happened as I entered a new area, mine entrance.  Actually just as I clicked to enter but before it showed I entered.  

 

I also get CTDs traveling into another load area occasionally and the last line in the log is as above...xpoCrimeScanner.  Of course there is no auto save since it's traveling instead of entering a door.  

 

No, I did not reload an "auto save crash".  That much I so simple even I can understand.  Haven't even played since the crash.

 

I'm not saying xpocrimescanner is the cause, just wondering if it could be.  My log would fill half of the Alexandria library, so it could be something else.  Only posted the last lines because I thought that would be where the problem is.

 

I guess I need to hire a professional the read the damn log to find the reason for crashes.

Somewhere it decided to perform an auto-save (which it will do in certain cases regardless of whether you told it not to). That save though is more than a minute after the xpoCrimeScanner line so the connection to this mod really does weaken. It seems more likely that whatever triggered that auto-save is closer to the actual cause. If you start the game, what does it say about that save? (What title did it give it?).

 

per your suggestion I started the game to see the last save before CTD.  I had just left a building and did a console save, that was the save but not the CTD.  Was in Dawnstar and went to the iron breaker mine.  Opening the mine entrance caused the crash, so the log didn't show the cause, I'm guessing.  Started the game with the custom save and went to iron breaker again, no problems.  Left, went to the Inn and started the NightCaller Temple quest.  Left the Inn, down the steps and CTD again.  Loaded the auto save from leaving the Inn without any problem just to see if that save glitched.  Went to the temple.  Completed most of the quest, removed the barrier, and went out to get an auto save because of the problems with that quest.  Opened the door to outside and the game froze.  Here is the last part of the log:

 

"defaultDisableHavokOnLoad.psc" Line 30
[06/11/2014 - 06:39:07AM] xpoCrimeScanner: (Scanning) OnUpdate
[06/11/2014 - 06:39:43AM] VM is freezing...
[06/11/2014 - 06:39:43AM] VM is frozen
[06/11/2014 - 06:39:44AM] Saving game...
[06/11/2014 - 06:39:44AM] VM is thawing...
[06/11/2014 - 06:40:12AM] xpoCrimeScanner: (Scanning) OnUpdate
[06/11/2014 - 06:40:15AM] UFO: Detected new speaker: [Actor < (00024280)>] -> [Actor < (00024280)>]
[06/11/2014 - 06:41:19AM] VM is freezing...
[06/11/2014 - 06:41:19AM] VM is frozen
[06/11/2014 - 06:41:19AM] Saving game...
[06/11/2014 - 06:41:20AM] VM is thawing...
[06/11/2014 - 06:41:36AM] xpoCrimeScanner: (Scanning) OnUpdate
 
I really like Skyrim, Modded Skyrim that is, and would like to find the cause of all the crashes and freezes.  If a complete log and load order would help let me know - if you or someone is willing to check it.
Posted

 

 

per your suggestion I started the game to see the last save before CTD.  I had just left a building and did a console save, that was the save but not the CTD.  Was in Dawnstar and went to the iron breaker mine.  Opening the mine entrance caused the crash, so the log didn't show the cause, I'm guessing.  Started the game with the custom save and went to iron breaker again, no problems.  Left, went to the Inn and started the NightCaller Temple quest.  Left the Inn, down the steps and CTD again.  Loaded the auto save from leaving the Inn without any problem just to see if that save glitched.  Went to the temple.  Completed most of the quest, removed the barrier, and went out to get an auto save because of the problems with that quest.  Opened the door to outside and the game froze.  Here is the last part of the log:

 

 

"defaultDisableHavokOnLoad.psc" Line 30
[06/11/2014 - 06:39:07AM] xpoCrimeScanner: (Scanning) OnUpdate
[06/11/2014 - 06:39:43AM] VM is freezing...
[06/11/2014 - 06:39:43AM] VM is frozen
[06/11/2014 - 06:39:44AM] Saving game...
[06/11/2014 - 06:39:44AM] VM is thawing...
[06/11/2014 - 06:40:12AM] xpoCrimeScanner: (Scanning) OnUpdate
[06/11/2014 - 06:40:15AM] UFO: Detected new speaker: [Actor < (00024280)>] -> [Actor < (00024280)>]
[06/11/2014 - 06:41:19AM] VM is freezing...
[06/11/2014 - 06:41:19AM] VM is frozen
[06/11/2014 - 06:41:19AM] Saving game...
[06/11/2014 - 06:41:20AM] VM is thawing...
[06/11/2014 - 06:41:36AM] xpoCrimeScanner: (Scanning) OnUpdate
 
I really like Skyrim, Modded Skyrim that is, and would like to find the cause of all the crashes and freezes.  If a complete log and load order would help let me know - if you or someone is willing to check it.

 

Out of curiosity, do you have SKSE 1.7.0 alpha with the memory settings properly set up, or Skyrim Startup Memory Editor (SSME)? I'm guessing you do since SKSE 1.7.0 is a requirement for Sexlab 1.5x but I'm asking to be sure... it sounds like either memory overload or script overload is your problem. Try deactivating a script heavy mod that you're not overly attached to and see if that helps. And doublecheck to make sure you've set up the memory management properly.

Posted

Xaz, is it possible to swap the punishment location in whiterun to different one? I mean, whenever I was caught in whiterun the worst thing that could happen isn't the whip, but the possibility of encountering Nazeem (just you wait bastard :@ ) and not being able to escape. :s

Posted

Xaz, is it possible to swap the punishment location in whiterun to different one? I mean, whenever I was caught in whiterun the worst thing that could happen isn't the whip, but the possibility of encountering Nazeem (just you wait bastard :@ ) and not being able to escape. :s

 

Just for that, Nazeem is going to pay 10 gold to have his way with you now. ;-)

Posted

Xaz, is it possible to swap the punishment location in whiterun to different one? I mean, whenever I was caught in whiterun the worst thing that could happen isn't the whip, but the possibility of encountering Nazeem (just you wait bastard :@ ) and not being able to escape. :s

Well, you could always kill two birds with one stone. Get arrested in Whiterun for killing Nazeem! :lol:

Posted

 

 

 

per your suggestion I started the game to see the last save before CTD.  I had just left a building and did a console save, that was the save but not the CTD.  Was in Dawnstar and went to the iron breaker mine.  Opening the mine entrance caused the crash, so the log didn't show the cause, I'm guessing.  Started the game with the custom save and went to iron breaker again, no problems.  Left, went to the Inn and started the NightCaller Temple quest.  Left the Inn, down the steps and CTD again.  Loaded the auto save from leaving the Inn without any problem just to see if that save glitched.  Went to the temple.  Completed most of the quest, removed the barrier, and went out to get an auto save because of the problems with that quest.  Opened the door to outside and the game froze.  Here is the last part of the log:

 

 

"defaultDisableHavokOnLoad.psc" Line 30
[06/11/2014 - 06:39:07AM] xpoCrimeScanner: (Scanning) OnUpdate
[06/11/2014 - 06:39:43AM] VM is freezing...
[06/11/2014 - 06:39:43AM] VM is frozen
[06/11/2014 - 06:39:44AM] Saving game...
[06/11/2014 - 06:39:44AM] VM is thawing...
[06/11/2014 - 06:40:12AM] xpoCrimeScanner: (Scanning) OnUpdate
[06/11/2014 - 06:40:15AM] UFO: Detected new speaker: [Actor < (00024280)>] -> [Actor < (00024280)>]
[06/11/2014 - 06:41:19AM] VM is freezing...
[06/11/2014 - 06:41:19AM] VM is frozen
[06/11/2014 - 06:41:19AM] Saving game...
[06/11/2014 - 06:41:20AM] VM is thawing...
[06/11/2014 - 06:41:36AM] xpoCrimeScanner: (Scanning) OnUpdate
 
I really like Skyrim, Modded Skyrim that is, and would like to find the cause of all the crashes and freezes.  If a complete log and load order would help let me know - if you or someone is willing to check it.

 

Out of curiosity, do you have SKSE 1.7.0 alpha with the memory settings properly set up, or Skyrim Startup Memory Editor (SSME)? I'm guessing you do since SKSE 1.7.0 is a requirement for Sexlab 1.5x but I'm asking to be sure... it sounds like either memory overload or script overload is your problem. Try deactivating a script heavy mod that you're not overly attached to and see if that helps. And doublecheck to make sure you've set up the memory management properly.

 

yes I have skse 1.7.0 alpha.  As for memory settings, I didn't know I had to do anything for memory setting.  Since xpo comes up often at the end of my logs, after crashes or freezes, I'll un-install and see if that helps.  I've used xpo since it came out so I really hope that it is something else.

Posted

...

 

I really like Skyrim, Modded Skyrim that is, and would like to find the cause of all the crashes and freezes.  If a complete log and load order would help let me know - if you or someone is willing to check it.

The log almost never actually shows a cause for a CTD, the best it can do is show you what was occurring around the time of the CTD and often that's enough of a hint.

 

For more information on the cause of the CTD you have to go into the world of program debugging. You can add these lines to the SKSE.INI:

 

[Debug]

WriteMinidumps=1

 

That causes the game to create a minidump of the true cause of the crash which is stored in the SKSE\MiniDumps folder next to the LOGS folder where you find the Papyrus logs. Then you need the DumpChk.Exe program from Microsoft to turn the minidump file into something human readable and then you have to have the knowledge of what that "human readable" output means.

 

If you've coded and done similar debug work then you're in business but if you've never stepped into the coding world you're not going to find much of help even there.

Posted

 

 

yes I have skse 1.7.0 alpha.  As for memory settings, I didn't know I had to do anything for memory setting.  Since xpo comes up often at the end of my logs, after crashes or freezes, I'll un-install and see if that helps.  I've used xpo since it came out so I really hope that it is something else.

 

Go to your SKSE folder (should be in the skyrim/data directory) and open up your skse.ini file. It should have the following in it:

 

[General]
ClearInvalidRegistrations=1
[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256
[Debug]
WriteMinidumps=1
 
I wouldn't change the above settings unless you know what you're doing.  If you do not have a skse.ini file, create one with a text editor and paste the above into it. It goes in your skyrim/data/skse folder.
Posted

@Bane_Master

 

There is a small issue with the patch, it doesn't break anything but worth pointing out to users and I am able to replicate this each time.

 

When you go through the dialogue with a guard without the patch and submit XPO kicks in within a second or so, the dialogue closes, weapon removed etc. With the patch installed it takes around 10 seconds before the sword is removed and the dialogue stays open, it then closes four or five seconds later and XPO then carries on normally.

 

Not sure why it should cause the lag but it does and I've tested it a couple of times now.

 

It's not game breaking and doesn't spoil anything, but unless you know there's a lag issue it's easy to think the mod isn't working

Posted

Hi Slorm,

 

Yes you are right - I haven't been able to find a way around this lag at present.

 

Basically the new generic functions in dD are great in so far as they let me identify all the equipped devices without having to add each individual device handling to the patch BUT the function is pretty slow. In my early testing on my mid-range PC it took around 12-14 seconds to enumerate all the item types to check what was actually being worn.

 

I have tried to minimise the lag by breaking detection into two parts.  The gag, armbinder and blindfold need to be enumerated at point of arrest before any PO hoods, gags or bindings are applied so this causes a delay although it was only 3-4 seconds when I was testing.  All the other slots are done whilst you travel to prison so the lag for them should be hidden.

 

Any ideas on how to speed things up gratefully received!

 

Bane

 

PS Does your character have a follower with them in the game you are testing? 

 

 

@Bane_Master

 

There is a small issue with the patch, it doesn't break anything but worth pointing out to users and I am able to replicate this each time.

 

When you go through the dialogue with a guard without the patch and submit XPO kicks in within a second or so, the dialogue closes, weapon removed etc. With the patch installed it takes around 10 seconds before the sword is removed and the dialogue stays open, it then closes four or five seconds later and XPO then carries on normally.

 

Not sure why it should cause the lag but it does and I've tested it a couple of times now.

 

It's not game breaking and doesn't spoil anything, but unless you know there's a lag issue it's easy to think the mod isn't working

 

Posted

 

PS Does your character have a follower with them in the game you are testing? 

 

 

No not using a follower. I usually always play an assassin/conjurer type character so they just get in the way.

 

Did notice another couple of things. As this was a new game I had a full set of DD stuff except arm cuffs as I use Skyrim Bound (found a key for those). I noticed that the locked slave boots (from DDx) weren't removed (no real problem there) and the lockable slave harness was removed but not refitted at the end.

 

Everything else was removed and replaced and the plugs are functioning as well after reinsertion.

 

TBH the lag isn't an issue if you know about it in advance

 

Posted

 

 

...

the "save game" apparently happened at the time of the crash without showing an "auto save".  I did not save, but as I said, it happened as I entered a new area, mine entrance.  Actually just as I clicked to enter but before it showed I entered.  

 

I also get CTDs traveling into another load area occasionally and the last line in the log is as above...xpoCrimeScanner.  Of course there is no auto save since it's traveling instead of entering a door.  

 

No, I did not reload an "auto save crash".  That much I so simple even I can understand.  Haven't even played since the crash.

 

I'm not saying xpocrimescanner is the cause, just wondering if it could be.  My log would fill half of the Alexandria library, so it could be something else.  Only posted the last lines because I thought that would be where the problem is.

 

I guess I need to hire a professional the read the damn log to find the reason for crashes.

Somewhere it decided to perform an auto-save (which it will do in certain cases regardless of whether you told it not to). That save though is more than a minute after the xpoCrimeScanner line so the connection to this mod really does weaken. It seems more likely that whatever triggered that auto-save is closer to the actual cause. If you start the game, what does it say about that save? (What title did it give it?).

 

per your suggestion I started the game to see the last save before CTD.  I had just left a building and did a console save, that was the save but not the CTD.  Was in Dawnstar and went to the iron breaker mine.  Opening the mine entrance caused the crash, so the log didn't show the cause, I'm guessing.  Started the game with the custom save and went to iron breaker again, no problems.  Left, went to the Inn and started the NightCaller Temple quest.  Left the Inn, down the steps and CTD again.  Loaded the auto save from leaving the Inn without any problem just to see if that save glitched.  Went to the temple.  Completed most of the quest, removed the barrier, and went out to get an auto save because of the problems with that quest.  Opened the door to outside and the game froze.  Here is the last part of the log:

 

"defaultDisableHavokOnLoad.psc" Line 30

[06/11/2014 - 06:39:07AM] xpoCrimeScanner: (Scanning) OnUpdate

[06/11/2014 - 06:39:43AM] VM is freezing...

[06/11/2014 - 06:39:43AM] VM is frozen

[06/11/2014 - 06:39:44AM] Saving game...

[06/11/2014 - 06:39:44AM] VM is thawing...

[06/11/2014 - 06:40:12AM] xpoCrimeScanner: (Scanning) OnUpdate

[06/11/2014 - 06:40:15AM] UFO: Detected new speaker: [Actor < (00024280)>] -> [Actor < (00024280)>]

[06/11/2014 - 06:41:19AM] VM is freezing...

[06/11/2014 - 06:41:19AM] VM is frozen

[06/11/2014 - 06:41:19AM] Saving game...

[06/11/2014 - 06:41:20AM] VM is thawing...

[06/11/2014 - 06:41:36AM] xpoCrimeScanner: (Scanning) OnUpdate

 

I really like Skyrim, Modded Skyrim that is, and would like to find the cause of all the crashes and freezes.  If a complete log and load order would help let me know - if you or someone is willing to check it.

 

This mod (or set of instructions, rather) really helped me get a stable skyrim: http://www.nexusmods.com/skyrim/mods/50244/?

 

Most of the CTDs that I was having were due to Skyrim's memory management and this guide tells you what to do to fix those issues.

 

Edit: The guide will mostly echo what was already written. Didn't read through the entire thread. The SKSE alpha can also stabilize your Skyrim.

Posted

Gotta love a community that'll help out old senile people.  Thanks for all your help.

We've all been there since we tend to live on the edge of stability. With a vanilla game you don't see too much instability but mods push the limits of the game and since the writers of the game didn't go there, they didn't fix the bugs we run into so we have to find our own fixes and work-arounds.

Posted

my game keeps crashing in the beginnig after the bethestha logo

You're missing a dependency or your load order is wrong. Run Loot and then open all mods in tes5dt (or however that's spelled).

Posted

 

Gotta love a community that'll help out old senile people.  Thanks for all your help.

We've all been there since we tend to live on the edge of stability. With a vanilla game you don't see too much instability but mods push the limits of the game and since the writers of the game didn't go there, they didn't fix the bugs we run into so we have to find our own fixes and work-arounds.

 

Could I press you just a little (lot) further?  You mentioned something about the log that really showed the cause of CTDs and the program needed to translate it and since I'm totally lost after the "enable log" part ...

If you have time or the will, I have included the last 3 here.

 

@xaz:  I have skse 1.7.0 alpha with the correct setting for memory already.

Crashdumps.7z

Posted

The harness is strange because I tested with Skyrim Bound and thought I had it working - I will retest though.  Do you use one of the presets or do you just do your own custom dD set when you start a game with SB?

 

The boots staying on is intentional - I didn't think they would cause any issues and the guards would probably find the effect amusing. If they do cause issues I can add support (but that's another slot to enumerate so an extra 0.5sec delay :s)

 

 

 

 

PS Does your character have a follower with them in the game you are testing? 

 

 

No not using a follower. I usually always play an assassin/conjurer type character so they just get in the way.

 

Did notice another couple of things. As this was a new game I had a full set of DD stuff except arm cuffs as I use Skyrim Bound (found a key for those). I noticed that the locked slave boots (from DDx) weren't removed (no real problem there) and the lockable slave harness was removed but not refitted at the end.

 

Everything else was removed and replaced and the plugs are functioning as well after reinsertion.

 

TBH the lag isn't an issue if you know about it in advance

 

 

Posted

 

The harness is strange because I tested with Skyrim Bound and thought I had it working - I will retest though.  Do you use one of the presets or do you just do your own custom dD set when you start a game with SB?

 

The boots staying on is intentional - I didn't think they would cause any issues and the guards would probably find the effect amusing. If they do cause issues I can add support (but that's another slot to enumerate so an extra 0.5sec delay :s)

 

 

I just use a custom fit. I load all of them except for gag and blindfold (no gag as I use RND, no blindfold as it's a bit of a pain to play with it particularly as I have key generation set to 5%).

 

Agree on the boots leave em on as its quite fitting that the guards would leave them on

Posted

This mod pretty much has never worked for me. One of the following happens:

- Follows guard to jail, then pretty much nothing happens. If I try to activate the trapdoor somehow I get a huge bounty. I mean the trapdoor is not even locked how am I supposed to know I'm not supposed to touch it? After going through trapdoor I end up in the main jail room, for some reason guards don't attack me despite the huge bounty. Talking to a guard will result in the 'take me to jail" dialogue, which I chose, then my character gets bound, but just stands there and does nothing indefinitely. Trying to walk away from guard will cause her to automatically walk back to the guard about 10 seconds later

- I yield during a guard fight and choose "take me to jail". Player gets bound, but within 3 seconds the guards start attacking me again. So basically I'm standing there bound, unable to move, with a mob of guards attacking me. I'm able to move every 20 seconds or so but will always auto-move back to the guard (though this is irrelevant because the guard is attacking me and thus always beside me even if I move)

Using latest Sexlab framework, latest Prison Overhaul, on a new game.

Posted

Hi All,

 

Here ia another update of the XPO patch for anyone using PO with Devious devices - posted here by kind persmission of Xaz,

 

This Version supports XPO V030 Only

 

Required Mods and Versions

 

Sexlab V1.57

Zaz Animation Pack V0553

Sexlab Aroused 20140124

Devious Assets 2.8.0

Devious Integration 2.8.0 

 

The patch adds (somewhat) immersive handling of Devious items for the PLAYER only at present - the changes are pretty simple (as are my coding skills!). I plan to look at the possibility of limited companion support in the next few weeks.

 

Chastity belts, chastity harnesses, Bras, Plugs, armbinders and gags are removed by the jailer at the beginning of the sentence  allowing easy access to the prisoner for guards etc..

 

On release all the items are locked back on. Also (obviously due to an "Administrative error in the Evidence chest Department") any valid player chastity keys are lost!

 

If the prisoner escapes the items are "stored" and when the player is next imprisoned they are "returned" to the player on release if they were not wearing a dD item of that type when re-arrested.  It is beyond my skill to make this specific to a particular hold - so this happens wherever they are next locked up by PO (guess they are sent via UPS - "Universal Parcels Skyrim" xsmile.png.pagespeed.ic.5Yux4gu5_h.png ).

 

There are a few simple notification messages to help explain what happens as the action takes place.

 

Basically I did this to learn some papyrus scripting and for a bit more immersion - I'm sure it could be done at lot better, but this seems to work.

 

To use just install over XPO v030 - NMM or Mod Organizer recommended!

 

For the avoidance of doubt, I am a rank amateur at modding and this unofficial patch is provided "as is " to use at youir own risk!

 

Xaz is currently considering adding his own dD support to PO - if he does then this series of patches will end.

 

This version takes advantage of the new generic device functions in dD and *should* work for any correctly defined dD device. Unfortunately this means that there are too many combinations for me to test - so if you come across something that is not working let me know and I will take a look.

 

Bane

 

___________________

 

Known Issues

 

There may be a 5 -10 second pause when the player is arrested. This is due to the speed of the dD integration function that I use to check which dD items are equipped. I can't see a way to reduce the pause unless the dD function becomes faster (any suggestiions welcome).

___________________

 

Changelog V1.9

 

Code tweaked to improve requip functionality for locked chastity harness

Improvements to handling return of items left behind when the priisoner escaped 

XazPrisonOverhaul V030 DD patch V1-9.7z

Posted

@Bane_Master

 

Brilliant, thanks for doing that

 

EDIT: Tested it and it's working perfectly. The slave harness is now locked back on :D

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