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CTD after starting new game, saving, reloading game


karlpaws

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Posted

Using MO2 and LE

 

I wanted to fix my load order after adding a few more mods to my game, moving them earlier in the list to sit with other "like" mods (a Pandorable NPC overhaul, for example, and a couple rural location mods mostly).

 

After I deleted all of my old saves, moved the few mods around and started a new game, I got all of the MCMs configured, made my save, started a game and played for a bit before encountering a CTD.  After that, I tried loading my last hard save, and it CTD after the loading screen ended.

 

Tried loading my first hard save, and it also CTD.   Was able to start a new game, load the hard save before configuring anything, and that worked, but after another CTD I couldn't load any hard saves, even after making a new game.  I've tried deleting all of my saves, making a new game, and sometimes that works, sometimes it works after I move a couple mods earlier or later but now I'm at a loss.  I have had similar problems before but I usually can figure out which mod I moved into which wrong spot or what is having a conflict, but these are all mods I was using so they shouldn't be having problems other than being in the wrong order somehow.

 

LOOT was tried but its list resulted in the same problems.

 

 

Here is my load order, if anyone can by chance spot something that has issues with something else...

 

Spoiler

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
Dragonborn.esm
HearthFires.esm
Unofficial Skyrim Legendary Edition Patch.esp
Schlongs of Skyrim - Core.esm
ApachiiHair.esm
ApachiiHairFemales.esm
ApachiiHairMales.esm
SexLab.esm
SexLabAroused.esm
CreatureFramework.esm
FM - HaafingarHall.esm
UnlimitedBookshelves.esp
WM Flora Fixes.esp
ETaC - RESOURCES.esm
HmmWhatToWear.esm
EpicRestoration.esm
SkyUI.esp
UIExtensions.esp
FNIS.esp
FISS.esp
RaceMenu.esp
RaceMenuPlugin.esp
SOSRaceMenu.esp
RRTattoos.esp
IcePenguinWorldMap.esp
AHZmoreHUD.esp
AddItemMenuLE.esp
AMatterOfTime.esp
Atlas Legendary.esp
Atlas Compass Tweaks.esp
XPMSE.esp
Schlongs of Skyrim.esp
SOS - VectorPlexus Regular Addon.esp
Complete Crafting Overhaul_Remade.esp
Clothing & Clutter Fixes.esp
Clothing & Clutter Fixes_Hearthfire.esp
Clothing & Clutter Fixes_Dragonborn.esp
Weapons & Armor Fixes_Remade.esp
Guard Dialogue Overhaul.esp
SimpleOutfitManager.esp
LightDarkSpells.esp
LostGrimoire.esp
LoreFriendlySpells.esp
WitchhunterPackRelease1.0.esp
UsefulAlteration.esp
acpAmulets.esp
TwoHandedDawnbreaker.esp
UNPSpiceGearBoth.esp
Special_Weapons.esp
SuperMerge.esp
ZIAPlus.esp
Master of weapons - All In One.esp
Crossbows_Basic_Collection_EN_LL.esp
EpicRestorationDragonborn.esp
EpicRestorationDawnguard.esp
AetheriumSwordsnArmor.esp
BDSkimpyClothes.esp
BDSkimpyUSLEEPPatch.esp
Relationship Dialogue Overhaul.esp
RDO - USLEEP Patch.esp
Practice Dummies - Legendary Edition.esp
Bannered_Mare_Inn_Rooms.esp
Fish Market Rustic.esp
QaxeWinterholdRebuild.esp
Grey_Quarter_Overhaul.esp
Hidden Hideouts of Skyrim City Edition - Merged.esp
PeopleAndPlaces.esp    - -- custom mod combining a few location edits, AI packages and that sort of thing.
BBD_AllTrainers.esp
ImprovementCornerclub.esp
Riften Docks Pathways.esp
tczBardsCollegeTweaks.esp
HearthfireMultiKid.esp
BHTNF_BP.esp
HoneysideTNF.esp
proudspiremanortnf.esp
VlindrelHallTNF_BP.esp
RLGSolitudeSewer.esp
PonyTailClub.esp
AretinoHome.esp
DRUcroft.esp
Windhelm Exterior Altered.esp
Cidhna Mine Expanded.esp
ETaC - Complete.esp
ETaC - Dragon Bridge South.esp
Immersive Orc Strongholds.esp
Immersive Solstheim.esp
Immersive Whiterun.esp
ETaC - Complete QWR Patch.esp
radiantBlocker.esp
LCO_Framework.esp
LCO_AllInOne.esp
TacticalValtheim.esp
TacValt_WintersunPatch.esp
MoreBanditCamps(Explorer'sEdition).esp
EtR MBC Camp Patch (explore).esp
ssWildernessCampEncounters.esp
HaltedStreamMine.esp
HaltedStreamCampRevisited.esp
WhiteRiverWatchRevisited.esp
FrostflowLighthouse.esp
CampNewZainab.esp
Fort Wolfhead.esp
Soljund's Sinkhole.esp
GreaterSaarthal.esp
EnhancedHallOfVigilant.esp
CommunityCollege.esp
stendarrsbeaconenhanced.esp
PatronGodsOfSkyrim.esp
Fox Cafe_X.esp
OarsRest.esp
GraniteHallsRuins.esp
LostNPCs.esp   --- another small personal mod, just adding some NPCs to abandoned locations (only 4 at this point)
CAMP.esp
as_WHrefugeecamp.esp
HHoS Ancient Shrine.esp
HHoS Subterranean Hot Spring.esp
Hidden Hideouts of Skyrim - Merged.esp
TTTCP.esp    --- several wilderness locations, two small towns and a couple rural houses
KS Hairdo's.esp
EulogySC_NPCs.esp
BetterLookingGuys_SpousesWHair.esp
DOS_2_LG_MS_1-8.esp
DOS_2_LG_WDM_1-8.esp
DOS_2_LG_WWR_1-8.esp
KaliliesNPCs.esp
Bijin NPCs.esp
Bijin Warmaidens.esp
Bijin Wives.esp
PAN_NPCs.esp
PAN_NPCs_DG.esp
PAN_NPCs_DB.esp
PAN_NPCs_Males.esp
PAN_NPCs_Males2.esp
Thieves Guild Requirements.esp
Thieves Guild Redone.esp
Prettier Bandits.esp
Silvered_Hand.esp   --- personal mod changing the outfits of Silver Hand NPCs.
TheChoiceIsYours.esp
TheChoiceIsYours_Dawnguard.esp
AK_RM_Tattoos_All_In_One.esp
TheCoenaculiUNP.esp
CommunityOverlays1_0T30.esp
CommunityOverlays2_31T50.esp
TESCombatStyleFormCTDFix.esp
SpeechTree.esp
FemaleNakedComments.esp
SimplyKnock.esp
SkyTweak.esp
UnreadBooksGlow.esp
NakedComments.esp
SexLab_Solutions.esp
SexLabTools.esp
MoreNastyCritters.esp
SexLab Eager NPCs.esp
SexLabUtil1.esp
FootIK OFF for SexLabUtil1.esp
SexLabMatchMaker.esp
SexLabLeveling.esp
SexLabZzz.esp
SLAnimLoader.esp
AnubAnimObj.esp
SLALAnimObjBillyy.esp
SLAL_K4Anims.esp
SLAL_AnimationsByLeito.esp
NibblesAnimObjects.esp
SexLab_PaySexCrime.esp
SL Peeping Tom.esp
SexLab TDF Aggressive Prostitution.esp
DancePoleAddon.esp
sextoys-calyps-2.esp
TimingIsEverything.esp
Book Covers Skyrim.esp
Smithing Perks Overhaul_Remade.esp
SLA Monitor Widget.esp
SLATE.esp
PassiveWeaponEnchantmentRecharging.esp
BOTI.esp
SleepTight.esp
SPTDiverseGuardsSkyrim.esp
Silver Tongue.esp
Hunters Not Bandits.esp
SOS - ERF Horse Penis Addon.esp
Pinup_and_Porn_Loot.esp
WM_WidgetMod.esp
NoOverpenetration.esp
FactionSpy.esp
DawnguardArsenal.esp
DawnguardArsenal_CCOR Compatibility Patch.esp
Fort(ified) Dawnguard.esp
Auto Unequip Ammo.esp
NotSoFast-MageGuild.esp
NotSoFast-MainQuest.esp
IdlePlayWheelMenu.esp
Wintersun - Faiths of Skyrim.esp
The Manipulator.esp
tcbm.esp
ESFCompanions.esp
Growl - Werebeasts of Skyrim.esp
AlternativequestendLightsout.esp
SexLab UtilityPlus.esp
AlwaysPickUpBooks.esp
ForcefulBashPerk.esp
Backshields.esp
Immersive Wenches.esp
Purewaters.esp
PWwaterfall.esp
Skyrim Unbound.esp
Skyrim Unbound - Patch - CCF.esp
Skyrim Unbound - Patch - GDO.esp
Skyrim Unbound - Patch - RDO.esp
Skyrim Unbound - Patch - The Choice Is Yours.esp
Skyrim Unbound - Patch - Timing Is Everything.esp

 

 

 

Most of the mods are in their prior locations, with location and NPC mods being the most likely moved... though mostly to locations nearer to other similar mods in the load order.

Posted

My go to maneuver in these situations is to start a new game with around half of my load order enabled and mess around, see if it fails, if not then enable half of the mods that are not enabled, make note of which they are, mess around a bit, etc, until it happens again.  Sometimes it works out well, if it's a specific esp causing trouble.  It could be as simple as 1 mod needing to load after another mod.  As I start to narrow it down, I start looking through the help sections of the mods I'm dealing with to check for incompatibilities between mods, or load order issues in case I missed it when installing them.

 

When testing you could start with disabling mods that add extra npcs, armor (could be a bad nif?), and things that seem script heavy.

 

Are you running Immersive Citizens AI Overhaul in one of your merges?

 

Are you running with Crash Fixes?

Posted
3 hours ago, Marg597 said:

My go to maneuver in these situations is to start a new game with around half of my load order enabled and mess around, see if it fails, if not then enable half of the mods that are not enabled, make note of which they are, mess around a bit, etc, until it happens again.  Sometimes it works out well, if it's a specific esp causing trouble.  It could be as simple as 1 mod needing to load after another mod.  As I start to narrow it down, I start looking through the help sections of the mods I'm dealing with to check for incompatibilities between mods, or load order issues in case I missed it when installing them.

 

When testing you could start with disabling mods that add extra npcs, armor (could be a bad nif?), and things that seem script heavy.

 

Are you running Immersive Citizens AI Overhaul in one of your merges?

 

Are you running with Crash Fixes?

 

no to the first, yes to the second (as it doesn't have an ESP it doesn't show up in the list.)

 

I don't have any newly added nifs, and my understanding is that they would only cause problems when encountered, not just loading a game.  What has been problematic is that sometimes it works... I can start a new game, configure my decreasing list of mods (as I am removing some like you do) and then starting the game.  What I've found after doing that for the last week is that I can save the game, exit, reload the game and usually continue on.  What really gets screwy is if I have a crash for some reason, I then cannot load that hard save I did just load to get into the game.  I have wondered if saves can be corrupted by a crash even if there are 10 auto saves made after that, or even other hard saves.

 

What has sometimes worked when that happens is creating a new game, making a save, and then loading a prior, working play save.  Other times though, I can open the game, hit New and have it crash just as it leaves the loading screen.

 

So I likely will just have to complete take my load order apart over the next month and play a gimped game until I can load after a crash, and then try to add things back in.

Posted

Have you looked at the save (or saves) in Resaver?

Have you looked for anything obvious in the Papyrus log?

Something in one of your merges that requires something that is no longer present?

Posted

I am wondering why the XPMSE is so far up in the loading sequence. Admittedly, most people don't even know why they're installing it, but if needed it should be relatively low down. After all followers, NPC replacers etc.

Second point: Skeleton again. No matter in which order you sort something.

When installing, the skeleton of SOS must NOT overwrite anything. If in doubt -> reinstall XPMSE and overwrite it.

 

The hint with fewer (fewer mods) at the start of the game is okay and correct when it comes to filtering unstable / incompatible mods.
A step-by-step solution, so to speak.
The output from FNIS would be important - only the output, not the log and the Papyrus.log.

Both logs do not contain the cause of the error, but under certain circumstances the origin can be indirectly stated.

Posted
10 hours ago, Grey Cloud said:

Have you looked at the save (or saves) in Resaver?

Have you looked for anything obvious in the Papyrus log?

Something in one of your merges that requires something that is no longer present?

 

I did look at the papyrus logs, but suspect the culprit won't be there. Since I was not adding mods it shouldn't be a new conflict or a missing thing but could be some kind of issue with the reorganization. The things I merged are just armor mods, haven't even got the NPC overhauls merged together or anything quest related. I am paranoid that something I removed to slim down the testing is something required in some way and is just making the situation worse (like overwriting papyrus util with sexlab's included one, but I caught that).

 

3 hours ago, Andy14 said:

I am wondering why the XPMSE is so far up in the loading sequence. Admittedly, most people don't even know why they're installing it, but if needed it should be relatively low down. After all followers, NPC replacers etc.

Second point: Skeleton again. No matter in which order you sort something.

When installing, the skeleton of SOS must NOT overwrite anything. If in doubt -> reinstall XPMSE and overwrite it.

 

The hint with fewer (fewer mods) at the start of the game is okay and correct when it comes to filtering unstable / incompatible mods.
A step-by-step solution, so to speak.
The output from FNIS would be important - only the output, not the log and the Papyrus.log.

Both logs do not contain the cause of the error, but under certain circumstances the origin can be indirectly stated.

 

I moved it around trying to figure out what was going on.  I couldn't find the load order directions on the SOS page and at this point I have all of the SL related animations and things out of the load just to see.  I did end up having most of the animals in their version of the T-pose once when I had the wrong things selected when re-running FNIS.

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