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Help with a crash log, been trying for days to fix this problem


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Posted (edited)

I've been consistently getting the same crash near some areas like Fort Amol or outside of Falkreath, near Pinewatch, I've tried disabling stuff that looks like it could be the culprit according to both Crash Logger and Trainwreck, which seemed to be FSMP and Better Third Person Selection, but there's also a bunch of facegen stuff that seems to be broken, at least that's what I understand from what I've searched.

 

Might be related to memory but I've had the same crashes happen on another PC of mine that's almost the same specs as the laptop I'm currently using (16 gb of ram instead of the 8 gb this laptop has).

 

Game usually freezes after reaching a point where I'm assuming the NPCs start loading in, reminds me of another crash related to OBody that I used to have a long time ago, though this time I checked and it has nothing to do with it.

 

I attached both a crash logger log and a trainwreck log.

 

EDIT: I also added a report from crash logger analyzer, might be some related to NiNodes and an NPC in FortAmol05 that's being modified by the unofficial patch (?).

crash-2024-08-29-03-45-30.log 2024-08-28-23-59-21.log crash-2024-08-29-03-45-30-REPORT.txt

Edited by zt0er
Additional Info
Posted

Your crash was caused by the facegen file of "Stormcloak Soldier" reference id 0xFF000BED in "FortAmol05" 0x00009663.

 

So, what I'd do:

  1. Get More Informative Console.
  2. While in a cell where the game doesn't crash (obviously), open the console.
  3. prid 0xff000bed
  4. Use MIC to get the base form id and the plugin name from where it came.
  5. Look up the _NPC record in xEdit using this id.
  6. Make a list of mods that have altered this record.
  7. Locate meshes\actors\character\facegendata\fecegeom\<origin plugin>\<form id>.nif
  8. Make a list of mods that have altered this file.

These mod lists would be my prime suspects.

Posted (edited)
8 hours ago, traison said:

Your crash was caused by the facegen file of "Stormcloak Soldier" reference id 0xFF000BED in "FortAmol05" 0x00009663.

 

So, what I'd do:

  1. Get More Informative Console.
  2. While in a cell where the game doesn't crash (obviously), open the console.
  3. prid 0xff000bed
  4. Use MIC to get the base form id and the plugin name from where it came.
  5. Look up the _NPC record in xEdit using this id.
  6. Make a list of mods that have altered this record.
  7. Locate meshes\actors\character\facegendata\fecegeom\<origin plugin>\<form id>.nif
  8. Make a list of mods that have altered this file.

These mod lists would be my prime suspects.

I wasn't able to prid the ID of the NPC causing the crash but I did end up finding the mod that was causing the crash via bruteforcing my way into the Fort.

 

It was Diverse Stormcloak Soldiers, I was able to walk into Fort Amol by looking at the floor, I made a fresh save and looked around, the second a non Nord was on my screen the game crashed, I deactivated all of the Diverse mods, then started reactivating them one by one, it ended up being the Stormcloak one, probably due to it being the only one that loads bsa files, so the corrupted facegen data is probably from that specific mod.

Edited by zt0er
Posted
12 minutes ago, zt0er said:

I wasn't able to prid the ID of the NPC causing the crash but I did end up finding the mod that was causing the crash via bruteforcing my way into the Fort.

 

It was Diverse Stormcloak Soldiers, I was able to walk into Fort Amol by looking at the floor, I made a fresh save and looked around, the second a non Nord was on my screen the game crashed, I deactivated all of the Diverse mods, then started reactivating them one by one, it ended up being the Stormcloak one, probably due to it being the only one that loads bsa files, so the corrupted facegen data is probably from that specific mod.

 

Well done.

 

If you want to try fixing that issue properly, you could consider rebuilding the facegen mesh(es) in the CK. Note however that your results will be different from what the original author had intended unless your relevant mods match exactly to those used when the original faces were built:

  1. Open the CK.
  2. Load the problematic mod.
  3. Select the affected NPCs.
  4. Press the hidden hotkey: Ctrl + F4
Posted
26 minutes ago, traison said:

 

Well done.

 

If you want to try fixing that issue properly, you could consider rebuilding the facegen mesh(es) in the CK. Note however that your results will be different from what the original author had intended unless your relevant mods match exactly to those used when the original faces were built:

  1. Open the CK.
  2. Load the problematic mod.
  3. Select the affected NPCs.
  4. Press the hidden hotkey: Ctrl + F4

So it turns out, the bsa files were named incorrectly, the one for textures had the meshes folder and viceversa, I unpacked them, moved them to the mod folder and deleted the bsa files, now it works fine.

 

Would've probably worked too if I just swapped the file names for the BSAs.

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