karlpaws Posted June 22, 2021 Posted June 22, 2021 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.
Sgt. Marge Posted June 23, 2021 Posted June 23, 2021 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?
karlpaws Posted June 23, 2021 Author Posted June 23, 2021 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.
Grey Cloud Posted June 23, 2021 Posted June 23, 2021 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?
Andy14 Posted June 23, 2021 Posted June 23, 2021 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.
karlpaws Posted June 23, 2021 Author Posted June 23, 2021 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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