Jump to content

CTD when going places beyond riverwood


Recommended Posts

12 minutes ago, Heroine HoneyCrotch said:

Im not on SE, but I felt curious about crash logger so I looked at it and felt my version of dumb, didnt understand shitz but I seen you load order in there and you should move skeleton(xpmse) that is just under MNC to just above MNC, dont know if that is part of your current problem but should be done either way. 

 

 

Will give it a go and will give a shout on how it goes thanks for the advice!

Link to comment

Still smells like a skeleton problem. More specifically, a spriggan skeleton that has a reference to old HDT PE. Since PE is mentioned, it could be an LE mesh. Those may work on SE/AE, but I've also seen them CTD.

 

If you're having trouble locating the file, use something like Notepad++ and search for "Spriggan" in all files named "skeleton.nif". This can be automated.

Link to comment
3 minutes ago, traison said:

Still smells like a skeleton problem. More specifically, a spriggan skeleton that has a reference to old HDT PE. Since PE is mentioned, it could be an LE mesh. Those may work on SE/AE, but I've also seen them CTD.

 

If you're having trouble locating the file, use something like Notepad++ and search for "Spriggan" in all files named "skeleton.nif". This can be automated.

IF you could dumb it down for me I would appreciate it, but I do understand that maybe your saying it's a HDT problem which might make sense I'ma check out that avenue n see what i dig up

Link to comment

SMP yes potentially but only because it's high up in the call stack. It shouldn't be reacting to PE hints in nif files. I think this is more a problem of you having a spriggan mesh that was made for Skyrim LE, on your SE/AE game.

 

You can easily disable SMP to test. But if it changes nothing then it's time to hunt down that spriggan mesh. Notepad++ for that if you don't know what mods you have affecting spriggans.

Link to comment
23 minutes ago, traison said:

SMP yes potentially but only because it's high up in the call stack. It shouldn't be reacting to PE hints in nif files. I think this is more a problem of you having a spriggan mesh that was made for Skyrim LE, on your SE/AE game.

 

You can easily disable SMP to test. But if it changes nothing then it's time to hunt down that spriggan mesh. Notepad++ for that if you don't know what mods you have affecting spriggans.

welp I tried deactivating; creatures framework, morenastycritters, female enemy monster aesthetics leveled encounters and briefly HDT, dunno what else could be messing with spriggans :(

Link to comment

skee64.dll+00449A1 appears to be somewhere in skse64\skse64_common\BranchTrampoline.cpp. Not that that helps much at the moment.

 

The spriggan that appears to be causing you issues is outside Evergreen Grove?

 

Inspect these records:

  1.  [00] Skyrim.esm (7CAB85A9) \ Worldspace \ 0000003C <Tamriel> \ Block -1, -1 \ Sub-Block -2, -3 \ 00009BE0 <EvergreenGroveExterior> \ Temporary \ 0002C79D
  2.  [00] Skyrim.esm (7CAB85A9) \ Non-Player Character (Actor) \ 0002B710 <LvlSpriggan>
  3.  [00] Skyrim.esm (7CAB85A9) \ Leveled NPC \ 0010EC84 <LCharSpriggan>
  4.  [00] Skyrim.esm (7CAB85A9) \ Non-Player Character (Actor) \ 00023AB9 <EncSpriggan>
  5.  [00] Skyrim.esm (7CAB85A9) \ Non-Player Character (Actor) \ 000F3905 <EncSprigganMatron>
  6.  [00] Skyrim.esm (7CAB85A9) \ Race \ 00013204 <SprigganRace>
  7.  [00] Skyrim.esm (7CAB85A9) \ Race \ 000F3903 <SprigganMatronRace>

Then, unless their paths were changed, inspect these files:

  1. meshes\actors\spriggan\character assets\skeleton.nif
  2. meshes\actors\spriggan\character assets\spriggan.nif
  3. meshes\actors\spriggan\character assets\sprigganmatron.nif

If with all these files reverted back to vanilla it's still crashing then the spriggan was just a false-positive. In that case you need to get it to crash a couple of times more, preferably doing something else: going in a different direction from Riverwood, or approaching the Evergreen Grove from different directions.

Link to comment
18 hours ago, traison said:

skee64.dll+00449A1 appears to be somewhere in skse64\skse64_common\BranchTrampoline.cpp. Not that that helps much at the moment.

 

The spriggan that appears to be causing you issues is outside Evergreen Grove?

 

Inspect these records:

  1.  [00] Skyrim.esm (7CAB85A9) \ Worldspace \ 0000003C <Tamriel> \ Block -1, -1 \ Sub-Block -2, -3 \ 00009BE0 <EvergreenGroveExterior> \ Temporary \ 0002C79D
  2.  [00] Skyrim.esm (7CAB85A9) \ Non-Player Character (Actor) \ 0002B710 <LvlSpriggan>
  3.  [00] Skyrim.esm (7CAB85A9) \ Leveled NPC \ 0010EC84 <LCharSpriggan>
  4.  [00] Skyrim.esm (7CAB85A9) \ Non-Player Character (Actor) \ 00023AB9 <EncSpriggan>
  5.  [00] Skyrim.esm (7CAB85A9) \ Non-Player Character (Actor) \ 000F3905 <EncSprigganMatron>
  6.  [00] Skyrim.esm (7CAB85A9) \ Race \ 00013204 <SprigganRace>
  7.  [00] Skyrim.esm (7CAB85A9) \ Race \ 000F3903 <SprigganMatronRace>

Then, unless their paths were changed, inspect these files:

  1. meshes\actors\spriggan\character assets\skeleton.nif
  2. meshes\actors\spriggan\character assets\spriggan.nif
  3. meshes\actors\spriggan\character assets\sprigganmatron.nif

If with all these files reverted back to vanilla it's still crashing then the spriggan was just a false-positive. In that case you need to get it to crash a couple of times more, preferably doing something else: going in a different direction from Riverwood, or approaching the Evergreen Grove from different directions.

uhhh how do i do that? again I'm bit of a dumb dumb so the technical stuff goes right over my head sorry

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use