roldoi1911 Posted April 24 Posted April 24 My current playthough began to crash on loading saves/ starting new characters. I've read the crashlog to try and diagnose whats going on, I think an npc follower named nirrah westfall is causing it? or the modifying the temple of kynereth cell? the npc should'nt affect anything, but i know i have lots of mods that blanket affect npcs crash-2026-04-24-05-05-13.log
traison Posted April 24 Posted April 24 (edited) It crashed because it tried to dereference RAX at a time when it was 0x0. You have a null pointer somewhere. Reference id 0xF94ED83B form id 0xF94ED83D "Sack" added by "Convenient Horses.esp" in form id 0xF9019203 "CHHolderCell" is having trouble pathfinding. It might be pathfinding to reference id 0x4400F0C9 form id 0x4400F0D0 "Nirrah Westfall" added by "Hot Coffee's Follower Mod (Roldoi).esp". The cell where it is currently be pathfinding might be form id 0x000165A7 "WhiterunTempleofKynareth". It is not the same issue as here, but it might be very similar considering this is also involves horses pathing. Potential solutions start showing up on the 3rd page of that thread. Edit: Also follow links in that thread, since there's additional fixes available. Edited April 24 by traison
roldoi1911 Posted April 24 Author Posted April 24 14 minutes ago, traison said: It crashed because it tried to dereference RAX at a time when it was 0x0. You have a null pointer somewhere. Reference id 0xF94ED83B form id 0xF94ED83D "Sack" added by "Convenient Horses.esp" in form id 0xF9019203 "CHHolderCell" is having trouble pathfinding. It might be pathfinding to reference id 0x4400F0C9 form id 0x4400F0D0 "Nirrah Westfall" added by "Hot Coffee's Follower Mod (Roldoi).esp". The cell where it is currently be pathfinding might be form id 0x000165A7 "WhiterunTempleofKynareth". It is not the same issue as here, but it might be very similar considering this is also involves horses pathing. Potential solutions start showing up on the 3rd page of that thread. Edit: Also follow links in that thread, since there's additional fixes available. Will check it put! Fingers crossed.
roldoi1911 Posted April 24 Author Posted April 24 So its likely an issue with DefaultPatrolHorseLinkedRef and population mods?
traison Posted April 24 Posted April 24 38 minutes ago, roldoi1911 said: So its likely an issue with DefaultPatrolHorseLinkedRef... Maybe. 38 minutes ago, roldoi1911 said: ...and population mods? There is no rule that says your fancy hat mod couldn't contain a horse riding travelling hat vendor that uses that package. Any mod, and the base game, is what you're looking at. Like was mentioned in that thread I linked, I still believe there's a 3rd party that hasn't been discovered. I also think the fundamental problem is in mods that alter the navmesh. The horse patrol package might just be revealing a navmesh error, or perhaps the NPC's position in the world is important.
roldoi1911 Posted April 24 Author Posted April 24 6 minutes ago, traison said: Maybe. There is no rule that says your fancy hat mod couldn't contain a horse riding travelling hat vendor that uses that package. Any mod, and the base game, is what you're looking at. Like was mentioned in that thread I linked, I still believe there's a 3rd party that hasn't been discovered. I also think the fundamental problem is in mods that alter the navmesh. The horse patrol package might just be revealing a navmesh error, or perhaps the NPC's position in the world is important. So if nothing else i could brute force a solution by disabling everything and enable mods in chunks.
traison Posted April 24 Posted April 24 (edited) 48 minutes ago, roldoi1911 said: So if nothing else i could brute force a solution by disabling everything and enable mods in chunks. That works for practically everything. Limit your search to mods that alter the navmesh, contain a dll or alter horses if you want to be more specific. Removing Convenient Horses is basically guaranteed to fix *this* specific situation - until you find the next horse that's having issues. Edited April 24 by traison
roldoi1911 Posted April 24 Author Posted April 24 How do you tell which ones affect navmeshes? I know some mods do, but in case i need to see ones in ssedit that don’t advertise it.
traison Posted April 24 Posted April 24 (edited) 58 minutes ago, roldoi1911 said: How do you tell which ones affect navmeshes? There's a script for that on the 3rd page of the thread I linked. Edit: It's badly made, but it does the job. Edited April 24 by traison
roldoi1911 Posted April 24 Author Posted April 24 I think the main culprit is immersive citizen’s ai. If so, damn shame, it was interesting and lively seeing npcs move about.
roldoi1911 Posted April 27 Author Posted April 27 thought i had it figured out, but still having issues... Its always seems to be leveling up (1->2) (with mods). Or when i just strip down to bare mods, just using the menu... crash-2026-04-27-13-50-09.log
traison Posted April 27 Posted April 27 That crash is a different issue. That wa caused by the mod that currently provides the Flash file for JournalMenu. Its for some reason having issues with reference id 0xFF000D4C. The journal menu is most likely in Interface/Quest_Journal.swf.
roldoi1911 Posted April 27 Author Posted April 27 3 minutes ago, traison said: That crash is a different issue. That wa caused by the mod that currently provides the Flash file for JournalMenu. Its for some reason having issues with reference id 0xFF000D4C. The journal menu is most likely in Interface/Quest_Journal.swf. Maybe its because i disable skyui. Will try in the morn, i’m tired of skyrim troubleshooting for now.
traison Posted April 27 Posted April 27 Usually these kinds of issues come from the flashing savegame fix (or a similarily named mod). I don't remember the signature of that one though so it could be something else as well.
roldoi1911 Posted April 27 Author Posted April 27 7 hours ago, traison said: Usually these kinds of issues come from the flashing savegame fix (or a similarily named mod). I don't remember the signature of that one though so it could be something else as well. It appeared to be a sky ui issue. Now testing plugins for the “post level ctd onloading save” issue.
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