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.NetScriptFramework not producing crash logs


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Posted

This is Skyrim SE, 1.5.97  I just checked, and it's definitely not-AE SE (SkyrimSE.exe file size is 34,769,792 bytes).

Using MO2.

It worked until four days ago.  

I moved MO2's Overwrite folder into a 'mod'.  Windows 10 "helpfully" transferred the symlinks/shortcuts to point to the 'mod' location rather than in Overwrite.

Now when Skyrim crashes, .NetScriptFramework no longer produces a log.

It does produce a small logfile in its own mod subfolder, under ~\NetScriptFramework

 

Contents of ~\NetScriptFramework\NetScriptFramework.log.txt:

Spoiler

[02 Aug 2022 02:51:24.805] Initializing framework version 15.

[02 Aug 2022 02:51:24.805] Loaded configuration file.

[02 Aug 2022 02:51:24.805] Preparing .NET code hooking.

[02 Aug 2022 02:51:24.821] Loading game library.

[02 Aug 2022 02:51:26.549] Loaded game library for `The Elder Scrolls V: Skyrim Special Edition` (18).

[02 Aug 2022 02:51:26.550] Running game version is 1.5.97.0

[02 Aug 2022 02:51:34.265] Loading plugins.

[02 Aug 2022 02:51:34.265] Path to plugins: "Data\NetScriptFramework\Plugins".

[02 Aug 2022 02:51:34.270] Checking file "BetterStealing.dll"...

[02 Aug 2022 02:51:34.278] Plugin found and loaded.

[02 Aug 2022 02:51:34.292] Finished loading 1 plugin.

[02 Aug 2022 02:51:34.292] Finished framework initialization.

[02 Aug 2022 03:00:46.200] Unhandled native exception occurred at 0x7FFD88F59F37 (PapyrusUtil.dll+9F37) on thread 19088!

 

~\NetScriptFramework\NetScriptFramework.config.txt is:

Spoiler

################################################################################

# Path to plugins #

# #

# Relative or absolute path to plugin files. #

# #

# Type: (string) #

################################################################################

 

Plugin.Path = "Data\NetScriptFramework\Plugins"

 

################################################################################

# Path to plugin libraries #

# #

# Relative or absolute path to plugin dependency libraries. You can place any #

# additional DLL files your plugin requires here. These DLL files will not #

# attempt to automatically load as plugins, you can also use DllImport #

# attribute and it will search for the DLL's in this path. Any .NET libraries #

# referenced by your plugin project will also search for them here. #

# #

# Type: (string) #

################################################################################

 

Plugin.LibPath = "Data\NetScriptFramework\Plugins\Lib"

 

################################################################################

# Enable crash logs #

# #

# Enable writing crash logs when the game crashes. #

# #

# Type: (int32) #

################################################################################

 

Debug.CrashLog.Enabled = 1

 

################################################################################

# Path to crash logs #

# #

# The path where to write crash logs if enabled. #

# #

# Type: (string) #

################################################################################

 

Debug.CrashLog.Path = "Data\NetScriptFramework\Crash"

 

################################################################################

# Append crash logs #

# #

# Append all crash logs to same file or create a separate file for each crash. #

# #

# Type: (int32) #

################################################################################

 

Debug.CrashLog.Append = 0

 

################################################################################

# Stack count #

# #

# How many values to print from stack. #

# #

# Type: (int32) #

################################################################################

 

Debug.CrashLog.StackCount = 512

 

################################################################################

# Modules #

# #

# Write loaded modules of process to crash log? #

# #

# Type: (boolean) #

################################################################################

 

Debug.CrashLog.Modules = True

 

which I think indicates that crash logging is ON.

Reinstalling the mod did not fix the problem.

 

How do I get it to behave properly and put crash logs into the ~\overwrite subfolder again?

Posted

If you move a folder from overwrite to a mod, MO2 will continue putting things with the same folder name into that mod. If you delete .Net completely and then reinstall, it should revert to default behavior. 

Posted (edited)
On 8/2/2022 at 11:04 AM, bnub345 said:

If you move a folder from overwrite to a mod, MO2 will continue putting things with the same folder name into that mod. If you delete .Net completely and then reinstall, it should revert to default behavior. 

Did not fix! 

I did the following:

 

1) 'Remove Mod' in MO2

2) quit MO2

3) remove ~\ModOrganizer2\Overwrite\NetScriptFramework

4) start MO2

5) Install Mod "NetScriptFramework SkyrimSE v18-21294-18-1635489335.zip" (this is the latest version)

6) make sure the mod goes in the left-pane slot it used to be in - slot #9, right after SKSE and USSEP (and Skyrim, DLC, and the cleaned versions)

7) play game until crash

 

No new ~\ModOrganizer2\Overwrite\NetScriptFramework subfolder was created; so there's nothing there.

 

Any other things to try?

Edited by qalavix
Posted
5 hours ago, qalavix said:

Did not fix! 

I did the following:

 

1) 'Remove Mod' in MO2

2) quit MO2

3) remove ~\ModOrganizer2\Overwrite\NetScriptFramework

4) start MO2

5) Install Mod "NetScriptFramework SkyrimSE v18-21294-18-1635489335.zip" (this is the latest version)

6) make sure the mod goes in the left-pane slot it used to be in - slot #9, right after SKSE and USSEP (and Skyrim, DLC, and the cleaned versions)

7) play game until crash

 

No new ~\ModOrganizer2\Overwrite\NetScriptFramework subfolder was created; so there's nothing there.

 

Any other things to try?

 

I'm not sure, I actually tried to move the crash logs into my .Net folder but they kept going to overwrite anyway. Maybe there is a support forum for mod organizer you can try.

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