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Help with CTD on save game load


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Posted

Hello,

 

I am able to reload these saves after a computer restart or just time off from playing the game (honestly really finicky and I'm not sure what allows me to load without issue).

 

Anyways, I keep getting this crash error report: 

 

Unhandled native exception occurred at 0x7FF717136DE8 (SkyrimSE.exe+1236DE8) on thread 18648!

FrameworkName: NetScriptFramework
FrameworkVersion: 10
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 14
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 15 Oct 2022 16:40:14.315

Possible relevant objects (2)
{
  [ 137]    NiNode(Name: `CME Pelvis [Pelv]`)
  [ 283]    NiNode(Name: `NPC Pelvis [Pelv]`)
}

 

 

Crash text attached.

 

THANKS!

Crash_2022_10_15_16-40-14.txt

Posted

BSScaleformImageLoader is quite close to the top of the call stack. Scaleform is refering to the UI system used in Skyrim, I believe. There's lots of mentions of SKI_ConfigBase, and BaboDialogueMCM shows up in there too. I'm going to say this is caused by BaboDialogueMCM's menu image. You may be able to just remove the image(s) it uses, otherwise uninstall the mod to confirm.

Posted
4 hours ago, traison said:

BSScaleformImageLoader is quite close to the top of the call stack. Scaleform is refering to the UI system used in Skyrim, I believe. There's lots of mentions of SKI_ConfigBase, and BaboDialogueMCM shows up in there too. I'm going to say this is caused by BaboDialogueMCM's menu image. You may be able to just remove the image(s) it uses, otherwise uninstall the mod to confirm.

 

 

I will give that a shot - would it be in the interface sub folder?

Posted
10 hours ago, thievery1 said:

Hello,

 

I am able to reload these saves after a computer restart or just time off from playing the game (honestly really finicky and I'm not sure what allows me to load without issue).

 

Anyways, I keep getting this crash error report: 

 

Unhandled native exception occurred at 0x7FF717136DE8 (SkyrimSE.exe+1236DE8) on thread 18648!

FrameworkName: NetScriptFramework
FrameworkVersion: 10
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 14
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 15 Oct 2022 16:40:14.315

Possible relevant objects (2)
{
  [ 137]    NiNode(Name: `CME Pelvis [Pelv]`)
  [ 283]    NiNode(Name: `NPC Pelvis [Pelv]`)
}

 

 

Crash text attached.

 

THANKS!

Crash_2022_10_15_16-40-14.txt 67.4 kB · 2 downloads

Possible relevant objects (2)
{
  [ 137]    NiNode(Name: `CME Pelvis [Pelv]`)
  [ 283]    NiNode(Name: `NPC Pelvis [Pelv]`)
}

Maybe a skeleton problem or Racemenu mod missing/wrong version/corrupt installation.

 

Usually only very few mods should overwrite XMPSSE skeleton mod.

 

Posted
15 hours ago, thievery1 said:

 

 

I will give that a shot - would it be in the interface sub folder?

 

It's definitely babo dialogue, but I can't figure out where to find what might be causing it

Posted

BaboDialogueConfigMenu.pex:2274 (approximately)

self.LoadCustomContent("BaboDialogue/Babologo.dds", 120 as Float, 0 as Float)

 

So, get rid of Interface\BaboDialogue\Babologo.dds, or if that doesn't seem to work, replace it with a dds file you know works. For instance, grab the one from SL and replace Babologo.dds with it: \Interface\SexLab\logo.dds

Posted
On 10/16/2022 at 3:05 PM, traison said:

BaboDialogueConfigMenu.pex:2274 (approximately)

self.LoadCustomContent("BaboDialogue/Babologo.dds", 120 as Float, 0 as Float)

 

So, get rid of Interface\BaboDialogue\Babologo.dds, or if that doesn't seem to work, replace it with a dds file you know works. For instance, grab the one from SL and replace Babologo.dds with it: \Interface\SexLab\logo.dds

 

That didn't work.

Posted (edited)

What version of BaboDialogue do you have?

 

Edit: If it's not "BaboDialogue 4.40 English SE", send me the BaboDialogueConfigMenu.pex it contains.

Edited by traison
Posted (edited)
34 minutes ago, traison said:

What version of BaboDialogue do you have?

 

Edit: If it's not "BaboDialogue 4.40 English SE", send me the BaboDialogueConfigMenu.pex it contains.

 

Here you go - It's from the latest babodialogue on Patreon https://www.patreon.com/posts/babodialogue-4-71606449

 

Edit: I was having the same issues with the 4.40 version you mentioned though.

 

 

BaboDialogueConfigMenu.pex

Edited by thievery1
Posted (edited)

My next guess then is that the issue is in a string, or more specifically a BSFixedString. It occured in SKI_ConfigBase.pex, most likely because it tried to call Debug.Trace with ModName being set to characters it can't for one reason or another encode.

 

Open BaboInteractiveDia.esp in xEdit and inspect the ModName property of BaboDialogueMCM:

 [08] BaboInteractiveDia.esp (799955C7) \ Quest \ 082FEA1B <BaboDialogueMCM>

 

Edit: Nevermind, I can do this myself as I'm apparently allowed to download the patreon version.

Edited by traison
Posted
56 minutes ago, traison said:

You didn't install the asian version of the mod on an european/american game right?

 

 

In the FOMOD I chose the english version.

 

Posted
On 10/18/2022 at 1:23 PM, traison said:

My next guess then is that the issue is in a string, or more specifically a BSFixedString. It occured in SKI_ConfigBase.pex, most likely because it tried to call Debug.Trace with ModName being set to characters it can't for one reason or another encode.

 

Open BaboInteractiveDia.esp in xEdit and inspect the ModName property of BaboDialogueMCM:

 [08] BaboInteractiveDia.esp (799955C7) \ Quest \ 082FEA1B <BaboDialogueMCM>

 

Edit: Nevermind, I can do this myself as I'm apparently allowed to download the patreon version.

 

Did you ever find anything in that script?

Posted (edited)

That script is not the problem. The theory was that maybe you had installed a chinese mod on an english version of the game. That tends to cause all kinds of issues. I figured maybe the Debug.Trace call couldn't handle it. But the ModName property is ok in the english version of the mod, that is, ok for an english version of the game.

 

Edit: I suppose the only thing that remains is to assume the "possible relevant objects" thing was correct, event though there's barely anything nif related in the crash log that I can see. There's that NiNode::OnVisible_C58C70+6B far down in the call stack so it seems like it did come from a nif file, however I fail to see what processing a nif has to do with BSScaleformImageLoader etc. So that said, and since I can't see any more hints: It's caused by a nif file in BaboDialogue, like Shadowbroker3495 said.

Edited by traison
Posted

There's a nif optimizer called "cathedral" something, maybe part of a kit of tools. I've seen it solve nif related issues on many occasions. Maybe a place to start, run all nifs through it and see what comes out the other side.

Posted

I know there are some mods that will replace the "SKI_ConfigBase.psc" script that comes with SkyUI. I can't remember which ones did that though, but it did cause major issues for me in the past. If that script is changed it can have unknown effects on mods that require the original to function.

Posted
9 hours ago, Demonwolf218 said:

I know there are some mods that will replace the "SKI_ConfigBase.psc" script that comes with SkyUI. I can't remember which ones did that though, but it did cause major issues for me in the past. If that script is changed it can have unknown effects on mods that require the original to function.

 

Hm, now that you mention it, I remember that too. Would be easy to detect in MO2 as it would show in the conflicts tab of SkyUI.

  • 3 weeks later...
Posted
On 10/28/2022 at 6:26 AM, traison said:

 

Hm, now that you mention it, I remember that too. Would be easy to detect in MO2 as it would show in the conflicts tab of SkyUI.

 

I actually can't find it because it's packed in a BSA

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