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Posted

So game is CTD after a short while on the loading screen after the Bethesda logo. There are no issues showing in LOOT apart from a few ESM's that can be cleaned.

I've tried installing a CTD logger through Vortex but its not generating any logs :/

any help would be appreciated! 

 
 

 

loadorder.txt Plugins.txt

Posted (edited)

Documents\My games\Skyrim Special Edition\Skyrim.ini , active Papyrus Log . Load Order will hardly be able to pinpoint the problem . Without a more specific indication, the causes could be infinite

 

Spoiler

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1

bLoadDebugInformation=1
iMaxAllocatedMemoryBytes=500000

 

 

Crash Logger SSE AE VR - PDB support

Edited by Dorabella
Posted

While we're getting more information, a copy of your FNIS output may be useful (in fact, it might show the cause - maybe).

Posted
1 hour ago, Dorabella said:

Documents\My games\Skyrim Special Edition\Skyrim.ini , active Papyrus Log . Load Order will hardly be able to pinpoint the problem . Without a more specific indication, the causes could be infinite

 

  Hide contents

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1

bLoadDebugInformation=1
iMaxAllocatedMemoryBytes=500000

 

 

Crash Logger SSE AE VR - PDB support

Hope this is the right one? 

Papyrus.0.log

Posted
33 minutes ago, Psalam said:

While we're getting more information, a copy of your FNIS output may be useful (in fact, it might show the cause - maybe).

I thought FNIS was way out of date? I have Nemesis and Pandora installed

Posted
36 minutes ago, Otatop1121 said:

I thought FNIS was way out of date? I have Nemesis and Pandora installed

Are they reporting errors? From the Papyrus log, it seems to be related to DD.

 

Spoiler

[03/24/2026 - 07:42:59PM] Error: Unable to bind script zadBeltScript to Item 412 in container  (1D004F06) because their base types do not match  it is repeated several times

 

Spoiler

[03/24/2026 - 07:42:59PM] Error: Unable to link type of variable "::DDclibs_var" on object "FrayEQStartDeviceSexSceneScript"
[03/24/2026 - 07:42:59PM] Error: Unable to link type of property "DDclibs" on object "FrayEQStartDeviceSexSceneScript"
[03/24/2026 - 07:42:59PM] Error: Unable to bind script FrayEQStartDeviceSexSceneScript to  (1F1FB648) because their base types do not match

 

Did you install correctly?  Any errors reported during installations, when starting FNIS/Pandora/Nemesis, should not be ignored.

 

Install Crash Logger and active into Skyrim data\SKSE\Plugins or in any other path that ModManager installs

Posted (edited)
30 minutes ago, Dorabella said:

Are they reporting errors? From the Papyrus log, it seems to be related to DD.

 

  Hide contents

[03/24/2026 - 07:42:59PM] Error: Unable to bind script zadBeltScript to Item 412 in container  (1D004F06) because their base types do not match  it is repeated several times

 

  Hide contents

[03/24/2026 - 07:42:59PM] Error: Unable to link type of variable "::DDclibs_var" on object "FrayEQStartDeviceSexSceneScript"
[03/24/2026 - 07:42:59PM] Error: Unable to link type of property "DDclibs" on object "FrayEQStartDeviceSexSceneScript"
[03/24/2026 - 07:42:59PM] Error: Unable to bind script FrayEQStartDeviceSexSceneScript to  (1F1FB648) because their base types do not match

 

Did you install correctly?  Any errors reported during installations, when starting FNIS/Pandora/Nemesis, should not be ignored.

 

Install Crash Logger and active into Skyrim data\SKSE\Plugins or in any other path that ModManager installs

Nemesis does during engine update
 

"ERROR(2003): Invalid file name. File name must only be #<modcode>$<id> or #<id>. Please contact the mod author

File: mod\snusnu\animationsetdatasinglefile\DefaultMale.txt"

with Pandora disabled, Nemesis updates fine.  Pandora doesnt have any issues with Nemesis installed.

 

I do have that crash logger installed, the only log i can find in Documents/My Games/Skyrim Special Edition/SKSE 

is CrashLogger.log but it doesnt show much at all

I can try reinstalling all the DD content

 

CrashLogger.log

Edited by Otatop1121
Posted
7 minutes ago, Otatop1121 said:

is CrashLogger.log but it doesnt show much at all

;Log level of messages to buffer for printing: trace = 0, debug = 1, info = 2, warn = 3, err = 4, critical = 5, off = 6.
Log Level = 0    change this to 1/2/4 

;Log level to force messages to print from buffer.
Flush Level = 0

 

In the Crash Logger ini, there are several settings. Probably the error log is not active, but only the one that confirms the activation.

 

When you open the Crash LOG, you should be able to see something like this

 

Spoiler

Immagine.jpg.9e44789a8c28a206225a470f7eec8537.jpg

 

Posted
17 minutes ago, Dorabella said:

;Log level of messages to buffer for printing: trace = 0, debug = 1, info = 2, warn = 3, err = 4, critical = 5, off = 6.
Log Level = 0    change this to 1/2/4 

;Log level to force messages to print from buffer.
Flush Level = 0

 

In the Crash Logger ini, there are several settings. Probably the error log is not active, but only the one that confirms the activation.

 

When you open the Crash LOG, you should be able to see something like this

 

  Reveal hidden contents

Immagine.jpg.9e44789a8c28a206225a470f7eec8537.jpg

 

There is no ini file for me. Only files it has are 2x dll and 1x pdb file.

I know its supposed to generate on launch but there is nothing

 

Posted (edited)
2 hours ago, Otatop1121 said:

I thought FNIS was way out of date? I have Nemesis and Pandora installed

 

Outdated or not, it's the only reliable one. Nemesis gets overwritten by Pandora, so that's pointless.

 

4 hours ago, Otatop1121 said:

...CTD logger through Vortex but its not generating any logs...

 

Check skse64.log, make sure Crash Logger SSE's dll is loaded successfully. I know you have the CrashLogger.log but are you sure this is not from some previous session when the dll loaded? Check the modification date. If everything is fine, and there's still no log then you have 4 options:

  1. Make sure you know where the log is supposed to be written to. This is mentioned CrashLogger.log.
  2. It wasn't a CTD, but rather a handled exception that resulted in the application terminating. Looks the same, but is technically very different. You need a debugger to find these.
  3. You have another crash logger such as the .Net Script Framework. There can only ever be one.
  4. Crash Logger is failing to write the log or react to the unhandled exception. Seems very unlikely to me, considering how simple it is to tap into this system.
1 hour ago, Dorabella said:

From the Papyrus log, it seems to be related to DD.

 

Not pissing on your parade here but I feel like it's important to mention that the Papyrus log is very unlikely to have anything to do with a crash, unless an actual crash log points to Papyrus - and even then it's questionable.

 

Use it as a hint perhaps, but not as fact or absolute. Just because DD was last in the log (as an example) doesn't mean the CPU hadn't already moved on to figuring out the texture of a rock in the bushes behind Markarth by the time it died. A microsecond to the CPU is like a year to a human - lots of things can happen here. Not to mention the sometimes mindbending complexities of multithreading.

 

 

Q: Nice post traison, but that's not helpful at all.

A: Alright...

 

...so, what would I do, assuming I didn't have access to a debugger?

  1. Do the sanity checks I mentioned on Crash Logger SSE - it's installed, it's enabled, it's loading and it's own log file is written to.
  2. Remove mods containing dll files. Things like OAR, ENB and CS set up their things before the main menu.
  3. Open your load order in xEdit to verify that there's no missing masters. (edit: Yes I realize LOOT might already be doing this. Call it a second opinion.)
Edited by traison
Posted
1 hour ago, Otatop1121 said:

I know its supposed to generate on launch but there is nothing...

 

Either looking in the wrong place, or there is indeed a problem with Crash Logger SSE not loading. Explains why there's no crash log.

 

SKSE\Plugins\CrashLogger.ini

 

I'm however going to disagree with suggestions posted previously in this thread, because of this:

;Log level of messages to buffer for printing: trace = 0, debug = 1, info = 2, warn = 3, err = 4, critical = 5, off = 6. Default: 0
Log Level = 2

 

When Crash Logger SSE is not loading or is having some other issues, you'd ideally want the value to be set to trace or debug. The value of 0 would be ideal in this situation. As the documentation suggests, higher values = less logging. Whether this affects the actual crash log or not I do not know. I doubt it.

Posted (edited)
9 hours ago, traison said:

 

Outdated or not, it's the only reliable one. Nemesis gets overwritten by Pandora, so that's pointless.

 

 

Check skse64.log, make sure Crash Logger SSE's dll is loaded successfully. I know you have the CrashLogger.log but are you sure this is not from some previous session when the dll loaded? Check the modification date. If everything is fine, and there's still no log then you have 4 options:

  1. Make sure you know where the log is supposed to be written to. This is mentioned CrashLogger.log.
  2. It wasn't a CTD, but rather a handled exception that resulted in the application terminating. Looks the same, but is technically very different. You need a debugger to find these.
  3. You have another crash logger such as the .Net Script Framework. There can only ever be one.
  4. Crash Logger is failing to write the log or react to the unhandled exception. Seems very unlikely to me, considering how simple it is to tap into this system.

 

Not pissing on your parade here but I feel like it's important to mention that the Papyrus log is very unlikely to have anything to do with a crash, unless an actual crash log points to Papyrus - and even then it's questionable.

 

Use it as a hint perhaps, but not as fact or absolute. Just because DD was last in the log (as an example) doesn't mean the CPU hadn't already moved on to figuring out the texture of a rock in the bushes behind Markarth by the time it died. A microsecond to the CPU is like a year to a human - lots of things can happen here. Not to mention the sometimes mindbending complexities of multithreading.

 

 

Q: Nice post traison, but that's not helpful at all.

A: Alright...

 

...so, what would I do, assuming I didn't have access to a debugger?

  1. Do the sanity checks I mentioned on Crash Logger SSE - it's installed, it's enabled, it's loading and it's own log file is written to.
  2. Remove mods containing dll files. Things like OAR, ENB and CS set up their things before the main menu.
  3. Open your load order in xEdit to verify that there's no missing masters. (edit: Yes I realize LOOT might already be doing this. Call it a second opinion.)

1. alrighty, got rid of Nemesis and installed FNIS. ran it and did a consistence check. came up with this image.png.5bbdc0c4931eec54f33554ca231ed905.png

2. i've confirmed where the crash logger is meant to write to and its modification time lines up with the current time

Will try that debugger you mention in you other post you linked.
I do have SSEEdit and only things I noticed in the list not showing a master was UIExtentions, DD NG Armbinder replacer/ catsuit replacer/piercing replacer.

 

Im assuming for the debugger when I open it I run skse_loader64.exe?

 

Edit: finally got the crashlogger ini, set it to 0. checked the location its meant to be  and no crash log like the one posted earlier by Dorabella.

 

Edit 2: not sure how much of the debug window you need, but I got this when running it on skse_loader63.exe-
image.png.64603f0f1535e9061578b58c008237ec.png


 

Edited by Otatop1121
Posted
13 minutes ago, Otatop1121 said:

Will try that debugger you mention in you other post...

 

Straight in the deep end with no floaties huh? Alright, so I can't mention all the details for how to do that but you'll need the following:

  1. A bypass for the debugger traps.
  2. A way to inject the debugger.

The first is illegal, and the second can be done with the debug build of SKSE. Personally I modified SKSE since the method they had built in was very unreliable. Should be enough for what you're doing though, even if it might only work one out of 3 times.

 

Once you get it attached to SkyrimSE.exe without it crashing (i.e. without you hitting a trap) have the debugger catch all exceptions thrown by the debugged application and go from there.

Posted
1 hour ago, Otatop1121 said:

...I got this when running it on skse_loader63.exe...

 

If you go that route, tap into CreateProcessA. Find where SKSE launches SkyrimSE.exe with the CREATE_SUSPENDED flag and use that to jump your debugger over to the new SkyrimSE.exe, then let it resume the process.

Posted
9 hours ago, traison said:

Papyrus log

Since it didn't have a crash log, it seemed like the only way to try to pinpoint the source of the problem.

 

9 hours ago, traison said:

Just because DD was last in the log (as an example)

It was the only thing to do, look for a clue . If I also add that FNIS, reports the absence of animations which, could be a mandatory requirement, it's starting to be something more than just a clue 

 

The near certainty of the problem , will come when the crash log can be viewed.

Posted
57 minutes ago, traison said:

 

Straight in the deep end with no floaties huh? Alright, so I can't mention all the details for how to do that but you'll need the following:

  1. A bypass for the debugger traps.
  2. A way to inject the debugger.

The first is illegal, and the second can be done with the debug build of SKSE. Personally I modified SKSE since the method they had built in was very unreliable. Should be enough for what you're doing though, even if it might only work one out of 3 times.

 

Once you get it attached to SkyrimSE.exe without it crashing (i.e. without you hitting a trap) have the debugger catch all exceptions thrown by the debugged application and go from there.

sorta have to when the crash log isnt generating :/ I did check my mods list for any other loggers, and made sure the CrashLogger is the only one there. It does now generate the ini file, i set it to 0 and set where to put the log, but no log like was posted earlier.

 

14 minutes ago, traison said:

 

If you go that route, tap into CreateProcessA. Find where SKSE launches SkyrimSE.exe with the CREATE_SUSPENDED flag and use that to jump your debugger over to the new SkyrimSE.exe, then let it resume the process.

how to do that? I've never done this before. All I did was opened the debugger, then selected skse_loader64.exe

Posted
59 minutes ago, Otatop1121 said:

how to do that? I've never done this before.

 

You're looking at 1 year+ of work/training.

 

59 minutes ago, Otatop1121 said:

sorta have to when the crash log isnt generating :/

 

Nah, the far faster approach is going to be to remove mods until the problem goes away. Fix the crash log at some later point perhaps.

 

1 hour ago, Dorabella said:

Since it didn't have a crash log, it seemed like the only way to try to pinpoint the source of the problem.

 

Yes, it can be a valid hint. I only added that it shouldn't be followed like gospel. If it turns out to be dead end, one should not lose hope. There's nothing wrong in following it.

Posted
8 hours ago, traison said:

 

You're looking at 1 year+ of work/training.

 

 

Nah, the far faster approach is going to be to remove mods until the problem goes away. Fix the crash log at some later point perhaps.

 

 

Yes, it can be a valid hint. I only added that it shouldn't be followed like gospel. If it turns out to be dead end, one should not lose hope. There's nothing wrong in following it.

yeah thats fair enough lol. Props to you for learning it though! Guess I'll go to the second approach and test test test.

thank you both for spending the time to try help, I do appreciate it!

Posted (edited)

That crash was caused by SMP. There's an issue with one of its config files. The error is (or rather would have been had it not crashed) "not a boolean". Usually that shows up when there's an empty value assigned to a boolean field in one of its config files. Kinda funny that this hasn't been fixed yet, such a primitive issue and it's been in SMP for many many years.

 

Edit: The value name is most likely "enableNPCFaceParts".

 

Edit again: For future Googlers, this is the same issue as here and here. There's probably more.

Edited by traison
Posted
37 minutes ago, traison said:

That crash was caused by SMP. There's an issue with one of its config files. The error is (or rather would have been had it not crashed) "not a boolean". Usually that shows up when there's an empty value assigned to a boolean field in one of its config files. Kinda funny that this hasn't been fixed yet, such a primitive issue and it's been in SMP for many many years.

 

Edit: The value name is most likely "enableNPCFaceParts".

Legend, thank you so much!

Posted (edited)

That crash was caused by SexLabUtil.dll, it has a bug in it. It's having issues with its expression registry. It's missing a null pointer check somewhere, as it crashed trying to dereference RCX (0x0). Since PPlus replaces that dll, you got 2 options:

  1. Update, downgrade, remove or otherwise change P+.
  2. Find the souce code for P+'s dll and fix it.

 

Edit: I suppose there's a 3rd option: Don't use the expression features of P+ that are broken.

Edited by traison
Posted
8 hours ago, traison said:

That crash was caused by SexLabUtil.dll, it has a bug in it. It's having issues with its expression registry. It's missing a null pointer check somewhere, as it crashed trying to dereference RCX (0x0). Since PPlus replaces that dll, you got 2 options:

  1. Update, downgrade, remove or otherwise change P+.
  2. Find the souce code for P+'s dll and fix it.

 

Edit: I suppose there's a 3rd option: Don't use the expression features of P+ that are broken.

Alrighty, trying version 2.17 of PPlus. fingers crossed it works. Thanks so much for all your help Traison!

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