Savior123 Posted August 18 Posted August 18 Crash On Loading to a cell. crash-2026-08-18-04-01-27.log
AndrewLRG Posted August 18 Author Posted August 18 6 hours ago, Savior123 said: Crash On Loading to a cell. crash-2026-08-18-04-01-27.log Could you also upload "Dynamic Traps.log" located in Documents\My Games\Skyrim.INI\SKSE?
Savior123 Posted August 18 Posted August 18 (edited) 26 minutes ago, AndrewLRG said: Could you also upload "Dynamic Traps.log" located in Documents\My Games\Skyrim.INI\SKSE? Dynamic Traps.log Edited August 18 by Savior123
Savior123 Posted August 18 Posted August 18 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.
AndrewLRG Posted August 18 Author Posted August 18 8 hours ago, Savior123 said: Just want to give you another replay because I was editing and all that type of stuff. Could you try this patch: DynamicTraps 0.2.3 Fix 3.7z
Savior123 Posted August 19 Posted August 19 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
AndrewLRG Posted August 19 Author Posted August 19 (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 August 19 by AndrewLRG
Savior123 Posted August 19 Posted August 19 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 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. 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. 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). 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. Dynamic Traps.log crash-2026-08-19-12-35-26.log loadorder.txt
AndrewLRG Posted August 19 Author Posted August 19 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 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. 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. 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). 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. 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++.
akoss Posted August 20 Posted August 20 crash-2026-08-19-20-18-52.log Not sure if this helps, but that update didn't work for me.
Savior123 Posted August 20 Posted August 20 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
AndrewLRG Posted August 23 Author Posted August 23 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?
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