Jump to content

Recommended Posts

Posted

hello, this is is my first post, sorry if anything is wrong

 

my game persistently crashes on the stretch of road from morthal leading up to dragonbridge. i have two mods that alter this area (helgen reborn and cutting room floor) but i have never had any problem with either in this area. i have tried reverting to a setup and save that did not have this problem, but it still persists.

 

my enginefixes is configured properly, my pagefile is set to 19gb initially and 24gb maximum (i have 16gb ram), and this happens even though i have no unnecessary background applications running. i have tried cleaning my save with fallrim too

 

crashlog from AE logger (i cant use netscript framework because it doesnt generate a log): https://pastebin.com/AJ8PkHfN

full modlist: https://pastebin.com/tjCBkcGc

 

would be very grateful for any assistance thank you

Posted

The crash occured because it tried to dereference RCX which was 0x0 (a null pointer). The callstack is corrupted but we probably won't need that for this issue. The null pointer is most likely form id 0xFF00AD7B "Horse" which has been marked as Deleted. The issue may have occured in a package or some other AI function involved with pathing.

Posted (edited)
2 hours ago, traison said:

The crash occured because it tried to dereference RCX which was 0x0 (a null pointer). The callstack is corrupted but we probably won't need that for this issue. The null pointer is most likely form id 0xFF00AD7B "Horse" which has been marked as Deleted. The issue may have occured in a package or some other AI function involved with pathing.

 

thanks for replying, although i dont understand what any of this means, i dont think it sounds very good. can my situation even be salvaged? if so where should i go from here? could navmesh errors be a culprit? could somehow undoing marking the "Horse" as deleted solve the issue?

Edited by ChefJonFavreau
Posted

Look up 0xFF00AD7B in xEdit and figure out which mod disabled it. If its disabled by default (as in, in Skyrim.esm) then figure out which mod is trying to use this reference and why it didn't enable it before using it.

Posted
2 hours ago, traison said:

Look up 0xFF00AD7B in xEdit and figure out which mod disabled it. If its disabled by default (as in, in Skyrim.esm) then figure out which mod is trying to use this reference and why it didn't enable it before using it.

 

sorry to sound like an idiot but how do i do this? i loaded up my whole modlist in xedit and i looked up 0xFF00AD7B in the editor ID box and didnt get anything

Posted
42 minutes ago, traison said:

Plan B is "FWMF for Fantasy Paper Maps.esp". That thing is looking like a disaster waiting to happen.

 

ive already tried this, game still crashes with FWMF and all its modules disabled

Posted
56 minutes ago, ChefJonFavreau said:

 

sorry to sound like an idiot but how do i do this? i loaded up my whole modlist in xedit and i looked up 0xFF00AD7B in the editor ID box and didnt get anything

 

Remove "0x", I don't think xEdit understands hex decimal notation. If you still can't find anything, then that horse was dynamically added most likely, i.e. through a script.

Posted
3 hours ago, traison said:

Plan B is "FWMF for Fantasy Paper Maps.esp". That thing is looking like a disaster waiting to happen.

What? It only has worldspace edits pertaining to map data.

Posted
1 hour ago, traison said:

 

Remove "0x", I don't think xEdit understands hex decimal notation. If you still can't find anything, then that horse was dynamically added most likely, i.e. through a script.

 

still no results... i just get a windows error sound and the input field turns red... am i even doing this right? paste "FF00AD7B" into the editor ID field located on the upper left side of the window next to "Form ID"?

 

if it really is dynamically placed via a script would it still be possible to trace it and fix the problem or at least find a workaround? 

Screenshot_33.png

Posted
56 minutes ago, Just Don't said:

What? It only has worldspace edits pertaining to map data.

 

And what happens when one of those 50 mods it has as master gets an update? What if a mod is installed that makes changes to one of the values that was changed by this "FWMF" mod? The maintenance overhead on something like this just seems like a lot. If this comes from an automated generator (like DynDOLOD) its fine - just remember to run it religiously like FNIS.

 

This thread in fact seems like a somewhat likely candidate for an example of what I'm talking about: The "FWMF" mod showing up in the crash log along with signs of pathing/ai issues and you saying the mod makes worldspace edits. I'm sure you can see the connection there. The only reason its not, is because disabling the mod apparently doesn't change anything.

 

44 minutes ago, ChefJonFavreau said:

if it really is dynamically placed via a script would it still be possible to trace it and fix the problem

 

The base form id of that horse is 0x00023AB2, so if we assume it was added by a script then:

  1. Look up the base id in xEdit and view all references to it.
  2. Go through each entry and consider whether it could spawn a horse or not. Things like Quests and Magic Effects with scripts seem like likely candidates here.

...or:

  1. Get the source files (*.psc) for all scripts in all mods.
  2. Search through these files with a tool such as Notepad++ for "23ab2", case-insensitive.

...or:

  1. Get More Informative Console.
  2. prid FF00AD7B
  3. See what information you can get about this from the console. Even check things that may not seem related like the horses' inventory, and its textures. The inventory may contain a unique item identifying a mod, the texture may have been changed with a textureset etc.

 

Either way, finding the source of a dynamically created and later deleted reference is probably not going to be trivial. Can't really think of any better approaches right now.

Posted (edited)
41 minutes ago, traison said:

And what happens when one of those 50 mods it has as master gets an update? What if a mod is installed that makes changes to one of the values that was changed by this "FWMF" mod? The maintenance overhead on something like this just seems like a lot. If this comes from an automated generator (like DynDOLOD) its fine - just remember to run it religiously like FNIS.

Again. What? That FWMF plugin only has the official game ESM as master (Skyrim, Update, Dawnguard and Dragonborn). I haven't seen any patcher or generator for this, since all the FWMF plugins do is make sure the map data has the correct values to display it as flat instead of the vanilla 3d angled map.

 

41 minutes ago, traison said:

This thread in fact seems like a somewhat likely candidate for an example of what I'm talking about: The "FWMF" mod showing up in the crash log along with signs of pathing/ai issues and you saying the mod makes worldspace edits. I'm sure you can see the connection there. The only reason its not, is because disabling the mod apparently doesn't change anything.

Navmesh is defined in Cell records, like I said that plugin only has Worldspace edits to ensure map data matches what FWMF is trying to do with the map. There are no cell records so it can't conflict with other mods touching navmeshes. I can't see the connection here and it has been clearly ruled out as having anything to do with the current crash.

 

And speaking of the crash... seems like it's that noble on a horse encounter. A quick google search tells me it's a problem with mods editing said encounter (threads mention Cutting Room Floor, Immersive world encounters and Relationship Dialogue Overhaul, you have at least 2 of these in your mods). There is a workaround here, but to truly solve it you'd need to see what is being done to that encounter by all the mods you have and properly resolve any conflicts by removing redundant patches/edits or making your own patch.

 

 

Edited by Just Don't
Posted (edited)

 

11 hours ago, traison said:

 

A

  1. Look up the base id in xEdit and view all references to it.
  2. Go through each entry and consider whether it could spawn a horse or not. Things like Quests and Magic Effects with scripts seem like likely candidates here.

 

how do i do this? formid and editorid return nothing, when i ctrl+f and apply a find record script it instantly completes and finds nothing

 

 

11 hours ago, traison said:

 

  1. Get More Informative Console.
  2. prid FF00AD7B
  3. See what information you can get about this from the console. Even check things that may not seem related like the horses' inventory, and its textures. The inventory may contain a unique item identifying a mod, the texture may have been changed with a textureset etc.

 

cant really physically inspect the horse since when i moveto player its completely invisible. i am certain its there though because it still has collisions and when i type kill it makes a dying sound. disabling and enabling and then doing resurrect 1 but still cant make it visible

 

Screenshot_33.png.77a602e9d76c94266c9812d012137554.png

 

 

Edited by ChefJonFavreau
Posted (edited)

i have found a very rough and unreliable workaround that atleast lets me go into morthal for a bit after searching through the internet for similar issues. i found a reddit post with the same "0x00023AB2" ID mentioned and it turns out my issue stems from a mounted noble supposedly loading through a door, which causes the CTD

 

to test this theory, i disabled AI by doing tai in console and then COCed to morthalexterior01, then i prid FF00AD7B and disabled it. i then reenabled AI by doing tai again and to my pleasant surprise i didnt crash. if im not mistaken this essentially confirms the crash is from the noble and the horse?

 

unfortunately though, i think both the noble and the horse might be bugged since i cant find them anywhere near a door in the town. since i mentioned the horse was invisible when i did moveto player in another reply, maybe both the noble and horse are invisible, which is why i cant seem to find them?

 

in any case, i then tested out to see if how steady the fix was by COCing to qasmoke (because it loads fast) and then COCing again to morthalexterior01. then CTD

 

log to this CTD: https://pastebin.com/UJW9VxVH

 

second attempt, i type "stopquest WERoad02" as per the workaround Just Don't suggested and disabled the horse in console for extra measure and COCed to a stonehillsexterior01 (a town near morthal where i didnt crash before), then the game crashes while loading

 

crashlog to the second attempt is here:https://pastebin.com/tgw5Qs3R

 

interestingly enough neither crashlog mentions either the noble or the horse anymore, but i still cant decipher what new issue is making me crash

 

Edited by ChefJonFavreau
Posted (edited)
13 hours ago, Just Don't said:

Again. What? That FWMF plugin only has the official game ESM as master (Skyrim, Update, Dawnguard and Dragonborn).

 

Doesn't look like it in the crash log:

 

Spoiler
File: "FWMF for Fantasy Paper Maps.esp"

Modified by: Skyrim.esm -> Update.esm -> Dawnguard.esm -> HearthFires.esm -> Dragonborn.esm -> ccBGSSSE001-Fish.esm -> ccbgssse003-zombies.esl -> ccbgssse005-goldbrand.esl -> ccbgssse007-chrysamere.esl -> ccbgssse021-lordsmail.esl -> ccmtysse001-knightsofthenine.esl -> ccbgssse018-shadowrend.esl -> cceejsse002-tower.esl -> ccbgssse034-mntuni.esl -> ccbgssse045-hasedoki.esl -> ccbgssse008-wraithguard.esl -> ccffbsse001-imperialdragon.esl -> ccmtysse002-ve.esl -> ccbgssse043-crosselv.esl -> ccvsvsse001-winter.esl -> cceejsse003-hollow.esl -> ccbgssse031-advcyrus.esm -> ccbgssse038-bowofshadows.esl -> ccbgssse040-advobgobs.esl -> ccbgssse050-ba_daedric.esl -> ccbgssse052-ba_iron.esl -> ccbgssse058-ba_steel.esl -> ccbgssse059-ba_dragonplate.esl -> ccbgssse061-ba_dwarven.esl -> ccpewsse002-armsofchaos.esl -> ccedhsse002-splkntset.esl -> ccbgssse064-ba_elven.esl -> ccbgssse063-ba_ebony.esl -> ccbgssse062-ba_dwarvenmail.esl -> ccbgssse060-ba_dragonscale.esl -> ccbgssse056-ba_silver.esl -> ccbgssse053-ba_leather.esl -> ccbgssse051-ba_daedricmail.esl -> ccbgssse067-daedinv.esm -> ccvsvsse003-necroarts.esl -> ccvsvsse004-beafarmer.esl -> ccBGSSSE025-AdvDSGS.esm -> ccrmssse001-necrohouse.esl -> ccedhsse003-redguard.esl -> cceejsse004-hall.esl -> cckrtsse001_altar.esl -> Unofficial Skyrim Special Edition Patch.esp -> Unofficial Dwarven Mail Armor Patch.esl -> Paraphernalia Anti-Flicker AIO.esp -> Landscape and Water Fixes.esp -> MajesticMountains_Landscape.esm -> Journey to Baan Malur.esp -> Occ_Skyrim_Tamriel.esp -> 3DNPC.esp -> Lux Via.esp -> Natural Waterfalls.esp -> Lightened Skyrim - merged.esp -> MajesticMountains_Moss.esp -> Water for ENB.esm -> AnimatedShips.esl -> Lux Orbis - Master plugin.esm -> arnima.esm -> FlyingCrowsSSE.esp -> BSHeartland.esm -> BS_DLC_patch.esp -> Penitus_Oculatus.esp -> WH_NordicWeapons.esl -> Campfire.esm -> Vigilant.esm -> 1wraiths.esl -> 1NDArmor.esl -> evgSIRENROOT.esm -> HSI.esm -> SSE-Terrain-Tamriel-Extend.esm -> KvetchiMercenary.esl -> Perfect Terrain LOD.esm -> DynDOLOD.esm -> Laundry.esp -> SMIM-SE-Merged-All.esp -> ICNs_ImmersiveCollegeNPCs.esp -> fallentreebridgesSSE.esp -> S3DTrees NextGenerationForests.esp -> DepthsOfSkyrim.esp -> Lux Orbis.esp -> BSHeartland - Unofficial Fixes.esp -> JKs Skyrim.esp -> Landscape Fixes For Grass Mods.esp -> Friendlier Taverns.esp -> AI Overhaul.esp -> Cutting Room Floor.esp -> Skyrim Immersive Creatures Special Edition.esp -> Clams and Oysters Clipping Fix.esp -> Lux Orbis - JK's Skyrim patch.esp -> NAT-ENB.esp -> Lux Via - plugin.esp -> S3DLandscapes NextGenerationForests.esp -> The Great Town of Karthwasten.esp -> Coins of Tamriel SSE Edition.esp -> RynsWhiterunCityLimits.esp -> Skyrim Romance.esp -> Jehanna.esp -> Improved Adoptions MERGED.esp -> JK's Solitude Outskirts.esp -> SeranaDialogAddon.esp -> JK's Sky Haven Temple.esp -> Immersive Encounters.esp -> Strongholds - Narzulbur.esp -> Ryn's Standing Stones.esp -> JK's Windhelm's Outskirts.esp -> Man Those Borders!.esp -> Strongholds - Largashbur.esp -> Conner's Survival Mode.esp -> MoonAndStar_MAS.esp -> Strongholds - Mor Khazgur.esp -> cliffs.esp -> WACCF_Armor and Clothing Extension.esp -> hearthfireextended.esp -> Hothtrooper44_ArmorCompilation.esp -> Landscape and Water Fixes - Patch - LFfGM.esp -> Pilgrim.esp -> MerchantsOfSkyrim.esp -> Strongholds - Dushnikh Yal 2.0.esp -> Holidays.esp -> RoadSignsOverhaul 2.0.esp -> DestinationWeddings.esp -> Populated Cities Towns Villages Legendary.esp -> TheChoiceIsYours.esp -> Windhelm Bridge Revived.esp -> 0Kaidan.esp -> BWB - Kaidan 2 Extra Dialogue.esp -> Kaidan - Immersive Features.esp -> Dwarfsphere.esp -> CFTO.esp -> Stave Churches - All.esp -> JK's Riverwood.esp -> Unmarked Locations Pack.esp -> JKs Skyrim - AI Overhaul Patch.esp -> Cloaks.esp -> OBIS SE.esp -> BPUFXelzazFollower.esp -> Inigo.esp -> BSHeartland - Unofficial Patch.esp -> Ryns Whiterun City Limits - Landscape Fixes for Grass Mods patch.esp -> Lux Via - CRF patch.esp -> mihailcczombies.esp -> Animated Ships - Reduced.esp -> MoreToSay.esp -> CitizensComplete.esp -> Tamrielic Distribution - Dead Man's Dread.esp -> CivilWarCheckpoints - All.esp -> mihailfliescorpses.esp -> Ryns Whiterun City Limits - LAWF Patch.esp -> HLIORemi.esp -> Otters.esp -> mihailcrowsandravens.esp -> FA01RedcapFollower.esp -> Lux Orbis - Windhelm Bridge Revived patch.esp -> Tamrielic Distribution - Crossbow Collection.esp -> Landscape For Grass Mods JK'S Skyrim.esp -> SofiaFollower.esp -> Boulder in Skyrim.esp -> Lux Orbis - JK's Windhelm Outskirts patch.esp -> mihailccgoblins.esp -> MountainView Farm.esp -> WiZkiD ENB Windows.esp -> Skyrim On Skooma.esp -> Trilobites.esp -> Immersive Patrols II.esp -> WindPath.esp -> Gonz - Carriages of Skyrim.esp -> Lux Orbis - Cutting Room Floor patch.esp -> SexLab Approach.esp -> Book Covers Skyrim - Lost Library.esp -> Lux Orbis - Whiterun City Limits patch.esp -> mihailchickenvariants.esp -> Lux Orbis - 3DNPC patch.esp -> mihailguar.esp -> Lux Orbis - Ryn's Standing Stones patch.esp -> CFTO-JK-Patch.esp -> sbbe.esp -> Lux Orbis - Windpath patch.esp -> NordicRunestones.esp -> mihailpigeon.esp -> s6o6t Lore - Dark Anchors Ruins and Dolmens.esp -> mihailchicks.esp -> notice board.esp -> Lux Orbis - Notice board patch.esp -> Ryns Whiterun City Limits - Skyrim 3D Trees Patch.esp -> mihailhousecat.esp -> 3DNPC Alternative Locations.esp -> Convenient Horses.esp -> Great Town of Karthwasten - USSEP Patch.esp -> Ryns Whiterun City Limits - CRF Patch.esp -> Ryns Whiterun City Limits - Lux Via patch.esp -> JKs Skyrim_Cutting Room Floor_Patch.esp -> mihailhawkreplacer.esp -> s6o6t Lore - Oblivion Gates.esp -> Eldritch Underwater Mod.esp -> Lux Orbis - Saints and Seducers patch.esp -> Landscape Fixes For Grass mods - Cutting Room Floor Locations.esp -> Lux Orbis - CC Fish patch.esp -> LostLand.esp -> The Paarthurnax Dilemma.esp -> BSHeartland - Arnima Patch.esp -> ICNs_Lite.esp -> TheChainofTime.esp -> Lux Orbis - USSEP patch.esp -> Ryns Whiterun City Limits - CC Fishing patch.esp -> Embers XD - Patch - Lux Via.esp -> WinterholdBridgeRepaired.esp -> AI Overhaul - Cutting Room Floor Patch.esp -> mihailwhalebones.esp -> Great Town of Karthwasten - AI Overhaul Patch.esp -> 3DNPC - AI Overhaul Patch.esp -> mihailkauaioo.esp -> AdoringFan.esp -> Winterhold - Bubbling Brew.esp -> Lux Via - CFTO patch.esp -> Winterhold - Smelt Cellar.esp -> Lux Via - Oblivion Gates patch.esp -> [FB] Einherjr.esp -> BeyondSkyrimMerchant.esp -> Ryns Whiterun City Limits - Immersive Laundry Patch.esp -> Kad_MoonMonkRobes.esp -> LostLand Map marker.esp -> Whiterun Exteriors - s6o6 Oblivion Gates patch.esp -> BSMBonemoldSet.esp -> Tamrielic Distribution - BS Bonemold Weapon Pack.esp -> fallenbridgesSSE-Patch.esp -> Lux Via - Ryn's Standing Stones patch.esp -> Natural Waterfalls - SLaWF Patch.esp -> My Home Is Your Home.esp -> dunPOISoldiersRaidOnStartTweak.esp -> Unmarked Locations Pack - Fixes.esp -> Lux Via - JK's Skyrim Patch.esp -> Great Town of Karthwasten - Redguard Elite Armaments Patch.esp -> FGCWyrmheart.esp -> Ryns Whiterun City Limits - Hearthfire Extended Patch.esp -> Ryns Whiterun City Limits - Lux Via + CRF Patch.esp -> AI Overhaul - JKs Riverwood - Patch.esp -> Lux Orbis - Penitus Oculatus.esp -> Natural Waterfalls - LFfGM Patch.esp -> Great Town of Karthwasten - Landscape and Water Fixes Patch.esp -> Ryns Whiterun City Limits - CFTO Patch.esp -> Ryns Whiterun City Limits - Fallen Tree Bridges Patch.esp -> ahzFleetKnight.esp -> CoMAP - KhajiitCaravans.esp -> VolumeticMists.esp -> Lux Via - CC Farming Patch.esp -> Water for ENB - Patch - FWMF for Fantasy Paper Maps.esp -> ahzWaywardKnight.esp -> IvarsteadSource.esp -> MLU.esp -> CollegeOfWinterholdImmersive.esp -> Helgen Reborn.esp -> Lux Orbis - Helgen Reborn.esp -> ICOW Unofficial Patch.esp -> ICOW - JKs Skyrim Patch.esp -> ICOW - 3DNPC Patch.esp -> Landscape For Grass mods - Helgen Reborn Patch.esp -> MLU - Inigo.esp -> Lux Orbis - Immersive College patch.esp -> ICOW - CC - Wild Horses Patch.esp -> Ordinator - Perks of Skyrim.esp -> Alternate Start - Live Another Life.esp -> Alternate Start -- New Beginnings.esp -> Lux Orbis - Alternate Start patch.esp -> Landscape Fixes For Grass mods - Alternate start Locations.esp -> Ryns Whiterun City Limits - Alternate Start Patch.esp -> Lux - Inigo.esp -> Water for ENB (Shades of Skyrim).esp -> Ryns Whiterun City Limits - Water for ENB (Shades of Skyrim).esp -> Natural Waterfalls - Water for ENB Patch (Shades of Skyrim).esp -> DynDOLOD.esp -> FWMF for Fantasy Paper Maps.esp

 

Edit: Yes I realize that doesn't mean the file was modified by all those plugins, but rather that all those plugins changed the Tamriel world record and that FWMF was last to do so out of all of those plugins. I still question whether or not FWMF (or any of those mods for that matter) would be able to come up with a compromise for every possible conflict going on there.

Edited by traison
Posted
1 hour ago, ChefJonFavreau said:

then CTD

 

log to this CTD: https://pastebin.com/UJW9VxVH

 

second attempt, i type "stopquest WERoad02" as per the workaround Just Don't suggested and disabled the horse in console for extra measure and COCed to a stonehillsexterior01 (a town near morthal where i didnt crash before), then the game crashes while loading

 

crashlog to the second attempt is here:https://pastebin.com/tgw5Qs3R

 

First crash seems like it came from S3DTrees NextGenerationForests.esp form id 0x0009DAA2.

 

The second crash came from Meshes\Terrain\Tamriel\Objects\Tamriel.4.8.32.BTO and may have had something to do with memory allocation for TEXTURES\landscape\valenwood\mountainslab02_n.dds.

 

So, seems somewhat likely you may have issues with trees and/or LOD. Running DynDOLOD again could fix it. Make sure its LOD files are being used. If its an issue with a mod that provides trees then that issue may just get baked into the LOD meshes, in which case you'd have to identify and change the source mod.

Posted
5 hours ago, traison said:

Doesn't look like it in the crash log:

It looks exactly like that in xEdit and CK. Those are the only masters listed for that plugin. The crash log is listing all the mods editing said worldspaces. And again, FWMF only edits the map data values of the top entry for each Worldspace record. This means it edits the Tamriel, Riften, Whiterun, Soul Cairn and so on, at the top level. If another mod edits the same worldspace it will contain the top level for that part of the map but all the actual edits to the game world are done under that top level entry (for example Riften is edited both by FWMF and Thieves Guild Requirements, FWMF only changes map data, while TGR is actually editing the cells contained inside the Riften worldspace).

But this is beyond the point now since there are other crashes after the initial one and those point to other problematic files.

Posted (edited)
5 hours ago, traison said:

 

First crash seems like it came from S3DTrees NextGenerationForests.esp form id 0x0009DAA2.

 

The second crash came from Meshes\Terrain\Tamriel\Objects\Tamriel.4.8.32.BTO and may have had something to do with memory allocation for TEXTURES\landscape\valenwood\mountainslab02_n.dds.

 

So, seems somewhat likely you may have issues with trees and/or LOD. Running DynDOLOD again could fix it. Make sure its LOD files are being used. If its an issue with a mod that provides trees then that issue may just get baked into the LOD meshes, in which case you'd have to identify and change the source mod.

 

seems like DynDOLOD really was the culprit. i disabled it and applied my workaround and actually got to run around in morthal and stonehills for about 10+ minutes and could save/load games there.

 

i did eventually crash though, but this time i found something weird a little bit west of the entrance to morthal. there was a noble on a horse and a guard walking along the path and seemingly into morthal. ive seen this pair of npcs before in other parts of the map and have never had any problems with them. then in the same area, just slightly behind this pair, i noticed a lone horse and a single noble stuck half buried in the road in the mounting animation. i walked up to the noble, disabled it with console, then reenabled it before redisabling it, then CTDed. it also couldnt be killed via console for some reason

 

this new log is different from the rest in that it mentions my player character for some reason? (my PC is named "Carolie" and is referenced several times throughout the log along with the noble) https://pastebin.com/FSFv1RFb

 

also regarding DynDOLOD, i dont know if this is the right place to ask for help with the program, but i reran xLODGen and TexGenx64, no problems, but then i ran into an "out of memory" error in DynDOLOD (x64) itself. i cant paste the whole log since its too large so i cut out some parts and included (probably) the most critical information. https://pastebin.com/wHAAwcPT

 

Edited by ChefJonFavreau
Posted (edited)
1 hour ago, ChefJonFavreau said:

i walked up to the noble, disabled it with console, then reenabled it before redisabling it, then CTDed

 

Seems like a bad idea to disable a reference as its in the middle of something. I wouldn't waste time on this unless the problem keeps repeating itself. NPCs spawning in weird places isn't exactly new for Skyrim either - everyone has seen the flying horses/deer/mammoths.

 

Edit: I mean obviously everything is constantly in the middle of something: getting drawn, playing an animation, moving around. I mean in this case it was literally in the middle of something as the animation was stuck. I feel like that's somewhat equivalent to kicking a hornet nest.

 

 

Out of memory errors are a bit too generic to act upon without knowing exactly what it was doing at that time. Seems these 2 could be important:

Quote

If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt

 

Edited by traison
Posted (edited)
15 hours ago, traison said:

Out of memory errors are a bit too generic to act upon without knowing exactly what it was doing at that time. Seems these 2 could be important:

 

overlooked those lines somehow, here is the bugreport.txt https://pastebin.com/bQaKLb4m

 

edit: nevermind, i got it to work now. after regenerating DynDOLOD, i tried to load a save i made in the middle of morthal. now the "Noble" npc is giving me problems it seems... crashlog similar to when i tried to disable it in a previous reply, but "Horse" is no longer mentioned, should i maybe apply the workaround to the "Noble" npc too?

 

https://pastebin.com/6j1AuC4i

Edited by ChefJonFavreau
Posted

i think ive finally managed to mostly solve my issue

 

after regening LOD, i am now able to roam around morthal, which i tested out by riding from stonehills to dragonbridge (basically what had previously been the entire CTD zone). the only exception is that loading saves in morthal dont seem to bode well and seems to CTD, but i think i can live with not saving in morthal anymore

 

i also found the "Noble" NPC with the one of the RefIDs found in the crashlog (FF00ADC1) lying dead on the road, horse nowhere to be found (i assume its the one i disabled via console)

 

what i still dont seem to understand though, is why all of this only started happening now, when ive had all of these mods in my game for the longest time with way less issues

 

Posted (edited)
1 hour ago, ChefJonFavreau said:

what i still dont seem to understand though, is why all of this only started happening now, when ive had all of these mods in my game for the longest time with way less issues

 

The NPC happened to be in the wrong place at the wrong time. A game as vast and to some degree random as Skyrim, there's bound to be times when even if you didn't change anything, one run is going to seem completely broken and the next is flawless.

 

I for instance noticed that when I added the Populated * series mods, specifically the Popualted Roads one I got a lot more (as in, went from none to having 1 a month) CTD that just happens randomly. Starting the game again and everything is fine, even if I do the exact same things as I did before.

 

Generally I wouldn't pay much attention to CTDs unless it was happening once a week or more frequently, reliably repeatable or preventing you from progressing. Anything else I'd file under "Skyrim being Skyrim".

 

16 hours ago, ChefJonFavreau said:

crashlog similar to when i tried to disable it in a previous reply, but "Horse" is no longer mentioned

 

I know this is no longer relevant but this issue is still exactly the same as the previous one: both happened in SkyrimSE.exe+067D4D6 and both have very similar (or identical) stacks:

onEnterFrame -> MountInteraction -> ExtraInteraction -> ExtraAliasInstanceArray

Edited by traison

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...