darklycan1304 Posted March 14, 2016 Posted March 14, 2016 I had created a post in the normal tech support by accident, i don't mean to double post but i think it would be better being placed here. I need some help here people, my game is always CTDing when i enable creature animations on sexlab and then load that save, no matter what i do, i tried looking at the papyrus log but i don't understand it at all, please if anyone can help me it would be appreciated, I've tried enabling and disabling mods one at a time but now its causing CTDs with even just any other sexlab mods, doesn't matter which one it is, as soon as i activate another one it CTDs on load. I uploaded the log to Mega as the site uploader does not work for me https://mega.nz/#!xocUlAxa!P1-_K1yX2qkL9xdABTrpw9oT91fnjQD3Gv5BsnLG3c8
sidfu Posted March 14, 2016 Posted March 14, 2016 more than likely if it isnt a mod conflict its skeleton crash related called footIK. people tried to fix it but it always will switch tgo something else. do what i do make a new game and save that before u go into the mcm and modify mods. now whenever u want to load your game load that game first tghen load your normal save from that. if that works tghen u have the footIK crash.
darklycan1304 Posted March 14, 2016 Author Posted March 14, 2016 thanks for the reply but ive tried it already, still the same issue
Monoman1 Posted March 14, 2016 Posted March 14, 2016 Sounds like this problem again: http://www.loverslab.com/topic/56588-corrupted-saves/ Read from post 74 and on. Anything before that is speculation. More and more people with the same issue. tl dr: 1. Load your last good save in TESVESSE: http://www.nexusmods.com/skyrim/mods/27119/? 2. Expand "Global data table 3", click on papyrus (don't expand). 3. Check the number of "strings" in the main panel. If it reads > 60,000ish you are most likely exceeding the maximum number of script variable definitions when enabling creature animations. Strcount is a 16 bit field so it's maximum number is 65535. Once it goes over that number your save will be borked. Animations have a big impact on the number of strings because each stage of an animation requires a string definition. No solution found yet other than lightening mod load, which would more than likely require a new game at that point. Frustrating. Edit: It might be simpler to just load a bad save with TESVESSE and this time when you click on papyrus you will get a "Range check" error if your strcount has gone over the maximum.
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