Kingslayer101 Posted September 14 Posted September 14 (edited) I can't seem to load my save after starting a new game. It's pretty much the same modlist aside from removing some redundant stuff. I still haven't built the Parallax Gen, lodgen, texgen, grass cache and dyndolod yet since I was debugging the game to check for CTDs inside Alternate Perspective room. Now it's just a complete freeze on load with OAR animation loading showing the corner. Â The only stuff I really updated were the SKSE mods that I had on last year's modlist. Â Anywho this is the papyrus log I salvaged after new game and then trying to load the save after all the MCM things are registered. Â Â Papyrus.0 - Copy.log.txt Edited September 14 by Kingslayer101
traison Posted September 14 Posted September 14 Removing mods until the problem goes away is still the most reasonable way to deal with freezes.  In addition to that, your Papyrus situation is horrible: Over 1400 errors about missing scripts and script properties. DES_SilverhandOutfitChange looks a bit broken. ddlustSuccubusAlias looks a bit broken. "yps" looks a bit broken, trying to move non-existant items in and out of containers. _FD_Player has a scripting error in it. Lots of errors from various MCM menus not handling none values properly and not being able to register for events. BimboLipsMCMScript is spamming errors and is probably broken. pamabeatupvictim is spamming errors and is probably broken. xpoconfig, isumconfig and _csn_mcm are spamming errors and are probably all broken. UHFP/USKP/UDGP appears to be doing its "retroactive updates" constantly. Seems odd if this is a quest version updater. ...and about 30,000 other errors and warnings. Sort both of these out and you can maybe consider playing. 1
Kingslayer101 Posted September 14 Author Posted September 14 (edited) 6 hours ago, traison said: Removing mods until the problem goes away is still the most reasonable way to deal with freezes.  In addition to that, your Papyrus situation is horrible: Over 1400 errors about missing scripts and script properties. DES_SilverhandOutfitChange looks a bit broken. ddlustSuccubusAlias looks a bit broken. "yps" looks a bit broken, trying to move non-existant items in and out of containers. _FD_Player has a scripting error in it. Lots of errors from various MCM menus not handling none values properly and not being able to register for events. BimboLipsMCMScript is spamming errors and is probably broken. pamabeatupvictim is spamming errors and is probably broken. xpoconfig, isumconfig and _csn_mcm are spamming errors and are probably all broken. UHFP/USKP/UDGP appears to be doing its "retroactive updates" constantly. Seems odd if this is a quest version updater. ...and about 30,000 other errors and warnings. Sort both of these out and you can maybe consider playing. Do you think some of those errors are because I haven't built the Parallax Gen, lodgen, texgen, grass cache and dyndolod? Also how do you fix number 6? I'll have a look again at the modlist and check if I have any outdated patches as well. I did catch one was Tamriellic Distribution, where the DES_Silverhand script was coming from. Edited September 14 by Kingslayer101
traison Posted September 14 Posted September 14 (edited) 5 hours ago, Kingslayer101 said: Do you think some of those errors are because IÂ haven't built the Parallax Gen, lodgen, texgen, grass cache and dyndolod? Â No. Â 5 hours ago, Kingslayer101 said: Also how do you fix number 6? Â Would have to see the script sources for that, but it does seem quite odd that there's so many menus with what appears to be the same problem. Are they made by the same author perhaps, could be lazy or bad scripting practices? A missing dependency? Edited September 14 by traison
Kingslayer101 Posted September 14 Author Posted September 14 3 hours ago, traison said: Would have to see the script sources for that, but it does seem quite odd that there's so many menus with what appears to be the same problem. Are they made by the same author perhaps, could be lazy or bad scripting practices? A missing dependency? I'll have a go at the modlist in a bit, redo Synthesis patches as well and build the parallax gen, lods and stuff. And see if I get the same problem as the log. Something just doesnt add up as this has never happened before on a new game.
Kingslayer101 Posted September 16 Author Posted September 16 I dropped a whole lot of mods and tried a new game, which ended up not loading after everything was done. There's probably something else in it that is causing some hiccup? Can't seem to find out what it is so I've elected to scrap the modlist and start with a fresh modlist but this time using a partially setup modlist from Wabbajack to save time. Atleast this way I can slowly debug the mods when I add them in. My guess it's some SKSE mod in the old modlist that's corrupted somehow.
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