Caliban44 Posted July 14, 2015 Posted July 14, 2015  "What I do next" aka "3.0 Spoiler" I like where this is going   me too!! Â
Whacked Posted July 14, 2015 Posted July 14, 2015 "What I do next" aka "3.0 Spoiler" Â Yes PLEASE, that is a huge upgrade!
fiewiel Posted July 14, 2015 Posted July 14, 2015 I just realized that I simply installed the 2.82 files and disabled the 2.8 ones (simply forgot that its not just a bunch of meshes). Should I reinstall following the uninstallation instruction on the modpage? I still get sometimes errors like      [Active effect 5 on (9F0043FD)].ProperWeaponScaleEffect.OnUpdate() - "ProperWeaponScaleEffect.psc" Line ?[07/14/2015 - 07:59:14PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack:   [Active effect 6 on (9F0043FC)].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?   [Active effect 6 on (9F0043FC)].ProperWeaponScaleEffect.OnUpdate() - "ProperWeaponScaleEffect.psc" Line ?  Â
Groovtama Posted July 14, 2015 Author Posted July 14, 2015 I just realized that I simply installed the 2.82 files and disabled the 2.8 ones (simply forgot that its not just a bunch of meshes). Should I reinstall following the uninstallation instruction on the modpage? I still get sometimes errors like      [Active effect 5 on (9F0043FD)].ProperWeaponScaleEffect.OnUpdate() - "ProperWeaponScaleEffect.psc" Line ? [07/14/2015 - 07:59:14PM] ERROR: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack:    [Active effect 6 on (9F0043FC)].ProperWeaponScaleEffect.RegisterForSingleUpdate() - "<native>" Line ?    [Active effect 6 on (9F0043FC)].ProperWeaponScaleEffect.OnUpdate() - "ProperWeaponScaleEffect.psc" Line ?   3.0 will be a total recode for that part without any of these issues, so I don't give much about the problems of 2.82 anymore, sorry^^
Prolific Posted July 16, 2015 Posted July 16, 2015 I'm having a consistent crash entering Whiterun. For testing I made a clean save on a brand new game (all dlc) with only the USKPs, SKSE 173, RRF, Race Menu 322, (and the overlay 25) FNIS 55, and ASLAL. There's also my ENB, it's weather esp and the Mindflux ENB mesh fixes. All sorted with LOOT. No HDT, no bodies, no textures (other than HRTP).  I can enter WR through the main gate without issue. When I install XPMSE, run FNIS and resort with LOOT, I will crash approximately 6 out of 10 times. Note that if it does not crash when I enter (with your mod loaded) then I can go in and out and never crash, it only occurs entering WR after restarting Skyrim and loading the save outside the gate.  I use MO. I do have the SKSE.ini with the memory settings. I think that the only thing I changed from default when installing your skeleton, is the dual weapons part. Will anyone else recreate this for the sake of narrowing? I'm pretty sure I have read everything, but if I'm missing something obvious please forgive me.  EDIT I left out SkyUI 5.
CliftonJD Posted July 16, 2015 Posted July 16, 2015 (edited) I'm having a consistent crash entering Whiterun. For testing I made a clean save on a brand new game (all dlc) with only the USKPs, SKSE 173, RRF, Race Menu 322, (and the overlay 25) FNIS 55, and ASLAL. There's also my ENB, it's weather esp and the Mindflux ENB mesh fixes. All sorted with LOOT. No HDT, no bodies, no textures (other than HRTP).  I can enter WR through the main gate without issue. When I install XPMSE, run FNIS and resort with LOOT, I will crash approximately 6 out of 10 times. Note that if it does not crash when I enter (with your mod loaded) then I can go in and out and never crash, it only occurs entering WR after restarting Skyrim and loading the save outside the gate.  I use MO. I do have the SKSE.ini with the memory settings. I think that the only thing I changed from default when installing your skeleton, is the dual weapons part. Will anyone else recreate this for the sake of narrowing? I'm pretty sure I have read everything, but if I'm missing something obvious please forgive me.  EDIT I left out SkyUI 5. try reverting to an older version of racemenu, see if the issue persists: I had similar issues in markarth that I had thought were due to the new skse, but both the latest skse and xpmse work fine on their own, my original issue was trying to update too many at once to track down the real problem racemenu is only listed in the requirements for the weapons sliders so set weapons back to default while you test that out so unless you're having an enb issue (I don't use nor have I used enb), that'd be the first thing i'd suggest, try reverting to RaceMenu v2-9-6-29624-2-9-6 (dunno anything about uskp's tho so don't know if that's affecting it) I normally use cbbe bodies, mostly tbbp is what I was using, so far I might be converting to hdt body thru the cbbe bodyslide so I can make full use of the mod provided, i'll try another time for updated version of racemenu, but earlier this game it didn't work so well in windhelm, seems something about windhelm also doesn't like the fnis creature 5.3 beta pack hope that helps, good luck  edit: switching back to cbbe body tbbp more stable, still using hdt skeleton Edited July 16, 2015 by CliftonJD
Prolific Posted July 16, 2015 Posted July 16, 2015 I reverted XPMSE back to 175 incrementally and had the same crash until 175. EDIT: Still crashes  Thanks CliftonJD. I will replace the latest XMPSE and revert the Race Menu version and see what that does.  EDIT: Crashes on RM 2.96 as well. This has become a real head scratcher for me.
Sacremas Posted July 16, 2015 Posted July 16, 2015 To clarify, it's crashing specifically with XPMSE, and not when you leave it out? Have you made sure the install is correct? Try adding a basic HDT physics extension like from the Nexus and see if it crashes then. Also this is a new game from LAL, not a old save with trash in the papyrus? Can you make a papyrus log and post?
Prolific Posted July 16, 2015 Posted July 16, 2015 To clarify, it's crashing specifically with XPMSE, and not when you leave it out? Have you made sure the install is correct? Try adding a basic HDT physics extension like from the Nexus and see if it crashes then. Also this is a new game from LAL, not a old save with trash in the papyrus? Can you make a papyrus log and post? Â Yes, 10 times I loaded that save by the gate and entered without a crash, but when the skeleton is loaded, it crashed 6 or 7 times. It was originally happening on a save I was about to play on, and it had many other mods. But in trying to narrow down what was causing the crash, I installed LAL strictly for getting to that location quickly, and started a brand new game with only the listed mods active. Â Papyrus: Â Â [07/16/2015 - 12:59:50AM] Papyrus log opened (PC) [07/16/2015 - 12:59:50AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [07/16/2015 - 12:59:50AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms) [07/16/2015 - 12:59:50AM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/16/2015 - 01:00:12AM] VM is freezing... [07/16/2015 - 01:00:12AM] VM is frozen [07/16/2015 - 01:00:12AM] Reverting game... [07/16/2015 - 01:00:16AM] Loading game... [07/16/2015 - 01:00:16AM] VM is thawing... [07/16/2015 - 01:00:16AM] InitWidgetLoader() [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? Â
Sacremas Posted July 16, 2015 Posted July 16, 2015 Well, I'm not sure what's going on here but it's clearly related to proper weapon scale. When the next version of the skeleton comes, that's supposed to be a problem of the past, but for now here's what you're going to do; Â Go into the skeleton in Mod Organizer and disable everything except the Meshes category, now go into the Meshes, to Actor/Character and disable the Animations folder as well. You won't get the weapon scale, you won't be able to pick where you keep your weapons and you won't be able to change a lot in Racemenu (you should be able to change some of it however), but it should also kill your crashes. Then install the full version of this skeleton without disabling anything once the next update comes. Note that with these disables you should not check groovatrama's skeleton in FNIS when you run that, as that's only for the new animations which needs the scripts etc.
Prolific Posted July 16, 2015 Posted July 16, 2015 I'm only play testing until Frostfall is done so I'll be ok with waiting for XPMSE 3+, but for what ever it is worth to others and to Groov... this did fix the crash. Entered 5 times and 0 crashes. Thank you.
Groovtama Posted July 16, 2015 Author Posted July 16, 2015  I'm having a consistent crash entering Whiterun. For testing I made a clean save on a brand new game (all dlc) with only the USKPs, SKSE 173, RRF, Race Menu 322, (and the overlay 25) FNIS 55, and ASLAL. There's also my ENB, it's weather esp and the Mindflux ENB mesh fixes. All sorted with LOOT. No HDT, no bodies, no textures (other than HRTP).  I can enter WR through the main gate without issue. When I install XPMSE, run FNIS and resort with LOOT, I will crash approximately 6 out of 10 times. Note that if it does not crash when I enter (with your mod loaded) then I can go in and out and never crash, it only occurs entering WR after restarting Skyrim and loading the save outside the gate.  I use MO. I do have the SKSE.ini with the memory settings. I think that the only thing I changed from default when installing your skeleton, is the dual weapons part. Will anyone else recreate this for the sake of narrowing? I'm pretty sure I have read everything, but if I'm missing something obvious please forgive me.  EDIT I left out SkyUI 5. try reverting to an older version of racemenu, see if the issue persists: I had similar issues in markarth that I had thought were due to the new skse, but both the latest skse and xpmse work fine on their own, my original issue was trying to update too many at once to track down the real problem racemenu is only listed in the requirements for the weapons sliders so set weapons back to default while you test that out so unless you're having an enb issue (I don't use nor have I used enb), that'd be the first thing i'd suggest, try reverting to RaceMenu v2-9-6-29624-2-9-6 (dunno anything about uskp's tho so don't know if that's affecting it) I normally use cbbe bodies, mostly tbbp is what I was using, so far I might be converting to hdt body thru the cbbe bodyslide so I can make full use of the mod provided, i'll try another time for updated version of racemenu, but earlier this game it didn't work so well in windhelm, seems something about windhelm also doesn't like the fnis creature 5.3 beta pack hope that helps, good luck  edit: switching back to cbbe body tbbp more stable, still using hdt skeleton  I had the crashes discussion with NiOverride enough on the nexus, if it would be a XPMSE skeleton you would crash 100% of the time, not just sometimes. XPMSE cannot crash your game.  @CliftonJD Do not ever give recommendation anymore like going to RM2.9.6, that is a dumb fucking idea, there are reasons, there is explicite 3.2.2 written on the front page.   I reverted XPMSE back to 175 incrementally and had the same crash until 175. EDIT: Still crashes  Thanks CliftonJD. I will replace the latest XMPSE and revert the Race Menu version and see what that does.  EDIT: Crashes on RM 2.96 as well. This has become a real head scratcher for me. RM2.9.6 dumb fucking idea to use with anything that goes on NPCs, and also doesn't work because half of the needed code for running is missing.   To clarify, it's crashing specifically with XPMSE, and not when you leave it out? Have you made sure the install is correct? Try adding a basic HDT physics extension like from the Nexus and see if it crashes then. Also this is a new game from LAL, not a old save with trash in the papyrus? Can you make a papyrus log and post?  Yes, 10 times I loaded that save by the gate and entered without a crash, but when the skeleton is loaded, it crashed 6 or 7 times. It was originally happening on a save I was about to play on, and it had many other mods. But in trying to narrow down what was causing the crash, I installed LAL strictly for getting to that location quickly, and started a brand new game with only the listed mods active.  Papyrus:   [07/16/2015 - 12:59:50AM] Papyrus log opened (PC) [07/16/2015 - 12:59:50AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [07/16/2015 - 12:59:50AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms) [07/16/2015 - 12:59:50AM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/16/2015 - 01:00:12AM] VM is freezing... [07/16/2015 - 01:00:12AM] VM is frozen [07/16/2015 - 01:00:12AM] Reverting game... [07/16/2015 - 01:00:16AM] Loading game... [07/16/2015 - 01:00:16AM] VM is thawing... [07/16/2015 - 01:00:16AM] InitWidgetLoader() [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ? [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type stack: [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line ? [None].ProperWeaponScaleEffect.OnCellDetach() - "ProperWeaponScaleEffect.psc" Line ?  Well, I'm not sure what's going on here but it's clearly related to proper weapon scale. When the next version of the skeleton comes, that's supposed to be a problem of the past, but for now here's what you're going to do;  Go into the skeleton in Mod Organizer and disable everything except the Meshes category, now go into the Meshes, to Actor/Character and disable the Animations folder as well. You won't get the weapon scale, you won't be able to pick where you keep your weapons and you won't be able to change a lot in Racemenu (you should be able to change some of it however), but it should also kill your crashes. Then install the full version of this skeleton without disabling anything once the next update comes. Note that with these disables you should not check groovatrama's skeleton in FNIS when you run that, as that's only for the new animations which needs the scripts etc. Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type cannot cause a crash because it is a catched error, means skyrim didn't do a thing.  That was a misconcception from NiOverride searches that this line does mean anything related to crashes. that just means "hey your object isn't here anymore" you don't need\can't unregister for it.
Sacremas Posted July 16, 2015 Posted July 16, 2015 Constantly checking for something like proper weapon scale CAN crash the game, but ONLY in a very heavy mod set up, and then it's not XPMSE that's crashing the game, it's whatever mod that was cockblocked trying to put it's script in that crashed. I've been through this enough to know. On a LAL game clean MO profile with only the mods mentioned however, no freaking way, you should be able to leave the computer on in the middle of the marked overnight and not crash, unless you have some seriously strange settings in your ini files. Â I can only suggest you try dropping by my modding guide in my sig, read the first page (only the first page is needed, the rest is just jabber/blogging/mod talk) and follow as much of it as possible, including setting up SKSE and better ini files than the game ships with. Then try reinstalling XPMSE full and repeat the entering Whiterun thing.
b3lisario Posted July 16, 2015 Posted July 16, 2015 XPMSE will CTD your game given the right conditions or mod combinations. Warning logs aren't crashing your game per se, but they are an obvious signal of something that is not happening as expected. We all know how the engine reacts to too many unexpected stuff. Also they are pretty annoying and add noise to the logs, making it hard looking for useful log entries. Logging to console is awful also IMO. It also adds another requirements which, if not installed, it even produces more warning logs (I didn't test this myself, just read in previous comments) Yeah XPMSE 3 will redo the system, let's forget about the current users. Not that I care actually as I am not a mod user, normally. Telling people to ignore log warnings is just the opposite thing to do IMO. Â Â That being said, these days I've been checking extensively XPMSE (with no scripts) and NiOverride. I'm working on mods that have random ILS and CTD issues, and I wanted to find the cause. I concluded it's a matter of memory problems, or engine issues, not produced by XPMSE or NiOverride or any other mod that I could find. All the DLCs and official patches plus a dozen of mods make my game inestable. I got better results only after installing stuff like this --> hdtSkyrimMemPatch.dll (it really works, or at least is an excellent placebo) Prior installing this I had only the SKSE.ini thing. I had no other memory patches or ENB installed.
Sacremas Posted July 16, 2015 Posted July 16, 2015 I have a 220 mod list now, 8000+ scripts over 130.000+ script instances, and I'm running perfectly smooth, I have every texture in the game replaced with HD ones, I have a lot of extra NPCs (both enemies and things like Wenches, 3DNPC, Inconsequential NPC, mercenaries, patrollers), a lot of extra item addons to every town and village, I have a ENB running for full with all settings, etc, on a machine that's getting somewhat dated now, around 5 years old, and I can play for 4-6 hours easily and not even show indications of crashing. It can be done. It takes a lot of freaking effort to get to that point of stability and still be able to run all the mods you want but it can be done. Â It's a matter of mainly identifying problem mods and figuring out how many of them you can run (there's no mod out there at all that's well known and well used and can't be used on any setup at all). For example I've chosen to run SOS Light instead of SOS Full simply to get away from the cloak script that puts penises on NPCs nearby, that alone puts a hell of a lot of strain on the papyrus if you have a lot of NPCs around, like during Civil War scenes. Enahnced Blood, gone, Dual Sheath Redux, gone, Wet & Cold, gone, and so on.
Groovtama Posted July 16, 2015 Author Posted July 16, 2015 XPMSE will CTD your game given the right conditions or mod combinations. Warning logs aren't crashing your game per se, but they are an obvious signal of something that is not happening as expected. We all know how the engine reacts to too many unexpected stuff. Also they are pretty annoying and add noise to the logs, making it hard looking for useful log entries. Logging to console is awful also IMO. It also adds another requirements which, if not installed, it even produces more warning logs (I didn't test this myself, just read in previous comments) Yeah XPMSE 3 will redo the system, let's forget about the current users. Not that I care actually as I am not a mod user, normally. Telling people to ignore log warnings is just the opposite thing to do IMO. Â Â That being said, these days I've been checking extensively XPMSE (with no scripts) and NiOverride. I'm working on mods that have random ILS and CTD issues, and I wanted to find the cause. I concluded it's a matter of memory problems, or engine issues, not produced by XPMSE or NiOverride or any other mod that I could find. All the DLCs and official patches plus a dozen of mods make my game inestable. I got better results only after installing stuff like this --> hdtSkyrimMemPatch.dll (it really works, or at least is an excellent placebo) Prior installing this I had only the SKSE.ini thing. I had no other memory patches or ENB installed. If I see a stack dump in a log behind it, I know that it is a crash from skyrim dumping the stack where it was failing, but the most of the time people reported a lot of crashing was when NiO had a bug, after that it was pretty silent, I mostly get papyrus logs with the errors, and with most people asking if it is a problem at all, I don't also like that log noise, but it is in there currently, and I have to wait for other people's work for the next version or release a more refined version later, and I have other stuff to do currently, that is why I look for a release at the end of this month\beginning of the next month.
Sacremas Posted July 16, 2015 Posted July 16, 2015 Things that can be ignored always in papyrus are things like mods counting up compatibility, papyrus complaining about your load order having changed, and yes that includes things like what was reported here most likely (the author would know after all). A stack dump can NEVER be ignored, it's going to kill your save in the long run, you always need to figure out what's causing the dump. Papyrus causes stack dumps when more than two scripts want to run at the same second because Bethesda restricted Papyrus to two threads only, if three or more run at once there's a clog and a stack dump, and the stack dump itself causes significant lag for the rest of your game's performance where just running those scripts would not have caused it. Some mods also have a tendency to leave traces in your save after stack dumps which make them more likely to happen later, and causes your save to bloat and increasing the chance of random CTDs. Now here's a important caveat as well; papyrus logs are a bit of Schroedinger's cat, because the act of logging actually puts more strain on the system than running most of those "problem" mods will (logging causes tracebacks and causes mods that normally would have stayed quiet to report back becuse the author set it to so for his own purposes), so you might not have had the error if you didn't have papyrus logging active at the time. But of course how would you know without having it active? A clear example of this is the Duel Combat Realsim mod, that can acutally cause CTDs if you have papyrus logging active due to it's backwards compatibility checks, but these checks aren't run and the CTD won't happen if you are not running logging. Seriously, quantum phycisist students should mod Skyrim.
Groovtama Posted July 16, 2015 Author Posted July 16, 2015 Things that can be ignored always in papyrus are things like mods counting up compatibility, papyrus complaining about your load order having changed, and yes that includes things like what was reported here most likely (the author would know after all). A stack dump can NEVER be ignored, it's going to kill your save in the long run, you always need to figure out what's causing the dump. Papyrus causes stack dumps when more than two scripts want to run at the same second because Bethesda restricted Papyrus to two threads only, if three or more run at once there's a clog and a stack dump, and the stack dump itself causes significant lag for the rest of your game's performance where just running those scripts would not have caused it. Some mods also have a tendency to leave traces in your save after stack dumps which make them more likely to happen later, and causes your save to bloat and increasing the chance of random CTDs. Now here's a important caveat as well; papyrus logs are a bit of Schroedinger's cat, because the act of logging actually puts more strain on the system than running most of those "problem" mods will (logging causes tracebacks and causes mods that normally would have stayed quiet to report back becuse the author set it to so for his own purposes), so you might not have had the error if you didn't have papyrus logging active at the time. But of course how would you know without having it active? A clear example of this is the Duel Combat Realsim mod, that can acutally cause CTDs if you have papyrus logging active due to it's backwards compatibility checks, but these checks aren't run and the CTD won't happen if you are not running logging. Seriously, quantum phycisist students should mod Skyrim. Stack dumps don't kill your savegames. Â Scripts make function calls and the data needed goes on the stack. A stack dump is just writting down what is on the stack. That does not do anything with the savegame. What a stackdump does, is hogging the process and writting to the hard disc, and if you try to hit buttons/menus and shit and force the game to take actions, the stack dump may crash the game. What also could cause crashes is the stack dump being made with a stack that is large as fuck, like the 2GB Stack people do. Â That is why you should not run your skyrim in developer mode, because it does a lot of stack dumps, either when the stack is full in its size, or when a lot of small stuff is on the stack, what both often happens with PWS.
Sacremas Posted July 16, 2015 Posted July 16, 2015 Stack dumps in general do not kill your save, but but a lot of well known and well endorsed mods like Epic Gameplay Overhaul by ApolloDown can cause it as a part of that stack dump. The scripts don't have a shutdown often in those, so if one script is waiting on another that stack-dumped, the first script goes on waiting.... and waiting... and waiting. Dragons keep enraging, fires keep burning, movement scripts keep running, and then running over again when the next dragon/fire/act of movement appears. This is the main reason why so many claim EGO kills savegames in the long run. If you're running an ultra-slim load order with few other scritped mods where these stack dumps won't ever occur, EGO can be used just fine. Pair it with something like Wet & Cold, and your save has a timestamp. Â Other mods do it in a lesser degree, this causes your savegame to bloat, from 8 MB starting in LAL cell to suddenly 30-40 MB later or more (EGO games can see save games up in the hundreds of megabytes to gigabytes even), and that leads to instabilities and potential crashes later on as the game tries to read your save. And I don't really know how many other well known and widely used mods act on the same principle of sloppy scripting and just expecting you to be able to run them, and that's why I'm saying stack dumps can kill your save, because once you got enough of those instances running in your save you're going to have to be pretty good with Savegame Script Scalpel to be able to recover your save and run with it.
CliftonJD Posted July 16, 2015 Posted July 16, 2015     data-author="Prolific">Prolific, on 15Jul 2015 - 8:44 PM, said: I'm having a consistent crash entering Whiterun. For testing I made a clean save on a brand new game (all dlc) with only the USKPs, SKSE 173, RRF, Race Menu 322, (and the overlay 25) FNIS 55, and ASLAL. There's also my ENB, it's weather esp and the Mindflux ENB mesh fixes. All sorted with LOOT. No HDT, no bodies, no textures (other than HRTP).  I can enter WR through the main gate without issue. When I install XPMSE, run FNIS and resort with LOOT, I will crash approximately 6 out of 10 times. Note that if it does not crash when I enter (with your mod loaded) then I can go in and out and never crash, it only occurs entering WR after restarting Skyrim and loading the save outside the gate.  I use MO. I do have the SKSE.ini with the memory settings. I think that the only thing I changed from default when installing your skeleton, is the dual weapons part. Will anyone else recreate this for the sake of narrowing? I'm pretty sure I have read everything, but if I'm missing something obvious please forgive me.  EDIT I left out SkyUI 5.  try reverting to an older version of racemenu, see if the issue persists: I had similar issues in markarth that I had thought were due to the new skse, but both the latest skse and xpmse work fine on their own, my original issue was trying to update too many at once to track down the real problem  racemenu is only listed in the requirements for the weapons sliders so set weapons back to default while you test that out so unless you're having an enb issue (I don't use nor have I used enb), that'd be the first thing i'd suggest, try reverting to RaceMenu v2-9-6-29624-2-9-6  (dunno anything about uskp's tho so don't know if that's affecting it)  I normally use cbbe bodies, mostly tbbp is what I was using, so far I might be converting to hdt body thru the cbbe bodyslide so I can make full use of the mod provided, i'll try another time for updated version of racemenu, but earlier this game it didn't work so well in windhelm, seems something about windhelm also doesn't like the fnis creature 5.3 beta pack  hope that helps, good luck    edit: switching back to cbbe body tbbp more stable, still using hdt skeleton    I had the crashes discussion with NiOverride enough on the nexus, if it would be a XPMSE skeleton you would crash 100% of the time, not just sometimes. XPMSE cannot crash your game.  @CliftonJD Do not ever give recommendation anymore like going to RM2.9.6, that is a dumb fucking idea, there are reasons, there is explicite 3.2.2 written on the front page.   Prolific, on 15 Jul 2015 - 11:33 PM, said: I reverted XPMSE back to 175 incrementally and had the same crash until 175. EDIT: Still crashes  Thanks CliftonJD. I will replace the latest XMPSE and revert the Race Menu version and see what that does.  EDIT: Crashes on RM 2.96 as well. This has become a real head scratcher for me. RM2.9.6 dumb fucking idea to use with anything that goes on NPCs, and also doesn't work because half of the needed code for running is missing.      data-author="Sacremas"> To clarify, it's crashing specifically with XPMSE, and not when you leave it out? Have you made sure the install is correct? Try adding a basic HDT physics extension like from the Nexus and see if it crashes then. Also this is a new game from LAL, not a old save with trash in the papyrus? Can you make a papyrus log and post?   Yes, 10 times I loaded that save by the gate and entered without a crash, but when the skeleton is loaded, it crashed 6 or 7 times. It was originally happening on a save I was about to play on, and it had many other mods. But in trying to narrow down what was causing the crash, I installed LAL strictly for getting to that location quickly, and started a brand new game with only the listed mods active.    Papyrus:     [07/16/2015 - 12:59:50AM] Papyrus log opened (PC)  [07/16/2015 - 12:59:50AM] Function GetEffectMagnitudes in the empty stateon type Ingredient does not exist. Function will not be flagged as callable from tasklets.  [07/16/2015 - 12:59:50AM] Update budget: 1.200000ms (Extra tasklet budget:1.200000ms, Load screen budget: 2000.000000ms)  [07/16/2015 - 12:59:50AM] Memory page: 128 (min) 512 (max) 76800 (maxtotal)  [07/16/2015 - 01:00:12AM] VM is freezing...  [07/16/2015 - 01:00:12AM] VM is frozen  [07/16/2015 - 01:00:12AM] Reverting game...  [07/16/2015 - 01:00:16AM] Loading game...  [07/16/2015 - 01:00:16AM] VM is thawing...  [07/16/2015 - 01:00:16AM] InitWidgetLoader()  [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - nonative object bound to the script object, or object is of incorrect type  stack:  [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line?  [None].ProperWeaponScaleEffect.OnCellDetach() -"ProperWeaponScaleEffect.psc" Line ?  [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - nonative object bound to the script object, or object is of incorrect type  stack:  [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line?  [None].ProperWeaponScaleEffect.OnCellDetach() -"ProperWeaponScaleEffect.psc" Line ?  [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - nonative object bound to the script object, or object is of incorrect type  stack:  [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line?  [None].ProperWeaponScaleEffect.OnCellDetach() -"ProperWeaponScaleEffect.psc" Line ?  [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - nonative object bound to the script object, or object is of incorrect type  stack:  [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line?  [None].ProperWeaponScaleEffect.OnCellDetach() -"ProperWeaponScaleEffect.psc" Line ?  [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - nonative object bound to the script object, or object is of incorrect type  stack:  [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line?  [None].ProperWeaponScaleEffect.OnCellDetach() -"ProperWeaponScaleEffect.psc" Line ?  [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - nonative object bound to the script object, or object is of incorrect type  stack:  [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line?  [None].ProperWeaponScaleEffect.OnCellDetach() -"ProperWeaponScaleEffect.psc" Line ?  [07/16/2015 - 01:00:27AM] Error: Unable to call UnregisterForMenu - nonative object bound to the script object, or object is of incorrect type  stack:  [None].ProperWeaponScaleEffect.UnregisterForMenu() - "<native>" Line?  [None].ProperWeaponScaleEffect.OnCellDetach() -"ProperWeaponScaleEffect.psc" Line ?       Well, I'm not sure what's going on here but it's clearly related to proper weapon scale. When the next version of the skeleton comes, that's supposed to be a problem of the past, but for now here's what you're going to do;    Go into the skeleton in Mod Organizer and disable everything except the Meshes category, now go into the Meshes, to Actor/Character and disable the Animations folder as well. You won't get the weapon scale, you won't be able to pick where you keep your weapons and you won't be able to change a lot in Racemenu (you should be able to change some of it however), but it should also kill your crashes. Then install the full version of this skeleton without disabling anything once the next update comes.  Note that with these disables you should not check groovatrama's skeleton in FNIS when you run that, as that's only for the new animations which needs the scripts etc.   Error: Unable to call UnregisterForMenu - no native object bound to the script object, or object is of incorrect type cannot cause a crash because it is a catched error, means skyrim didn't do a thing.  That was a misconcception from NiOverride searches that this line does mean anything related to crashes. that just means "hey your object isn't here anymore" you don't need\can't unregister for it.  ok, i'm hoping with that there's a bug fix in 3.2.2 I was unaware and missed, my testing was done with 3.2.0 making cell changes would freeze the game 90% of the time (see the screen, but nothing happens) and ctd other 10% so with that in mind I have more reason to try again at updating my racemenu, its the last pre-requisite needed for xpmse full compatibility since I mis-reported the last bug about skse due to updating too many mods at once and unable to track down the real issue, by reverting back to my old setup and updating 1 thing at a time I was able to test the the working skeleton files, then update and test skse then remove the 1 mod I had that was specific to older versions of skse then things continued to work, but when I tried to update back to racemenu 3.2, I couldn't leave the cell I was in i'll go look for the update from nexus and dl and install that next  hopefully fixing that will fix the issues i'm having with armor mods that require xp32, seems any of minoumimi's cbbe armor conversions given to npc's give me ctd on cell changes and some cause issues for player as well if its placed along the hips during pregnancy  oh yeah, is there a "proper" method for upgrading racemenu mid game or can I just upgrade it same as any other mod  XPMSE will CTD your game given the right conditions or mod combinations. Warning logs aren't crashing your game per se, but they are an obvious signal of something that is not happening as expected. We all know how the engine reacts to too many unexpected stuff. Also they are pretty annoying and add noise to the logs, making it hard looking for useful log entries. Logging to console is awful also IMO. It also adds another requirements which, if not installed, it even produces more warning logs (I didn't test this myself, just read in previous comments) Yeah XPMSE 3 will redo the system, let's forget about the current users. Not that I care actually as I am not a mod user, normally. Telling people to ignore log warnings is just the opposite thing to do IMO.   That being said, these days I've been checking extensively XPMSE (with no scripts) and NiOverride. I'm working on mods that have random ILS and CTD issues, and I wanted to find the cause. I concluded it's a matter of memory problems, or engine issues, not produced by XPMSE or NiOverride or any other mod that I could find. All the DLCs and official patches plus a dozen of mods make my game inestable. I got better results only after installing stuff like this --> hdtSkyrimMemPatch.dll (it really works, or at least is an excellent placebo) Prior installing this I had only the SKSE.ini thing. I had no other memory patches or ENB installed. you and groov mentioned nilo or nil override: what is it, is this something already build-in to skyrim or something that's not there, but should be added   XPMSE will CTD your game given the right conditions or mod combinations. Warning logs aren't crashing your game per se, but they are an obvious signal of something that is not happening as expected. We all know how the engine reacts to too many unexpected stuff. Also they are pretty annoying and add noise to the logs, making it hard looking for useful log entries. Logging to console is awful also IMO. It also adds another requirements which, if not installed, it even produces more warning logs (I didn't test this myself, just read in previous comments) Yeah XPMSE 3 will redo the system, let's forget about the current users. Not that I care actually as I am not a mod user, normally. Telling people to ignore log warnings is just the opposite thing to do IMO.   That being said, these days I've been checking extensively XPMSE (with no scripts) and NiOverride. I'm working on mods that have random ILS and CTD issues, and I wanted to find the cause. I concluded it's a matter of memory problems, or engine issues, not produced by XPMSE or NiOverride or any other mod that I could find. All the DLCs and official patches plus a dozen of mods make my game inestable. I got better results only after installing stuff like this --> hdtSkyrimMemPatch.dll (it really works, or at least is an excellent placebo) Prior installing this I had only the SKSE.ini thing. I had no other memory patches or ENB installed. If I see a stack dump in a log behind it, I know that it is a crash from skyrim dumping the stack where it was failing, but the most of the time people reported a lot of crashing was when NiO had a bug, after that it was pretty silent, I mostly get papyrus logs with the errors, and with most people asking if it is a problem at all, I don't also like that log noise, but it is in there currently, and I have to wait for other people's work for the next version or release a more refined version later, and I have other stuff to do currently, that is why I look for a release at the end of this month\beginning of the next month.  same as above, just wondering if this is something I should get
Prolific Posted July 16, 2015 Posted July 16, 2015 I didn't come here with a pitch-fork and a torch ready to blast your mod. I came here as someone that appreciates this mod and respects the hard work you put into it. I'm perfectly willing to be wrong, (in fact probably am wrong) but I did my home work; I spent two days trying to solve this myself by eliminating mods one by one until I reached a bare bones install. I couldn't think of anything else to try so I thought it was time to turn to the experts. I thought the post was clear and respectful, but I guess you saw it differently, or maybe you're just having a bad day. Â My ini files were edited according to STEP, but I'll go through them now. I'll replace them with vanilla files and see what happens. Â Â
Groovtama Posted July 16, 2015 Author Posted July 16, 2015 I didn't come here with a pitch-fork and a torch ready to blast your mod. I came here as someone that appreciates this mod and respects the hard work you put into it. I'm perfectly willing to be wrong, (in fact probably am wrong) but I did my home work; I spent two days trying to solve this myself by eliminating mods one by one until I reached a bare bones install. I couldn't think of anything else to try so I thought it was time to turn to the experts. I thought the post was clear and respectful, but I guess you saw it differently, or maybe you're just having a bad day. Â My ini files were edited according to STEP, but I'll go through them now. I'll replace them with vanilla files and see what happens. I only said that is a dumb idea to use 2.96 because it does not have functions for some stuff and a bug in it that was fixed in the 3.22 version which is on the front page. Â I said that extra on your post so you instantly revert that because that is like if you try to run software that is dependent on windows 7 libs on windows xp, that will not work, that is like ignoring a "Stop" shield. Â The only thing I got are a few errors, that can't cause any crashing issues. A stack dump ok then I know the papyrus engine got blown, a hdt mem crash log with an nioverride.dll as cause ok I can talk to expired, but just by saying I disabled the esp it works, is not specifying a cause of a problem, could be a conflict, wouldn't be the first time that a body/armour author caused crashes. You could have some crazy skse plugins that cause a crash anyway. Â I can't run around fixing problems if it does not happen for a lot of people the last time I did it, is where the log spam came from.
Sacremas Posted July 16, 2015 Posted July 16, 2015 Well fact is he took out the stuff I told him to take out (everything but the actual Skeleton basically) and that stopped his CTDs. So whatever is causing it is related to one of the extra files, it's not the skeleton files that are causing the crashes, and that way not HDT and probably not weird armor mods since then he should still be crashing. A weird SKSE plugin could very well be possible however.
Prolific Posted July 17, 2015 Posted July 17, 2015 Not to be an irritant, but I just made a new profile in MO with default ini settings, removed LAL, ENB parts, and the results were identical in a brand new game. I'm going to try without MO next.  SKSE.ini  [General] ClearInvalidRegistrations=1  [interface] EnableContainerCategorization=1  [Display] iTintTextureResolution=1024  [Debug] WriteMinidumps=1  [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256
Groovtama Posted July 17, 2015 Author Posted July 17, 2015 Alpha of 3.0 is on here. The style part is now as simple as possible and should not have any log spam anymore.
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