Altami Posted February 2, 2022 Posted February 2, 2022 Hello lovely people, after a while I had recently decided to update as many of my mods as possible to the new AE version of SE. This took a while and I had thought I was done with it, but it seems not. When I start the game I am able to create a character with no issue, however shortly after that, while the MCM stuff seems to be updating, the game crashes. While I have a bit of experience with patching stuff via SSEedit, I usually let LOOT choose the load order and I have very limited knowledge of how Papyrus works. If anyone could please take a look at my mod list and Papyrus file, tell me if something is obviously wrong I would be very grateful. I have attached below the Modwatch link, however I'm not sure where I could get the papyrus logs from, if they were generated. Online it said there should be a folder called script in a folder called logs but I couldn't find it. Any help would be much appreciated, thank you very much! https://modwat.ch/u/Dunno/plugins Update: Papyrus log added. It looks like .net framework and the crash log mod are currently not compatible with the newest SKSE. I see a lot of errors in the log but not sure where to start with them. I guess I might wait for the net framework to get updated... Papyrus.0.log
qalavix Posted February 4, 2022 Posted February 4, 2022 Well, you have to turn on Papyrus logging in skyrim.ini for there to be a Papyrus log. In your Skyrim.ini that you posted at modwat.ch, it's the middle file, and you have to change numbers 54 and 55 (and I think 56 wouldn't hurt) from 0 to 1. When you do turn on logging, the log should be in "C:\Users\{username}\Documents\My Games\Skyrim Special Edition\Logs\Script" under Windows10. I think the game keeps the last four logs only. You might also want to download-and-install .NET Script Framework which has a different crash log which may be more useful. Um, I'm not familiar with that presentation of a mod list, but... are all those from #30 to #425 ESPs, or are some of them loading as ESP-FEs?
Altami Posted February 4, 2022 Author Posted February 4, 2022 Hello! Out of the plugins presented around 181 of them are light, and there are 367 of them enabled in total (I noticed modwatch also took my disabled esps and added them to the list anyway - namely all of the ave replacers, there is just one active esp for those, and a custom npc replacer esp that I had disabled a while ago). So far I have removed various mods and still getting the crash. I noticed removing the simple alternate start mod just causes the game to crash after the initial loading screen as opposed to after the creation screen. As of right now I was in the process of removing all SL related stuff to see if it works. Will also install the net framework and check the crash logs and enable the papyrus logs. If nothing works I'll probably wipe my mods and see if it works then. Will update this with new info I find in case it might help anything. Thank you for your response!
qalavix Posted February 4, 2022 Posted February 4, 2022 4 hours ago, Altami said: Hello! Out of the plugins presented around 181 of them are light, and there are 367 of them enabled in total (I noticed modwatch also took my disabled esps and added them to the list anyway - namely all of the ave replacers, there is just one active esp for those, and a custom npc replacer esp that I had disabled a while ago). I figured many of them WERE light, but it was worth asking. And I did notice those couple-of-dozen Ave ESPs and I was kind of hoping you'd merged them or something...☺️ 4 hours ago, Altami said: So far I have removed various mods and still getting the crash. A 'trick' I've been using, which might help indirectly, is to write down what you do and the result. My mind gets muddled after four or five things-I-tried. 4 hours ago, Altami said: I noticed removing the simple alternate start mod just causes the game to crash after the initial loading screen as opposed to after the creation screen. Progress of a sort... 4 hours ago, Altami said: As of right now I was in the process of removing all SL related stuff to see if it works. If that doesn't fix it, you might try removing quest mods next; but that's just a guess. On 2/2/2022 at 1:22 PM, Altami said: It looks like .net framework and the crash log mod are currently not compatible with the newest SKSE. Try this mod ? 4 hours ago, Altami said: If nothing works I'll probably wipe my mods and see if it works then. Will update this with new info I find in case it might help anything. Please do! I don't know what else to suggest (I'm barely 2nd level at this modding thing)... some guesses: OBIS and APOC are the last things in the log that barfed; try removing them. I don't have an idea what APOC is - maybe Apocalypse? Ostim and Flowergirls are both mentioned as not being loaded, right before a small stack dump. If you're removing the SexLabs stuff, remove those also and try again. "[02/04/2022 - 11:46:23AM] Error: INI setting "MaxSkinDecals:Decals" does not exist" says you're missing a skyrim.ini (or other .ini file) setting you'd probably want for blood and etc. And I think it means that what's in the INI is not correct. Fixing that setting probably won't make the game run, but will be useful later. Inigo, Sofia, and Auri are also mentioned as not running or loaded, leading to stack dumps. This could be a mod checking for their existence and shouting scary things unnecessarily. The mods with load order number 0x39 ('39' in hexadecimal) and 0x60 are barfing on their own internal errors, though about 1/3 of the log before the end; you could try removing those as well. This one shows up a lot: "warning: Property DudestiaNudeOutfit on script DudestiaOutfitChangerSubjectScript attached to alias subject256 {number counts down from 500 to zero} on quest DudestiaOutfitChangerQuest (FE04CD63) cannot be initialized because the script no longer contains that property" as does: "warning: Property Alias_subject235 {numbers go all over the place} on script QF_DudestiaOutfitChangerQues_02000D63 attached to DudestiaOutfitChangerQuest (FE04CD63) cannot be initialized because the script no longer contains that property" I think that means you have a ESL or ESP-FE mod that is changing a quest in Dawnguard and the mod-author made a little coding boo-boo in a startup loop. I could also be really wrong. Hopefully someone who is 3rd level or higher will chime in... I wish I could find the Alchemy-Smithing-Enchant loop that would let me level up my ModUser skills quickly! ?
Altami Posted February 6, 2022 Author Posted February 6, 2022 Hello again, I only did a few more checks, game still crashes, I don't have SL, Ostim or FlowerGirls installed. Installed the suggested crash log, gonna attach it here alongside the new papyrus log. Will do more checks, will bring another update sometime soon. Also I don't have Inigo, Auri or Sofia installed, seems that's related to Serana Dialogue Overhaul, will need to look into it a bit. crash-2022-02-06-16-10-08.log Papyrus.0.log
Altami Posted February 10, 2022 Author Posted February 10, 2022 Update to this: I have managed to fix the game crashing on character creation by removing COTN Falkreath, OBIS and DCON Stress. The game still crashes after fast traveling twice, will look into that as well.
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