qalavix Posted November 22, 2021 Posted November 22, 2021 About a month ago I learned of the Anniversocalypse and when my 81st level character started having CTD-on-Save ?, I decided to start afresh, with a new install and new mods and updates and all dat, Doing It Right This Time (TM).? So of course it crashes a lot more than the old one.? About 5/6 of the crashes (and 3/4 or more of them happen a few seconds after loading a game, new or saved) show a .NetScriptFramework crash log like this: Quote Unhandled native exception occurred at 0x7FF61A478C8B (SkyrimSE.exe+C28C8B) on thread [number varies]! FrameworkName: NetScriptFramework FrameworkVersion: 15 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 18 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 22 Nov 2021 12:36:14.077 Possible relevant objects (0) { } Probable callstack { [0] 0x7FF61A478C8B (SkyrimSE.exe+C28C8B) BSFixedString::Set_C28C80+B [1] 0x7FFA6651271E (ConsoleUtilSSE.dll+271E) [...] The "SkyrimSE.exe+C28C8B" is consistent. Often but not always it will mention some NiNode in the Possible relevant objects section, like: Quote [ 445] NiNode(Name: `CME R Clavicle [RClv]`) This morning I tried to start a new game, and about 10 seconds after getting to RaceMenu, it froze, and Windows threw up its ever-so-helpful stock "Gee this program has crashed, let me tattle to my master about it and pretend I'll look for a fix" (I'm paraphrasing). I immediately hit 'Run' on MO2 and newgame'd again, and no crash. I did some config stuff, saved, quit game entirely, restarted, loaded the save I'd just made, and got the same crash, just enough seconds that it started printing 2-3 lines of Notifications in the upper left about mods starting (but not 4 lines). Restarted, loaded the save I'd made, and it worked. Note the lack of changes in between failures and successful starts. I'm really tired of rolling the dice and having to wait three minutes or more to find out if I made or failed my saving throw, so to speak. (Thank heavens I'm using an Alternate Start mod; I'd've rage-uninstalled two weeks ago if I had to also wait the additional five-minutes-I-timed-it ride into Helgen to find out if it was gonna crash this time or not). Googling reveals nothing with that 'crash address'. I also don't want to start over, installing 400-500 mods one by one and testing each one the 2-3 times necessary to do 'proper troubleshooting'. If I can find (or someone gives me) a solution, I swear by the Eight/Nine Divines I'll post it here...
coolfreaky Posted November 22, 2021 Posted November 22, 2021 with 400 / 500 mods you will not get an easy solution you will mostly be alone ! first the 250 mods limite hope you installed a lot of esl mods . the ninode refers to the skeleton ( might be overwritten by an other mod ) hope you run often Loot and even with that you need and must adjust mods in Load Order and generally the best way to install is slowly slowly with taking testing time for each mod or a groupe ( with the required ones ) installed : run loot , see if you need to fix Load Order position of the mod .
qalavix Posted November 23, 2021 Author Posted November 23, 2021 12 hours ago, coolfreaky said: with 400 / 500 mods you will not get an easy solution you will mostly be alone ! *sobs and installs a multiple follower mod to keep from being alone* ? Checked: Mod Organizer 2 reports 421 ESM/ESP/ESL/ESPFE in the right-side window, and 536 mods checked/active in the left-side window. 12 hours ago, coolfreaky said: first the 250 mods limite hope you installed a lot of esl mods . Well, yes. Will Skyrim even start with more than the '254 limit'? Anyway, Ruddy88 ESLify is my friend- Wait, I have friends I'm not alone! And yes, for anyone familiar with that mod/tool and its warnings, I am making sure not to ESLificate RaceMenu, RaceMenuPlugin, SkyUI, or FNIS. 12 hours ago, coolfreaky said: the ninode refers to the skeleton ( might be overwritten by an other mod ) Well, right pane of MO2 shows that XPMSE is next-to-last of the ESPs (Atlas Mod Markers is last), though of course there are all those ESLs and ESPFEs; and I'm not unpacking BSArchives. On the left the only thing shown as overwriting anything in XPMSE is "XMPSSE No leg ratio changes - better Female wrists hands ankles and leg ratio twists for XPMSSE 2.80SEnlg" I moved the entire block of XPMSE/Bodyslide/CBBE/etc down to almost the bottom; didn't help with this issue. 12 hours ago, coolfreaky said: hope you run often Loot Oh yes. Every time I install or uninstall a mod. Doesn't help this issue. 12 hours ago, coolfreaky said: and even with that you need and must adjust mods in Load Order and generally the best way to install is slowly slowly with taking testing time for each mod or a groupe ( with the required ones ) installed : run loot , see if you need to fix Load Order position of the mod . That's just it - if the game crashes once and runs once without any changes to load order or anything else, what do I change? In fact, "installing in small groups and figuring out what works and what doesn't, in a save-set that doesn't matter" is what I've BEEN doing (or trying to do) for the last three weeks; but with this crash popping up apparently randomly, I'm kind of stuck - because I can't tell if Skyrim crashes because of a problem with what I just installed, or this problem. I could find out by attempting to run everything four or five times, but at ~5min each test run, almost all of which is sitting and staring as things load (while having to click two or three times in the middle of the process)... I can't handle that, I'd rather go scrub a toilet (I have the attention span of a stereotypical GenZ ☹️). Possibly related and possibly not: I'm also consistently seeing this during newgame start (if the start works) and I've no idea what it comes from: (do remember that it prints at the top and goes downward; the last/newest message is at the TOP)
coolfreaky Posted November 23, 2021 Posted November 23, 2021 3 hours ago, qalavix said: I can't handle that, I'd rather go scrub a toilet (I have the attention span of a stereotypical GenZ ☹️). that is the reason why bethesda is refurbishing the game with a toilet scrubber !!! ? thank you for making me laugh !!! for the last part it is very odd and never have encounter this !!! ( a mod that keeps uninstalling !!! ) anyway you certainly know more than i about modding skyrim and realy hope that someone would pop and help you .
Fotogen Posted November 23, 2021 Posted November 23, 2021 1.: " Probable callstack { [0] 0x7FF61A478C8B (SkyrimSE.exe+C28C8B) BSFixedString::Set_C28C80+B [1] 0x7FFA6651271E (ConsoleUtilSSE.dll+271E) [...] " I read it as: - skyrim wanted to do something with a string. That nothing special on its own. Its doing that like 1 bajilion times per second. - but this string operation was called from ConsoleUtilSSE.dll. Question/statement: you have a mod that is nonstop executing console commands? And especialy at startup, I use ConsoleUtilSSE, and it works. You have the latest version for Skyrim 1.5.97? One of the mods that says it needs ConsoleUtilSSE could be the reason you have CTDs. For test, disable them? 2.: " [ 445] NiNode(Name: `CME R Clavicle [RClv]`) " That reads as: skeleton, body mesh. So XPMSE, nothing most overwrite XPMSE. This especialy goes for custom followers. Most are junk, because they come with some weird custom skeleton and/or mesh. And body mesh. And armor mesh. Skeleton, mesh is broken. You are using SE mods, right? LE mods with skeleton/mesh crash in SE. 9 out of 10 crashes is skeleton, mesh related.
qalavix Posted November 23, 2021 Author Posted November 23, 2021 2 hours ago, Fotogen said: 1.: Question/statement: you have a mod that is nonstop executing console commands? And especialy at startup, I use ConsoleUtilSSE, and it works. You have the latest version for Skyrim 1.5.97? One of the mods that says it needs ConsoleUtilSSE could be the reason you have CTDs. For test, disable them? I don't know if any mods are 'nonstop executing console commands'. How would I find out? I do have the latest 1.2.0 version of ConsoleUtilSSE for 1.5.97 ... the latest version is for 1.6.xxx which I ain't frackin' with. Is there a way I can find out which mods require ConsoleUtilSSE without (re-)reading five hundred mod descriptions? 2 hours ago, Fotogen said: 2.: nothing most overwrite XPMSE. This especialy goes for custom followers. Most are junk, because they come with some weird custom skeleton and/or mesh. And body mesh. And armor mesh. Skeleton, mesh is broken. You are using SE mods, right? LE mods with skeleton/mesh crash in SE. 9 out of 10 crashes is skeleton, mesh related. If my understanding is correct, in Mod Organizer 2, the left pane controls the order in which mods/directories/files overwrite each other - if Mod J is lower in the window than Mod R, then Mod J is considered higher priority and will overwrite Mod R's files. MO2 would also mention that Mod J is overwriting Mod R's files, with special icons in a particular column on the left-side display. The only thing showing as overwriting "XP32 Maximum Skeleton Special Extended" files is "XMPSSE No Leg Ratio Changes". I just checked and they are all current SE versions. Any followers (not like I have many loaded) are listed/loaded ABOVE XP32MSSE and so shouldn't be overwriting it.
qalavix Posted November 27, 2021 Author Posted November 27, 2021 Here's logfiles from a typical example, loading a saved game. There's about a 50% chance it'll run next time I try it. That is 223kb of Papyrus log for about 2 seconds of 'game', btw. Papyrus.0.log Crash_2021_11_27_10-26-31.txt
qalavix Posted November 29, 2021 Author Posted November 29, 2021 After extensive testing - not like I was trying to play or anything ridiculous like that - it looks like it might have been Realm Of Lorkhan, which is unfortunate because that's a nice alternate start mod. Actually it was probably RoL interacting with something else, that I don't care to further investigate; because the mod count right now is 500 ESM/ESP/ESL and 622 active according to MO2. ? It was also apparently spamming the Papyrus log with lots of stack dumps. I conclude this because both that particular sort of crash (as evidenced by the .NetScriptFramework log in W:\herever\ModOrganizer2\overwrite\NetScriptFramework\Crash, and the hundreds-of-thousands of stack dumps in the Papyrus logs in C:\Users\{username}\Documents\My Games\Skyrim Special Edition\Logs\Script , stopped when I removed Realm Of Lorkhan. Replaced with Alternate Perspective because the jail cell of Arthmoor's Alternate Start Live Another Life (ASLAL) is too cramped and dark (though I think it has more starts). And no one should have to endure the literally five-minutes-long buggy cutscene video of the wagon ride into Helgen (and the interminable tutorial 'adventure' that follows) more than twice per real-world year. But so So let's try re-enabling it and see what happens.
qalavix Posted November 29, 2021 Author Posted November 29, 2021 NOPE. I played for over an hour via RoL and only crashed outside Whiterun after running around for at least ten minutes, with a different unhandled native exception (SkyrimSE.exe+10B9F52) entirely. But, clever sciency I, wrote down what I did, and yesterday I had also removed Skyrim Utility Mod (LE/SE) and Time Flies both of which also showed up unreasonably often in the Papyrus logs I looked at, and didn't do enough for me to be worth fighting for, as it were. Hrm hrm hrm...
qalavix Posted December 13, 2021 Author Posted December 13, 2021 Still considering this, in a very lazy manner. I re-enabled Time Flies, and still haven't had this crash again, so it's looking more and more like it was Sexlab Utility Mod.
annanymus Posted December 19, 2021 Posted December 19, 2021 (edited) I am having almost exactly the same problem. It was going fine, then I just can't move forward. I'm getting that same error in .Net crash report, and when I tried to make the logs actually log stuff, my game lasted a couple seconds instead of the usual 3 minutes. I'm at the end of a POP sentence, and I really don't want to start over! Edit: I'm an idiot! I updated a mod and forgot to re-run the script ZMerge relinker. It crashed looking for scripts that were somewhere else! Edited December 19, 2021 by annanymus
qalavix Posted December 22, 2021 Author Posted December 22, 2021 On 12/18/2021 at 6:09 PM, annanymus said: I am having almost exactly the same problem. [...] I'm getting that same error in .Net crash report [...] I updated a mod and forgot to re-run the script ZMerge relinker. It crashed looking for scripts that were somewhere else! Glad you got it fixed! Do you, by chance, have Skyrim Utility Mod installed? I imagine that the two instances have to have something in common, but as Han Solo said, "I can imagine a lot"...
annanymus Posted December 23, 2021 Posted December 23, 2021 16 hours ago, qalavix said: Glad you got it fixed! Do you, by chance, have Skyrim Utility Mod installed? I imagine that the two instances have to have something in common, but as Han Solo said, "I can imagine a lot"... I'm sure the 2 instances have much in common. SUM is just one of them. I think I read that error is related to a skeleton issue? Or maybe that was one of the other thousands of errors I've been fighting for the last few weeks.
qalavix Posted December 23, 2021 Author Posted December 23, 2021 Well, I just yesterday discovered that I was using an older version ported by @nomkaz (praise them with great praise!), but there's a much newer version ported to SE by @Herowynne (praise them with great praise!). That might also have something to do with it. Or, not. *sighs* The often-but-not-always mention of 'NiNode' in the 'Possible relevant objects' section does suggest a skeleton issue. But I shifted MO2 order around, which didn't fix this crash; and then removed SUM (and TimeFlies and Realm Of Lorkhan), which did. So... I mean, I'm tolerably confident that it's not one mod, it's a combination of mods interacting, but good luck detangling THAT barrel of worms. Oh, and just for reference sake, I'm up to 738 checked-in-left-pane / 546 checked-in-right-pane / F3 ESM/ESPs and desperately trying to guess which ESPs can be zMerged because there's no guidance. I think it's an illness.
annanymus Posted December 23, 2021 Posted December 23, 2021 (edited) 45 minutes ago, qalavix said: Well, I just yesterday discovered that I was using an older version ported by @nomkaz (praise them with great praise!), but there's a much newer version ported to SE by @Herowynne (praise them with great praise!). That might also have something to do with it. Or, not. *sighs* The often-but-not-always mention of 'NiNode' in the 'Possible relevant objects' section does suggest a skeleton issue. But I shifted MO2 order around, which didn't fix this crash; and then removed SUM (and TimeFlies and Realm Of Lorkhan), which did. So... I mean, I'm tolerably confident that it's not one mod, it's a combination of mods interacting, but good luck detangling THAT barrel of worms. Oh, and just for reference sake, I'm up to 738 checked-in-left-pane / 546 checked-in-right-pane / F3 ESM/ESPs and desperately trying to guess which ESPs can be zMerged because there's no guidance. I think it's an illness. I am fairly new to the whole modding scene, so take this with a grain of salt... I mean, I watched some YouTube videos, so it must be true! Merge things that can't be ESLified. If it can be, do that. (I don't follow this very well because I just want to clean up my load order and zEdit is really good about checking for order issues. Merge things that are already grouped together in your load order, so you aren't actually changing the order by combining them. Patches are generally good to merge, but don't just merge all the patches at the end of the order. I tried that. It isn't good. I like merging themes. See attached files (assuming they attach). Again, no promises that what I've done is right/good/works. Oh, and don't merge anything without everything that relies on it. You'll notice that in the merges below, either ALL the patches are included or the main file is missing. So Alternate Start is not in the merge, but the addons are. DD is not in the merge, but pretty much everything else with devious in the title is. CACO is not in the merge but all of its patches are. Edited December 23, 2021 by annanymus
qalavix Posted December 24, 2021 Author Posted December 24, 2021 On 12/23/2021 at 9:30 AM, annanymus said: I am fairly new to the whole modding scene, so take this with a grain of salt... I mean, I watched some YouTube videos, so it must be true! *coughs nervously* Er. *cough*metoo*cough* And thanks for the shopping list list of successful (they are successful as far as you know, right?) zMerges. So, back at ya: Spoiler
annanymus Posted December 25, 2021 Posted December 25, 2021 6 hours ago, qalavix said: *coughs nervously* Er. *cough*metoo*cough* And thanks for the shopping list list of successful (they are successful as far as you know, right?) zMerges. So, back at ya: Hide contents Yes, they are successful. Hopefully yours are too. Just make sure that you merge all the dependencies together. If something, for instance, requires KS Hairdo's, then it won't find it because it's in a patch. (In theory these show up as red when you try to build, but that's only true when mod authors select the correct masters.) Also, make sure that the order you merge them in is the order you want them in. Especially with your clothing merge, I imagine there are things being overwritten. Make sure you want them in that order.
Grey Cloud Posted December 25, 2021 Posted December 25, 2021 On 11/22/2021 at 7:27 PM, qalavix said: CME R Clavicle [RClv]`) Are you using ECE? CME may be Character Making Extender from ECE.
qalavix Posted December 25, 2021 Author Posted December 25, 2021 4 hours ago, Grey Cloud said: Are you using ECE? CME may be Character Making Extender from ECE. Not using ECE (SE) or anything that is related to it (as far as I know). 'Just' RaceMenu, CBBE, 3BA, XPMSSE, CBPC, HDT-SMP, and many other acronyms... I've also been using my own presets in Racemenu, not ones I downloaded.
Grey Cloud Posted December 25, 2021 Posted December 25, 2021 How does the onset of your problem correlate with the release of AE or subsequent 'updates'?
qalavix Posted December 26, 2021 Author Posted December 26, 2021 22 hours ago, Grey Cloud said: How does the onset of your problem correlate with the release of AE or subsequent 'updates'? I read about the Anniversocalypse back in mid-October, and decided that since I'd have to move things around anyway, I might as well re-install everything from scratch and Do It Right This Time(TM). Also my 82nd level character was having CTD-on-save. So I've isolated my game and etc from Steam and its 'helpful' auto-'update' since before November. It's in this New Load Order (shades of 1984/GeorgeBush there!) that I had this recurring crash - which I haven't seen lately. Also due to ModOrganizer2's auto-download-from-Nexus not working correctly for me back in the beginning, I have a stash of ALL my mod packages all nicely zipped/7Z'd/RAR'd and I 'manually' install them into MO2 from my 'cache' (though 'hoard' is probably a better word now.... or 'horde'...) So, it sort of correlates, but no.
Grey Cloud Posted December 26, 2021 Posted December 26, 2021 (edited) If you are happy that it has nothing to do with the AE fiasco then all I can suggest is to try and track down whatever CME R Clavicle is. Your problem seem to be a dodgy nif. Does that Netframework thing give you the name of the mod, or more correctly, the hex number of the mod in your LO? Edited December 26, 2021 by Grey Cloud
qalavix Posted December 26, 2021 Author Posted December 26, 2021 1 hour ago, Grey Cloud said: [...] all I can suggest is to try and track down whatever CME R Clavicle is. Your problem seem to be a dodgy nif. Problem is (was), it wasn't the same reference; it usually varied. Thank you for your suggestions, by the way; I'm not ungrateful.
Grey Cloud Posted December 26, 2021 Posted December 26, 2021 50 minutes ago, qalavix said: Thank you for your suggestions, by the way; I'm not ungrateful. No worries. Niodes are in nifs (meshes). Bad nifs cause CTDs. (Guessing here) R Clavicle is right clavicle which suggest skeleton related - either the skellie itself or something like Racemenu which deals with the skellie.
greenmango12 Posted December 27, 2021 Posted December 27, 2021 On 12/26/2021 at 1:22 AM, qalavix said: Not using ECE (SE) or anything that is related to it (as far as I know). 'Just' RaceMenu, CBBE, 3BA, XPMSSE, CBPC, HDT-SMP, and many other acronyms... I've also been using my own presets in Racemenu, not ones I downloaded. Did you check physics related files already? so CBPC have been up-dated often >>> you might need to up-date body too. at same time you need to choose setting flies correctly with your body option.. >>> you need to have correct HDT-SMP setting files which work for you. eg I have experienced, when I had used old version ASOS which include each HDT-SMP setting files, it suddenly start CTD about my saved data. And unfortunately NET framework log never teach me, those setting was related. after I just hide, some HDT-smp setting files which offered by Creature mod,, the CTD has gone away,, Actually I had hidden them because I only use CBPC for main body physics,, so those setting files need not for me. (so I had hidden them ,but with up-date creature mods, I forgot about it, then it have been activated again) though it was creature setting files. but when I see CTD there was no Creature,, so I really did not know why some HDT setting files cause CTD at all) On 11/24/2021 at 4:02 AM, qalavix said: I don't know if any mods are 'nonstop executing console commands'. How would I find out? I do have the latest 1.2.0 version of ConsoleUtilSSE for 1.5.97 ... the latest version is for 1.6.xxx which I ain't frackin' with. Is there a way I can find out which mods require ConsoleUtilSSE without (re-)reading five hundred mod descriptions? If my understanding is correct, in Mod Organizer 2, the left pane controls the order in which mods/directories/files overwrite each other - if Mod J is lower in the window than Mod R, then Mod J is considered higher priority and will overwrite Mod R's files. MO2 would also mention that Mod J is overwriting Mod R's files, with special icons in a particular column on the left-side display. The only thing showing as overwriting "XP32 Maximum Skeleton Special Extended" files is "XMPSSE No Leg Ratio Changes". I just checked and they are all current SE versions. Any followers (not like I have many loaded) are listed/loaded ABOVE XP32MSSE and so shouldn't be overwriting it. And,, if you have installed some unique followers, The,files load order may not matter about those NPC, because they will use individual race and skeltons and they are installed different directory,, (it never be over-written) so there is possilbillity , if you only exchange body,, but skelton is not up-dated for theme corretctly. or if those NPC have custom body,, then you only up-date XPMSE,, there is case, the body mesh not much for the skelton. at least about mesh and skelton, you might need to check,, which skelton nif and body nif will be used for each followers. (Of course it only need,, when they come with custom race + custom body + custom skelton)
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