LordDrakath15226 Posted September 17, 2024 Posted September 17, 2024 Just when i'm so close of fixing my load order, the game started crashing on new game and on loading the test character and i can't find the reason, can anyone find the culprit on these logs?: crash-2024-09-17-03-09-19.log crash-2024-09-17-03-24-34.log
traison Posted September 17, 2024 Posted September 17, 2024 03-09-19 Is a null pointer crash. Form id 0x00000014 "Prisoner". It may have had something to do with "n_Priest.hkx", but that seems a bit unlikely. I'd try to clean up the mods editing the player record, and surrounding cell: FuzRoBork.esp 3DNPC.esp NewArmoury.esp 0Kaidan.esp EVGAT SIP.esp AbandonedPrisonNavFix.esp Bathing in Skyrim SE - Alternate Start.esp Followers.esp 03-24-34 Is also a null pointer crash. Was caused by form id 0x5139AFEB "Hoary Nord Boots" from "Skyrim Immersive Creatures Special Edition.esp". These have a light attached to them which is causing rendering issues. Disco boots??
LordDrakath15226 Posted September 18, 2024 Author Posted September 18, 2024 Late reply, sorry but that didn't change anything unfortunately, same crash and the log is the same and i've cleaned each one of those.
traison Posted September 18, 2024 Posted September 18, 2024 10 hours ago, LordDrakath15226 said: that didn't change anything unfortunately, same crash and the log is the same If its the same then you messed something up. Those plugin names can't be present if they're not loaded. Post the new crash log.
LordDrakath15226 Posted September 18, 2024 Author Posted September 18, 2024 Was i supposed to not have those enabled after cleaning them? Here's the log from trying it just now: crash-2024-09-18-17-53-12.log
traison Posted September 18, 2024 Posted September 18, 2024 7 minutes ago, LordDrakath15226 said: Was i supposed to not have those enabled after cleaning them? Cleaning typically means removing ITM records, some of which were placed in mods for a reason. I personally don't like them, but that's because I do this stuff by hand in xEdit and like to take responsibility for the damage I (potentially) do. Anyhow, you have a null pointer somewhere like I said previously, and the crash log is (still) pointing at the player character and the Abandoned Prison cell. The mods I listed are altering these things, so it only makes sense to me to get rid of them. Its totally possible it will fix nothing, but at the very least it will simplify the next crash log. So yes, you were supposed to remove them.
LordDrakath15226 Posted September 18, 2024 Author Posted September 18, 2024 Thanks for clearing that up, i'm gonna try that now.
LordDrakath15226 Posted September 18, 2024 Author Posted September 18, 2024 Well, shit, thought disabling Alternate Start might solve it but it didn't, it still crashed but this time, it didn't leave a log.
LordDrakath15226 Posted September 19, 2024 Author Posted September 19, 2024 Right now, i'm cleaning whatever LOOT shows needing cleaning but by cleaning, i mean using SSEEditQuickAutoClean.
LordDrakath15226 Posted September 19, 2024 Author Posted September 19, 2024 BREAKTROUGH!! Tried to bypass Alternate Start using a command and it worked, game started before a different crash that has 2 other culprits to deal with so the plan is to use the command and then quickly save and deal with the other crash.
LordDrakath15226 Posted September 24, 2024 Author Posted September 24, 2024 Fuck my life, back to square one in loading my mods 1 by 1, it's been years since i managed to play Skyrim with mods and it looks like it's going to take a bit more until i can play it again, question to whoever sees this, after i load what i consider utility mods, what type of mods should i load first other than character and npcs related mods: Gameplay, meshes, weapons, armors, followers, new lands, quests, animations, creatures, cities remodels, races, patches or sexlab/ostim stuff?
traison Posted September 24, 2024 Posted September 24, 2024 2 hours ago, LordDrakath15226 said: what type of mods should i load first Your mod manager will tell you about file conflicts, it is your job to resolve them. xEdit will tell you about plugin record conflicts, it is also your job to solve them. So the answer to your question is, you load the mods first that don't get overridden later, or are fine with getting overridden without losing the functionality you need from them. What does that mean in English? Well, if you want the functionality from SL, but another mod requires a newer version of PapyrusUtils then the load order is: SexLab, PapyrusUtil, AnotherMod, where SL has the lowest priority and AnotherMod the highest.
LordDrakath15226 Posted September 24, 2024 Author Posted September 24, 2024 1 hour ago, traison said: Your mod manager will tell you about file conflicts, it is your job to resolve them. xEdit will tell you about plugin record conflicts, it is also your job to solve them. So the answer to your question is, you load the mods first that don't get overridden later, or are fine with getting overridden without losing the functionality you need from them. What does that mean in English? Well, if you want the functionality from SL, but another mod requires a newer version of PapyrusUtils then the load order is: SexLab, PapyrusUtil, AnotherMod, where SL has the lowest priority and AnotherMod the highest. I'm not worried about conflicts and more about if there's types to enable first and ones to leave last to not break a game.
traison Posted September 24, 2024 Posted September 24, 2024 The issue with that question is that there's probably a million mods, most with more than one version, some with custom edits and forks. You may find it difficult to find someone that knows the load order for that.
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