Scautura Posted August 6, 2023 Posted August 6, 2023 (edited) I'm starting a new game and finding that Skyrim will either freeze on character creation (if I'm too slow), or will plain crash (if I load the initial saved game, or manage to create the character quick enough not to crash; considering I know exactly what I want, and I have a preset, this is easy enough). There's another issue where CBBE Morphs/Genital morphs won't load because Alternate Start loads racemenu too quickly, but they show when using 'showracemenu' in the console, or if I manage to delay racemenu's load using the console before it shows (adding this info because it may be relevant, but I can't see how). If I remove my smashed patch, the crash doesn't happen (although I haven't tested if it stops the freeze). With the smashed patch, it crashes. Considering it shouldn't have anything in it that isn't already there, and xEdit doesn't show any errors (it had errors when I added Immersive armors, but none now I've removed it from the patch), I'm at a total loss. I had this before where it would crash near Lake Illinalta with the smashed patch, but not without, but I fixed that by rebuilding DynDOLOD (something I did before smashing this time, just because of that). Also of note: I'm not smashing everything, but I don't remember off the top of my head what is and isn't smashed (not smashing DynDOLOD though, which made the above kinda confusing when it happened) and running through a binary search of what to smash/what not to smash when all the items that are currently smashed (as far as I can remember) have worked in the future? I can't figure out a way to find out what I smashed in the past (there's no versioning, other than figuring out a new addon got installed and it resets the smash/bash setting) Bashed Patch, 0 is not a bashed patch in the conventional sense, just a few small modifications to globals and other settings (including my own edits). It should probably just be called a personal patch rather than bashed, but that's where it originally came from. Help me Obi-LoversLab, you're my only hope! Derp: SkyrimSE (AE) 1.6.640, SKSE 2.2.3 One crashlog, one loadorder (because crashlog never includes it properly), and one modlist: crash-2023-08-06-12-03-33.log loadorder.txt modlist.txt Edited August 6, 2023 by Scautura Forgot to add salient version numbers and further stream of consciousness
Tlam99 Posted August 6, 2023 Posted August 6, 2023 Did not read the logs, however a hint. Sometimes ctd like this are caused by follower/npc which have flagged head parts (hair e.g.) as playable.
traison Posted August 6, 2023 Posted August 6, 2023 (edited) Looks like the crash occured in Papyrus. Function: "GetAt" Object: "FormList" Form FormList.GetAt(int) Find the script that calls GetAt on a FormList and figure out why its crashing. My first guess would be that the FormList is a null pointer. Could also be the provided index is out of bounds. Edit: PapyrusTweaks.dll may be involved but I'm not sure. I'd start by updating or otherwise changing it, because finding the script that calls GetAt is not going to be viable for you if you haven't been keeping up with script sources. Edit again: Just noticed it does NOT crash without the bashed patch. So the bashed patch most likely has the FormList property set to a null pointer then. Edited August 6, 2023 by traison
Scautura Posted August 6, 2023 Author Posted August 6, 2023 1 hour ago, Tlam99 said: Did not read the logs, however a hint. Sometimes ctd like this are caused by follower/npc which have flagged head parts (hair e.g.) as playable. I did try removing the last follower I added (all the previous ones having worked without this issue) and no luck, but I appreciate the suggestion.
Scautura Posted August 6, 2023 Author Posted August 6, 2023 (edited) 56 minutes ago, traison said: Looks like the crash occured in Papyrus. Function: "GetAt" Object: "FormList" Form FormList.GetAt(int) Find the script that calls GetAt on a FormList and figure out why its crashing. My first guess would be that the FormList is a null pointer. Could also be the provided index is out of bounds. Edit: PapyrusTweaks.dll may be involved but I'm not sure. I'd start by updating or otherwise changing it, because finding the script that calls GetAt is not going to be viable for you if you haven't been keeping up with script sources. Edit again: Just noticed it does NOT crash without the bashed patch. So the bashed patch most likely has the FormList property set to a null pointer then. Deleted the original post I made because it's no longer relevant. Smashed, rather than bashed, but I'm not sure what part of it would cause the problem. xEdit doesn't suggest any errors. CBBE just did an update, so I'm going back to the previous and remove it from the smash to see if that helps. Edited August 6, 2023 by Scautura
traison Posted August 6, 2023 Posted August 6, 2023 (edited) Smashed, bashed, as far a I know they're all the same: merged plugins, no? Null references aren't errors, they're used everywhere. Just occasionally you stumble upon places where someone forgot to check for it. Missing inventory icon references used to be a quite common issue some years ago. Edit: Maybe the papyrus log would reveal something? Would save you the trouble of having to go through every record in the patch with xEdit. Edited August 6, 2023 by traison
Scautura Posted August 8, 2023 Author Posted August 8, 2023 On 8/6/2023 at 3:35 PM, traison said: Smashed, bashed, as far a I know they're all the same: merged plugins, no? Null references aren't errors, they're used everywhere. Just occasionally you stumble upon places where someone forgot to check for it. Missing inventory icon references used to be a quite common issue some years ago. Edit: Maybe the papyrus log would reveal something? Would save you the trouble of having to go through every record in the patch with xEdit. The Papyrus log wasn't showing anything that was obvious to me (and I don't currently have one I can post, but may do in the future if it's still an issue). I ended up doing something I wouldn't recommend to anyone playing Skyrim: I didn't enable the smashed patch until after finishing character creation and all the initialization was complete (or as complete as it should be). Adding it for the next save and finishing setup works so far. And there's no real difference, but there are technical differences (my understanding, at least): merges generally don't need the original files, Mator Smash combines more records than Wrye Bash (which is probably something I should double check as previously a bashed patch hasn't crashed where a smashed patch has) but they don't replace the originals. I appreciate the help, even taking a little time away just to chill. I'm sure there's a fix, but it's not something I'm going to fuss over too much!
traison Posted August 8, 2023 Posted August 8, 2023 That would confirm the null property theory. The original mod set a non-null value and that gets stored in the save. Applying the smahed patch later no longer overrides it.
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