daniel0035 Posted July 17, 2023 Posted July 17, 2023 Thank you again for your suggestions and yes, I see that you are someone I can trust, but I would first like to complete my repair process and if that does not work, I will let you intervene
daniel0035 Posted July 17, 2023 Posted July 17, 2023 Just to let you know: I've (patiently) disabled 3/4 of my mods so far, and the bug is still there XD I have the impression that even by uninstalling everything, the crash will still be there lol
traison Posted July 17, 2023 Posted July 17, 2023 While not Murphy's Law to the letter, it kinda states that no matter which end of the mod list you start from, the mod you're looking for will be among the last. Quote If it can go wrong, it will go wrong. 1
daniel0035 Posted July 18, 2023 Posted July 18, 2023 Hello, I'm back Well I uninstalled all my mods (except: papyrus, skyUI, unofficial skyrim patch, OSA, CFTO (to use the carriage trip more easily) and address library) and miraculously, my save managed to load despite the missing mods ! (even if half the time the game refuses to load telling me that my save is corrupt) And... the crash is still there lol! (a little less often but it is present with always the same crash log) I don't know what to think about it... In my opinion (correct me if I'm wrong): - either the problem comes from the game itself and we can't do anything about it => in this case, there would be more people who would have noticed this crash during carriage trips - either the crash is linked to the remaining mods => yet these are basic mods - either my save is corrupted from a previous event, but I can't say which one....
Miauzi Posted July 18, 2023 Posted July 18, 2023 Vor 3 Minuten sagte daniel0035: Hallo, ich bin zurück Nun, ich habe alle meine Mods deinstalliert (außer: Papyrus, SkyUI, inoffizieller Skyrim-Patch, OSA, CFTO (um die Kutschfahrt einfacher nutzen zu können) und die Adressbibliothek) und wie durch ein Wunder konnte mein Speicherstand trotz der fehlenden Mods geladen werden! (Auch wenn das Spiel in der Hälfte der Fälle nicht geladen werden kann und mir mitteilt, dass mein Speicherstand beschädigt ist) Und... der Absturz ist immer noch da, lol! (etwas seltener, aber immer mit dem gleichen Absturzprotokoll vorhanden) Ich weiß nicht, was ich davon halten soll... Meiner Meinung nach (korrigieren Sie mich, wenn ich falsch liege): - Entweder liegt das Problem im Spiel selbst und wir können nichts dagegen tun => in diesem Fall gäbe es mehr Leute, die diesen Absturz bei Kutschfahrten bemerkt hätten - Entweder hängt der Absturz mit den restlichen Mods zusammen => dennoch handelt es sich um Basis-Mods - Entweder ist mein Speicher durch ein früheres Ereignis beschädigt, aber ich kann nicht sagen, welches ... I plead for the 3rd point I myself am wary of using old saves after uninstalling a mod - especially if a "faulty" mod is present in this save. Such errors as you have here ... require, in my view, not only uninstalling but also restarting the game with a newly created character... ...so don't use the first save of the character after its creation in the "race-menu" - but actually make a NEW one in the "race-menu"! There is a saying in my German mother tongue "the horse in front of the pharmacy with the doctor's prescription in its mouth" ... meaning you can't think as weird as it can happen ... yes, it happens with faulty mods that even the very first memory level has corrupted content. So please test your current image with a newly created character.
daniel0035 Posted July 18, 2023 Posted July 18, 2023 Thank you for your reply ^^ I suspect that the raw uninstallation was not going to please my save well lol If I did that, it's because the bug doesn't occur on a new save. To be completely precise: - on a new part, no ctd - I have not uninstalled anything on my current game - the ctd happens once I got a certain level (can't tell which one) or advanced in the quests maybe - I already had exactly the same type of crash in February and I had completely uninstalled skyrim and the mods to redo a clean modlist. And yet the bug returns... - the ctd started when I did the "Rigmor of Bruma" quest but I completed those quests and the ctd is still there (and uninstalling the mod doesn't change anything)
Jotasran Posted July 21, 2023 Author Posted July 21, 2023 This: MovementAgentPathFollowerVirtual When this was my issue, Traison suggested it was a navmesh issue... and that was completely correct. In my case, getting rid of several mods that generated conflicting navmeshes helped. I believe that it was Skyrim Sewers and Aetherium Armor and Weapons Compilation in my case.
Jotasran Posted July 21, 2023 Author Posted July 21, 2023 Also, I've noticed you have Eris. I wound up getting rid of that one for CTD reasons as well. Unsure if its related or even a factor for your load order. I think Traison gave me a script to run in xEdit which identifed navmesh "noisy" mods.
traison Posted July 21, 2023 Posted July 21, 2023 5 hours ago, Jotasran said: I think Traison gave me a script to run in xEdit which identifed navmesh "noisy" mods. Hm, not sure where I did that but yeah I got something like that in storage here. { Find mods with navmeshes } unit UserScript; function Initialize: integer; var i: integer; f: IInterface; e: IInterface; sig: string; begin // iterate over loaded plugins // TODO: Skip official dlc and Skyrim.esm for i := 0 to Pred(FileCount) do begin f := FileByIndex(i); //AddMessage('Searching ' + GetFileName(f)); Search(f); end; end; procedure Search(f: IInterface); var m: string; j: integer; e: IInterface; sig: string; begin for j := 0 to Pred(RecordCount(f)) do begin e := RecordByIndex(f, j); sig := Signature(e); if sig = 'NAVM' then begin AddMessage(GetFileName(f) + ' contains navmeshes.'); Exit() end; end; //AddMessage(GetFileName(f) + ' does NOT contain navmeshes.'); end; end. It will merely point out which plugins have navmeshes in them; it's still up to the user to figure out if it's a problem or not.
daniel0035 Posted July 26, 2023 Posted July 26, 2023 Hi ! I tried a bit of everything, but in the end I recreated a completely new mod list. To make sure it worked, here's what I did: - I removed some quest mods (ex: Rigmor): I will add them if necessary as I go along but this will allow me to have a healthy "core mods" - I tried to remove as many mods as possible that could modify the navmesh (even if I don't know much about it lol) - I downloaded a vanilla (and clean) save that had the same progression as me in the main quest (the dragons attack and we have to find Delphine in Riverwood) and I did some tests with the carriage trip Result: no crashes so far. My conclusion: my previous mod list must have introduced an error in my save, I only see that... 1
daniel0035 Posted July 28, 2023 Posted July 28, 2023 (edited) Hi guys! Well I'm completely desperate lol, I made a new modlist, I did loads of testing (explained above) and I'm starting a new game and I'm about 8 hours into the game. I'm taking the cart and there... that damn ctd! I really don't understand, I haven't run a big quest mod, and I can't find the thing that's causing the navmesh problem. Here is the new crash log: https://pastebin.com/tmQL2gLD Edit: Maybe the script you made for Jotasran can help me. Could you explain to me how to proceed? Edited July 28, 2023 by daniel0035
traison Posted July 28, 2023 Posted July 28, 2023 (edited) Save it as a pas file in xEdit's "Edit Scripts" directory, ie. "temp_script.pas". Load your loadorder as-is in xEdit. Right click any plugin and select Apply Script. Find the script file you saved and run it. The output should be all plugins with navmesh edits. Depending on the kind of mods you install, that may or may not be useful. Edit: That remote desktop option is still available. I sent you my discord name some week ago if you want to discuss. Edited July 28, 2023 by traison 1
daniel0035 Posted July 28, 2023 Posted July 28, 2023 It's very kind of you to help me, I think we'll do that just to find the source of this problem There I'm going to bed (in France, it's late) I'll contact you tomorrow! And thank you again ^^
traison Posted July 29, 2023 Posted July 29, 2023 (edited) @daniel0035 was kind enough to let me borrow his machine for about 6 hours. I got the debugger into SkyrimSE.exe for the first time but unfortunately there's yet another roadblock in that the game gets stuck in the main menu. Some information can be deducted from this state, as it is still technically running, but breakpoints (the most key aspect) still can't be used as the code never gets past the menu screen. DynDOLOD does look awfully suspicious in all this, but it could be because it influences so many other mods. In the case of daniel0035 we're talking 20-30 mods. It may inherit a flaw from another mod and get the blame in the crash logs. The nops seen strewn across some (or all?) of the crash logs are part of the SkyrimSE executable; they are not signs of bytecode edits. This is strange to me and the first time I have seen such a thing. Edit: an explanation or 2 for the curious ones out there. Also I learned some French. Edited July 29, 2023 by traison
traison Posted October 11, 2023 Posted October 11, 2023 (edited) @daniel0035 @Jotasran This just showed up on the Nexus. Edit: Turns out it was the headless horseman all along? Edit again: Turns out it was the hunter's horse all along? Edited October 11, 2023 by traison 1
anjenthedog Posted October 11, 2023 Posted October 11, 2023 @traison, I think that the link you provided was referring to a horse that appears along the mountain road from Helgen to the Rift, about half way up the mountain, just beyond or before Haemar's Shame when walking in from the Rift direction.
daniel0035 Posted November 19, 2023 Posted November 19, 2023 (edited) Hi there and thanks again for looking into the source of that damned crash ^^ I tried the "fast travel crash fix", but the ctd is still there... https://pastebin.com/96E41JgY But I notice that my crashlog always mentions a horse. Isn't the mod supposed to turn the problematic horse into a troll? (unless it's another horse!) Edited November 19, 2023 by daniel0035
Jotasran Posted November 21, 2023 Author Posted November 21, 2023 Is it possible to remove that horse with an xEdit patch and see if that works?
traison Posted November 21, 2023 Posted November 21, 2023 I'd imagine simply disabling it would suffice to stop it from pathing around. Just need to find its id first. Many ways to accomplish that. prid <hunter> disable markfordelete prid <horse> disable markfordelete markfordelete probably being optional; the sledgehammer approach. It does however sound like the mod I linked above already removes it, but I haven't inspected the mod myself.
Jotasran Posted November 22, 2023 Author Posted November 22, 2023 (edited) It doesn't remove it. For some reason it changes the horse [NPC_:00068D02] into a Troll [NPC_:00023ABA]. I'm not sure why the author chose to change instead of remove it... or why it's still showing up a horse if that mod is in daniel0035's LO. I don't really understand how the programming end works though. Maybe there are some scripts that need to point to something? I"m completely ignorant of how a path is assigned to a horse-troll or any npc for that matter. Edit: It likes like daniel0035's last crash log points to a different horse than is referenced in the Fast Travel Crash Fix. If it was the horse, then why would Traison's original suggestion to reduce navmesh mods fix my problem? Doesn't that indicate that it was a problem with a navmesh or navmesh conflict, not the (or apparently more than one) horse? Edited November 22, 2023 by Jotasran
Jotasran Posted November 22, 2023 Author Posted November 22, 2023 On 11/19/2023 at 6:56 AM, daniel0035 said: Hi there and thanks again for looking into the source of that damned crash ^^ I tried the "fast travel crash fix", but the ctd is still there... https://pastebin.com/96E41JgY But I notice that my crashlog always mentions a horse. Isn't the mod supposed to turn the problematic horse into a troll? (unless it's another horse!) I"m curious what https://www.nexusmods.com/skyrimspecialedition/mods/89860 has to say about that crash log. It's not always right, but can give some not so obvious insights at times.
traison Posted November 22, 2023 Posted November 22, 2023 6 hours ago, Jotasran said: It likes like daniel0035's last crash log points to a different horse than is referenced in the Fast Travel Crash Fix. If it was the horse, then why would Traison's original suggestion to reduce navmesh mods fix my problem? Doesn't that indicate that it was a problem with a navmesh or navmesh conflict, not the (or apparently more than one) horse? The reason I posted that mod link was for posterity; future Googlers. May not be directly relevant to either of the problems mentioned in this thread.
traison Posted August 14, 2024 Posted August 14, 2024 It would appear @hotrack found a potential solution here. I realize I necro a dead thread here, but considering this is a somewhat unique case that was never solved, it seemed appropriate to help future Googling people. 1
revan84 Posted January 9, 2025 Posted January 9, 2025 On 11/22/2023 at 4:12 AM, traison said: The reason I posted that mod link was for posterity; future Googlers. May not be directly relevant to either of the problems mentioned in this thread. And I thank you for it, I suspect this will resolve my unique crash on carriage travel issue.
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