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Posted
1 hour ago, AndrewLRG said:

Could you also upload "Dynamic Traps.log" located in Documents\My Games\Skyrim.INI\SKSE?

Just want to give you another replay because I was editing and all that type of stuff. 

Posted
2 hours ago, AndrewLRG said:

 

Could you try this patch:

 

DynamicTraps 0.2.3 Fix 3.7z 6.46 MB · 1 download

 

(GROK) 

Cause

DynamicTraps.dll dies while loading the SKSE cosave.

text
 
DynamicTraps::LoadCallback
  → CheckOptionalMods   (Papyrus.cpp:634)
    → Variable::SetBool
      → Variable::Cleanup
        → SkyrimSE.exe reads [rdi+0x28]
 
 

RDI is 0x2. The plugin treated the integer 2 as a Papyrus object pointer (2 + 0x28 = 0x2A), then crashed.

It was in the middle of optional-mod detection. Registers/stack still have:

  • Toys.esm
  • Devious Devices - Integration.esm
  • SexLab.esm
  • isZazInstalled / isSexLabInstalled / isSlArousedInstalled / isTNTRInstalled
  • IsSexLabInstalled

Your load order has SexLab, SLA, ZaZ, TNTR, and Dynamic traps.esp. It does not list Toys.esm or Devious Devices - Integration.esm. The DLL is probing those anyway and then writing a bool into a bad script handle.

The author’s own thread on LoversLab has the same class of bug: save load / “Check Optional Mods” CTDs when the plugin sets Papyrus vars too early. Your plugin reports DynamicTraps.dll v0.0.0.1, which is a WIP/debug build, not a finished 0.2.3.

Save&LoadAcceleratorForSKSECosaves.dll is also on the stack. That can make a bad cosave callback fail harder.

What to do

1. Confirm it (30 seconds) Disable DynamicTraps.dll (and Dynamic traps.esp if needed). Load the same save. If it loads, this is the crash.

2. Update Dynamic Traps Get the latest 0.2.3 Full plus the later fix archives from the LoversLab thread (0.2 Fix / 0.2.3 Fix 2). Overwrite the v0.0.0.1 DLL. Do not keep an old debug build.

3. Don’t mash “Check Optional Mods” That MCM action is the same code path. Leave it alone until the update is in.

4. If you still CTD on load after updating Temporarily disable Save & Load Accelerator for SKSE Cosaves. Load once, save a new save, then you can try the accelerator again.

5. Soft deps If you are not using Toys / DD Integration, that is fine — the plugin is supposed to handle them as missing. The current DLL just does it wrong. After updating, it should only log “not found” instead of exploding.

The Legacy of the Dragonborn vendor script (BCSLL_VendorQuest) on the stack is just other Papyrus running during load. It is not the fault address.

Hyper-V is still on and still worth turning off later, but this particular CTD is Dynamic Traps, not Hyper-V.



 

crash-2026-08-19-00-13-16.log Dynamic Traps.log

Posted (edited)
11 hours ago, Savior123 said:

(GROK) 

Cause

DynamicTraps.dll dies while loading the SKSE cosave.

text
 
DynamicTraps::LoadCallback
  → CheckOptionalMods   (Papyrus.cpp:634)
    → Variable::SetBool
      → Variable::Cleanup
        → SkyrimSE.exe reads [rdi+0x28]
 
 

RDI is 0x2. The plugin treated the integer 2 as a Papyrus object pointer (2 + 0x28 = 0x2A), then crashed.

It was in the middle of optional-mod detection. Registers/stack still have:

  • Toys.esm
  • Devious Devices - Integration.esm
  • SexLab.esm
  • isZazInstalled / isSexLabInstalled / isSlArousedInstalled / isTNTRInstalled
  • IsSexLabInstalled

Your load order has SexLab, SLA, ZaZ, TNTR, and Dynamic traps.esp. It does not list Toys.esm or Devious Devices - Integration.esm. The DLL is probing those anyway and then writing a bool into a bad script handle.

The author’s own thread on LoversLab has the same class of bug: save load / “Check Optional Mods” CTDs when the plugin sets Papyrus vars too early. Your plugin reports DynamicTraps.dll v0.0.0.1, which is a WIP/debug build, not a finished 0.2.3.

Save&LoadAcceleratorForSKSECosaves.dll is also on the stack. That can make a bad cosave callback fail harder.

What to do

1. Confirm it (30 seconds) Disable DynamicTraps.dll (and Dynamic traps.esp if needed). Load the same save. If it loads, this is the crash.

2. Update Dynamic Traps Get the latest 0.2.3 Full plus the later fix archives from the LoversLab thread (0.2 Fix / 0.2.3 Fix 2). Overwrite the v0.0.0.1 DLL. Do not keep an old debug build.

3. Don’t mash “Check Optional Mods” That MCM action is the same code path. Leave it alone until the update is in.

4. If you still CTD on load after updating Temporarily disable Save & Load Accelerator for SKSE Cosaves. Load once, save a new save, then you can try the accelerator again.

5. Soft deps If you are not using Toys / DD Integration, that is fine — the plugin is supposed to handle them as missing. The current DLL just does it wrong. After updating, it should only log “not found” instead of exploding.

The Legacy of the Dragonborn vendor script (BCSLL_VendorQuest) on the stack is just other Papyrus running during load. It is not the fault address.

Hyper-V is still on and still worth turning off later, but this particular CTD is Dynamic Traps, not Hyper-V.



 

crash-2026-08-19-00-13-16.log 187.25 kB · 1 download Dynamic Traps.log 5.03 kB · 1 download

 

The good thing is that the previous crash was fixed. This is something new. Seems like we are trying to set a variable on not loaded or non existing Papyrus script. The thing is one Papyrus script works fine, but the other caused crash. Could you try this one?

 

DynamicTraps 0.2.3 Fix 4.7z

 

If it doesn't work I'll probably need to add some sort of safe-check when Papyrus script "tells" .dll plugin that it is fully loaded.

Edited by AndrewLRG
Posted
1 hour ago, AndrewLRG said:

 

The good thing is that the previous crash was fixed. This is something new. Seems like we are trying to set a variable on not loaded or non existing Papyrus script. The thing is one Papyrus script works fine, but the other caused crash. Could you try this one?

 

DynamicTraps 0.2.3 Fix 4.7z 6.42 MB · 1 download

 

If it doesn't work I'll probably need to add some sort of safe-check when Papyrus script "tells" .dll plugin that it is fully loaded.

 

(GROK)




This is a DynamicTraps.dll crash during save load.

The exception is an access violation (EXCEPTION_ACCESS_VIOLATION) writing to address 0x2 inside DynamicTraps.dll. The call stack is:

  • DynamicTraps::CheckOptionalMods (setting Papyrus bools like isDDInstalled)
  • DynamicTraps::LoadCallback
  • Then Save&LoadAcceleratorForSKSECosaves.dll → SKSE

It's happening while the plugin is checking for optional mods (Devious Devices, SexLab, ZaZ, TNTR, Toys.esm, etc.) and trying to write those results into Papyrus script variables. The pointer it's using is invalid (RDI = 2).

This matches a recurring class of load-time crashes on the Dynamic Traps SE (WIP) thread on LoversLab. The author (AndrewLRG) has posted multiple fixes for similar SKSE cosave / LoadCallback / variable-setting issues.

Immediate steps

  1. Disable the mod to confirm Hide/disable DynamicTraps.dll and Dynamic traps.esp in MO2, then try loading the same save. If it loads, that's the culprit.
  2. Update Dynamic Traps Grab the latest version + any posted patches from the LoversLab thread (there have been several 0.2.x fixes for save/load and cell-data issues). Install over the current files and let it overwrite.
  3. S.L.A.C.K. interaction Save&LoadAcceleratorForSKSECosaves.dll is in the stack. Make sure you're on a recent version of it (1.3.x+). You can also try setting ErrorFriendlyMode = false in its INI as a test (it is supposed to catch plugin exceptions, but this one still got through).
  4. If you still need the traps, post this exact crash log on the LoversLab thread. The author has been actively patching these.

The rest of the log (HDT-SMP later in the stack, Community Shaders, NGIO, etc.) is just the normal heavily-modded load sequence after the crash already happened in DynamicTraps.




Here is my load order if you need it. 


 for some odd reason these things could not change in the mcm??? It wouldn't allow me to change the values. Also the mimic difficulty, I believe their is a bug that when you change the value to hard it will still act like its on normal. The deathworm difficulty should be the same difficulty as the mimic on hard.

 

SkyrimSE 2026-08-19 08-34-01_808.png

Dynamic Traps.log crash-2026-08-19-12-35-26.log loadorder.txt

Posted
7 hours ago, Savior123 said:

 

(GROK)




This is a DynamicTraps.dll crash during save load.

The exception is an access violation (EXCEPTION_ACCESS_VIOLATION) writing to address 0x2 inside DynamicTraps.dll. The call stack is:

  • DynamicTraps::CheckOptionalMods (setting Papyrus bools like isDDInstalled)
  • DynamicTraps::LoadCallback
  • Then Save&LoadAcceleratorForSKSECosaves.dll → SKSE

It's happening while the plugin is checking for optional mods (Devious Devices, SexLab, ZaZ, TNTR, Toys.esm, etc.) and trying to write those results into Papyrus script variables. The pointer it's using is invalid (RDI = 2).

This matches a recurring class of load-time crashes on the Dynamic Traps SE (WIP) thread on LoversLab. The author (AndrewLRG) has posted multiple fixes for similar SKSE cosave / LoadCallback / variable-setting issues.

Immediate steps

  1. Disable the mod to confirm Hide/disable DynamicTraps.dll and Dynamic traps.esp in MO2, then try loading the same save. If it loads, that's the culprit.
  2. Update Dynamic Traps Grab the latest version + any posted patches from the LoversLab thread (there have been several 0.2.x fixes for save/load and cell-data issues). Install over the current files and let it overwrite.
  3. S.L.A.C.K. interaction Save&LoadAcceleratorForSKSECosaves.dll is in the stack. Make sure you're on a recent version of it (1.3.x+). You can also try setting ErrorFriendlyMode = false in its INI as a test (it is supposed to catch plugin exceptions, but this one still got through).
  4. If you still need the traps, post this exact crash log on the LoversLab thread. The author has been actively patching these.

The rest of the log (HDT-SMP later in the stack, Community Shaders, NGIO, etc.) is just the normal heavily-modded load sequence after the crash already happened in DynamicTraps.




Here is my load order if you need it. 


 for some odd reason these things could not change in the mcm??? It wouldn't allow me to change the values. Also the mimic difficulty, I believe their is a bug that when you change the value to hard it will still act like its on normal. The deathworm difficulty should be the same difficulty as the mimic on hard.

 

SkyrimSE 2026-08-19 08-34-01_808.png

Dynamic Traps.log 31.76 kB · 1 download crash-2026-08-19-12-35-26.log 191.73 kB · 1 download loadorder.txt 119.72 kB · 1 download

 

So, log shows that both Papyrus scripts are working fine. And we did successfully set one variable. The crash happens when setting the second variable. Could you try this fix:

 

DynamicTraps 0.2.3 Fix 5.7z

 

Please accept my apologies for inconvenience. I'm not an expert in C++. :)

Posted
9 hours ago, AndrewLRG said:

 

So, log shows that both Papyrus scripts are working fine. And we did successfully set one variable. The crash happens when setting the second variable. Could you try this fix:

 

DynamicTraps 0.2.3 Fix 5.7z 6.42 MB · 1 download

 

Please accept my apologies for inconvenience. I'm not an expert in C++. :)

You don't have to be an expert, you are learning like everyone else. 


When I load my game after I saved the game crashed. 

 



 

Dynamic Traps.log crash-2026-08-20-06-15-12.log

Posted
On 8/20/2026 at 7:19 AM, Savior123 said:

You don't have to be an expert, you are learning like everyone else. 


When I load my game after I saved the game crashed. 

 



 

Dynamic Traps.log 18.91 kB · 2 downloads crash-2026-08-20-06-15-12.log 216.63 kB · 2 downloads

 

This should fix the crash after starting a new game or loading existing save. Unfortunately, I was not able to figure out what is causing this crash exactly. Under unknown circumstances my .dll plugin can't set variables in Papyrus script, even though it "sees" the script and can access these variable values. The only solution I can offer is to make Papyrus set these variables itself. 

 

DynamicTraps 0.2.3 Fix 6.7z

 

By the way, have you managed to try Mimics? Are they causing any crashes?

  • 4 weeks later...
Posted
4 hours ago, Bimbolover9454 said:

Says its missing a master file but I definitely have TNTR. Am I missing something?

Yeah you need the file above it that was also updated ( I forget what it was called but both were updated today)

Posted (edited)

i'm having an issue with the fake naked body option. i think im crashing because of it. i can't disable it because when i do i crash. it also causes a crash when i escape from the trap, the game would ctd. any ideas?

Edited by purplepancake
Posted
38 minutes ago, purplepancake said:

i'm having an issue with the fake naked body option. i think im crashing because of it. i can't disable it because when i do i crash. it also causes a crash when i escape from the trap, the game would ctd. any ideas?

 

Could you upload the log file? It's in Documents/My Games/Skyrim.INI/SKSE/Dynamic Traps.log

 

Also, could you install Trainwreck - A Crash Logger and upload the file it generates after the crash?

Posted

Love this mod, glad it is still maintained. ❤️

When using the TNTR traps, do we need both "full versions" or just one? The TNTR "full version" is suspiciously much smaller in size...

Posted
2 hours ago, DonQuiWho said:

@AndrewLRG

 

Thanks for the update

 

Looking through the posts above, though, I'm a bit lost as to which other mods this is now dependent on

 

Are you able to help with a short list, please?

 

TIA

 

DQW

 

Hi!

 

Hard requirements:

 

1) 3 DLCs (Dawnguard, HeartFires, Dragonborn)

2) PapyrusUtil

3) Address Library for SKSE Plugins

4) DynamicTraps 0.3.0 Full version - This mod

 

Optional:

 

1) Traps NTR(Need Trappy Reality) - Adds Deathworms, Skeleton traps and Mimics. Also requires "DynamicTraps 0.3.0 - TNTR 0.3.0 Full version".

2) Deviously Cursed Loot SE 9.0 - Allows some traps to trigger events from Cursed Loot as if you opened a cursed container.

3) Estrus Chaurus - Allows Deathworms and Mimics to "impregnate" Player.

4) Fill Her Up Baka Edition - Allow Deathworms and Mimic to "inflate" Player.

5) SexLab Parasites - Kyne's Blessing SE - Allow Deatworm and Mimic to equip Player with Face and Hip Hugger.

6) Devious Devices NG 0.4.3 - Allow some traps to equip Devious Devices when triggered.

7) Devious Curses NG - allow some traps to trigger events from Devious Curses.

8 ) - Skyrim Chain Beasts - allow some traps to spawn Chain Beasts when triggered.

 

I'll need to add this list to the main Description page. :)

Posted
1 hour ago, Siudhne said:

Love this mod, glad it is still maintained. ❤️

When using the TNTR traps, do we need both "full versions" or just one? The TNTR "full version" is suspiciously much smaller in size...

 

Hi!

 

DynamicTraps 0.3.0 Full version - That's the main mod.

 

DynamicTraps 0.3.0 - TNTR 0.3.0 Full version - Optional patch for Traps NTR(Need Trappy Reality).

 

If you are using TNTR you will need both files.

 

I call them "full versions" to contrast against patches.

Posted
4 hours ago, purplepancake said:

i'm having an issue with the fake naked body option. i think im crashing because of it. i can't disable it because when i do i crash. it also causes a crash when i escape from the trap, the game would ctd. any ideas?

 

1 hour ago, MIF said:

Same here

 

Could you try this patch:

 

DynamicTraps 0.3.0 Fix 1.7z

Posted
32 minutes ago, sikamikanico78 said:

if i try this file i get a message that the masters file is missing... btw i have the same problem with the previus guy i crash when i escape the deatheorm floor trap and AI says something about the equpnakedbody option even though i am not using that option

 

Did you install this patch on top of the main mod (DynamicTraps 0.3.0 Full version)? You should have "Dynamic traps.esp" and "Dynamic traps - TNTR addon.esp " enabled in your mod manager.

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