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Crash_2024_4_22_10-47-14.txtCrash_2024_4_22_10-41-29.txtCrash_2024_6_6_11-30-10.txtCrash_2024_6_3_10-56-58.txtCrash_2024_5_26_1-52-10.txtCrash_2024_5_26_1-50-5.txtCrash_2024_5_16_10-42-11.txtCrash_2024_5_6_12-6-1.txtCrash_2024_4_24_11-19-33.txtCrash_2024_4_23_10-42-49.txt

I have a problem that my game ctd on fast travel or cell change, But it's very random. Can somene help me to find the reason?
It looks like it some kind of problem with SoS, but maybe not. I can't get it. 

Posted

You have 5 different crashes here. I'd recommend we do not pursue all at once otherwise this thread is going to get confusing real quick. I'd also recommend you get rid of the NetScriptFramework crash logger and switch to a more competent one - having to deal with corrupted callstacks is unecessarily time consuming. Perhaps we start with the most prominent crash, the one that's causing you the most trouble?

 

11-30-10
10-42-11
11-19-33

 

Corrupted callstack. Crash occured in skee64.dll+1A0F4 (RaceMenu). This could be stuff like morphs, nioverride and skin overlays/overrides.

 

10-56-58

 

Crash seems to be caused by an AI package attached to ref id FF001321 form id FF001324 "Thalmor Justiciar". Could be navmesh.

 

1-52-10
1-50-5
10-47-14
10-41-29

 

Corrupted callstack. Crash occured in SchlongsOfSkyrim.dll+F1F9. Not sure if this is the issue where SOS crashes because of plugin load order changes, but that's typically the reason for SOS crashes around here. If this is not longer happening, I wouldn't pay any mind to it.

 

12-6-1

 

Corrupted callstack. Crash occured in skse64_1_5_97.dll+5CE66 while saving or loading the skse cosave. It may have had something to do with ref id 000FC90 form id 00057A8C "Fire". I'm not entirely sure of why these occur but if I had to guess this is probably because of invalid object states, i.e. the reason why 000FC90 showed up here might be coincidence but considering its the only lead right now it's still worth look into in xEdit.

 

10-42-49

 

Potentially navmesh related, form ids 00103740 and 000EA096. Might have had something to do with ref id 000D328C form id 000A731C "DeadShrub01".

 

 

So, to put it short:

  1. You may have navmesh issues.
  2. Some mod might be causing issues with the skse cosave.
  3. SOS is or was unhappy.
  4. RaceMenu is unhappy.
Posted
32 minutes ago, traison said:

You have 5 different crashes here. I'd recommend we do not pursue all at once otherwise this thread is going to get confusing real quick. I'd also recommend you get rid of the NetScriptFramework crash logger and switch to a more competent one - having to deal with corrupted callstacks is unecessarily time consuming. Perhaps we start with the most prominent crash, the one that's causing you the most trouble?

 

11-30-10
10-42-11
11-19-33

 

Corrupted callstack. Crash occured in skee64.dll+1A0F4 (RaceMenu). This could be stuff like morphs, nioverride and skin overlays/overrides.

 

10-56-58

 

Crash seems to be caused by an AI package attached to ref id FF001321 form id FF001324 "Thalmor Justiciar". Could be navmesh.

 

1-52-10
1-50-5
10-47-14
10-41-29

 

Corrupted callstack. Crash occured in SchlongsOfSkyrim.dll+F1F9. Not sure if this is the issue where SOS crashes because of plugin load order changes, but that's typically the reason for SOS crashes around here. If this is not longer happening, I wouldn't pay any mind to it.

 

12-6-1

 

Corrupted callstack. Crash occured in skse64_1_5_97.dll+5CE66 while saving or loading the skse cosave. It may have had something to do with ref id 000FC90 form id 00057A8C "Fire". I'm not entirely sure of why these occur but if I had to guess this is probably because of invalid object states, i.e. the reason why 000FC90 showed up here might be coincidence but considering its the only lead right now it's still worth look into in xEdit.

 

10-42-49

 

Potentially navmesh related, form ids 00103740 and 000EA096. Might have had something to do with ref id 000D328C form id 000A731C "DeadShrub01".

 

 

So, to put it short:

  1. You may have navmesh issues.
  2. Some mod might be causing issues with the skse cosave.
  3. SOS is or was unhappy.
  4. RaceMenu is unhappy.

 

spongebob-squarepants-spongebob.gif

Posted
On 6/7/2024 at 2:59 PM, traison said:

You have 5 different crashes here. I'd recommend we do not pursue all at once otherwise this thread is going to get confusing real quick. I'd also recommend you get rid of the NetScriptFramework crash logger and switch to a more competent one - having to deal with corrupted callstacks is unecessarily time consuming. Perhaps we start with the most prominent crash, the one that's causing you the most trouble?

 

11-30-10
10-42-11
11-19-33

 

Corrupted callstack. Crash occured in skee64.dll+1A0F4 (RaceMenu). This could be stuff like morphs, nioverride and skin overlays/overrides.

 

10-56-58

 

Crash seems to be caused by an AI package attached to ref id FF001321 form id FF001324 "Thalmor Justiciar". Could be navmesh.

 

1-52-10
1-50-5
10-47-14
10-41-29

 

Corrupted callstack. Crash occured in SchlongsOfSkyrim.dll+F1F9. Not sure if this is the issue where SOS crashes because of plugin load order changes, but that's typically the reason for SOS crashes around here. If this is not longer happening, I wouldn't pay any mind to it.

 

12-6-1

 

Corrupted callstack. Crash occured in skse64_1_5_97.dll+5CE66 while saving or loading the skse cosave. It may have had something to do with ref id 000FC90 form id 00057A8C "Fire". I'm not entirely sure of why these occur but if I had to guess this is probably because of invalid object states, i.e. the reason why 000FC90 showed up here might be coincidence but considering its the only lead right now it's still worth look into in xEdit.

 

10-42-49

 

Potentially navmesh related, form ids 00103740 and 000EA096. Might have had something to do with ref id 000D328C form id 000A731C "DeadShrub01".

 

 

So, to put it short:

  1. You may have navmesh issues.
  2. Some mod might be causing issues with the skse cosave.
  3. SOS is or was unhappy.
  4. RaceMenu is unhappy.

So, what should I do to make them happy? How to fix all of that?

 

Posted
13 minutes ago, Strager said:

So, what should I do to make them happy? How to fix all of that?

 

 

That's the comment I was trying to avoid...

 

On 6/7/2024 at 2:59 PM, traison said:

I'd recommend we do not pursue all at once otherwise this thread is going to get confusing real quick.

 

But if that's the route you want to go then:

 

xEdit for navmesh issues. You have some form ids to inspect. Find the mods altering those records, the cells they're in and/or the surrounding area. Worst case scenario is you won't find anything in which case it quite quickly devolves to having to rip your setup apart until the problem goes away. For this you'd want to find a reliable way to repeat the CTD first.

 

Can't comment on the SOS problem until you clarify where these crashed occured.

 

The cosave issue is probably another one of those problems where you'd have to rip your setup apart to find it. Again, need to find a reliable way to reproduce the CTD first, otherwise testing will take far too long.

 

For SKEE, gonna need to know exactly which version you're running.

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