mitsumidi Posted June 28, 2016 Posted June 28, 2016 So my game is like CTD after a few step in game, then after a few CTD like that, i can play smoothly for a couple hours without any problem, i have SKSE newest ver and SKSE ini set like guide running on steam, enbseries 305 and enboost , set Expandmemoryx64 = false, have about 2 save cleaner to analyze,remove orphan script,check for mod that create heavy scripts,etc,LOOT and Tes5edit. But it still didnt get any better, still CTD on the first few time in game and then a stable play, then repeat. having Skyrim Uncapper, Bodyslide, XMPSE, Ui extensions,SkyUI,ECE realistic ragdolls, HDT physics, HDT BBP, HDT hair,race menu, a couple animations for idle,sit and texture,body mods like UNP,SG,sweaty,etc.i know CTD are cause by heavy script and mod conflict, so i has double check every single mod i have, unistall anything that look suspicous, but it still the same and heavy mods? seriously the only heavy mod here is LC become king of riverhelm,and i got CTD before i install it, i see people online run like 3 LC mod with SkyRe and they still run the game smoothly. For today, it crash like 6 times in the last 5 mins, and the save cleaner cant tell what's going on Here's the load order of other mods,already disable high res pack: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ApachiiHair.esm hdtHighHeel.esm EFFCore.esm (extensible followers) RaceCompatibility.esm SGHairPackBase.esm Heels Sound.esm RiverHelm.esm ClimatesOfTamriel.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Immersive Weapons.esp EnhancedLightsandFX.esp Lakeview_Extended.esp EMCompViljaSkyrim.esp GOLD.esp chfshPlayerVoicesets.esp EnhancedCharacterEdit.esp SkyUI.esp BecomeKingOfRiverHelm.esp Cloaks.esp Lakeview_Extended_Basement.esp Immersive Patrols II.esp CerwidenCompanion.esp SofiaFollower.esp Bijin Warmaidens.esp Vampirelordroyal.esp (vampire perk mod) My Home Is Your Home.esp Apocalypse - The Spell Package.esp CharGen ECE Morphs.esp EnchantedArsenal.esp (create beauty effect for weapon) HDT Female Hairstyles.esp FNISSexyMove.esp FNIS.esp FNISspells.esp CropReprice.esp GOLD - DawnGuard Addon.esp (loot more gold, a patch) KS Hairdo's.esp MikanEyes All in one.esp dD - Realistic Ragdoll Force - Realistic.esp SGEyebrows.esp TrueBrows.esp zzArmormashups.esp Blaze Of Eventide.esp(horse mod) V740T_MGolDinS&M.esp IridumEyes2.0.esp SlaveTats.esp CharGen Morphs.esp TheEyesOfBeauty.esp LeftHandRings.esp LeftHandRings - Dawnguard.esp Serana.esp Dress of Destruction.esp Purewaters.esp FS_Ygrayne.esp Darkrose Armor.esp JackshleifangArmor2.esp VayanArmor.esp Eyes of Aber.esp Armor of Despair.esp Lakeview_Extended_BackRoom.esp Lakeview_Extended_Interior.esp Facelight.esp TERA Weapons.esp Northgirl.esp WWW.esp EFFDialogue.esp KazaiPhantasm.esp UIExtensions.esp AddItemMenu.esp Trish Armor.esp Ambassador of Darkness.esp Demonis.esp Void.esp calyps-barb.esp CharlotteDunoisBunnyArmor.esp VioLens.esp RutahTattooPack.esp Para Armor.esp Angelic Armor.esp AlirArmor_7BCH.esp SB Corset.esp Dadag Sexy Summer.esp Poser Sweet Lolita.esp NewLily Armor.esp RaceMenu.esp RaceMenuPlugin.esp CharacterMakingExtender.esp 1AlirArmor.esp Sexy One-Piece.esp lilithssickle.esp BladeAndSoulGorgeousSuit.esp Bayonetta 2 Accessories.esp Jin Seo Yeon's Outfit.esp BnS White Bird Outfit.esp Negligee.esp QingLang.esp YouLan.esp Yongyi.esp armorratingenchantment.esp SGHairPackAIO.esp Elewin Pumps 2.esp tie.esp CharmingHighHeels.esp Armored Bikini - UNPB BBP.esp DeathRobes.esp DF_T33.esp Katarina Outfit - UNPB BBP.esp Scythe Weapon mingyannuV20121226.esp Bishu Osafune-ju Morikage.esp CerwidenAppearancePatch.esp Disenchanting.esp DF_T19.esp Hip-huggers.esp Remodeled Armor - Vanilla Replacer.esp Remodeled Armor - Vanilla Replacer - Dawnguard.esp Remodeled Armor - Vanilla Replacer - Dragonborn.esp Young_Trap.esp D-Huntress.esp wjunlady.esp KS Jewelry.esp ling_hsa1.esp Princess of Flowers.esp FF9BeatrixOutfit.esp Ada Wong Spy Outfit.esp Golden Rings Of Craft.esp ClimatesOfTamriel-Dawnguard-Patch.esp ClimatesOfTamriel-Dragonborn-Patch.esp FortifiedRingAlchemySmithing.esp XPMSE.esp VampireLeatherArmorSet.esp Chakaru 1001 Nights.esp(armor) Arcane Rogue.esp bns_luolita.esp(armor) EquipsB - ThroneXX.esp(an armor) fox_ThroneXX.esp Kitai.esp Ravenlore.esp SL5.esp Vamp.esp EMViljaInSolstheimAddOn.esp battleflute.esp Neo's Selene.esp fox20 Armor.esp Neo's Lei Fang & Christie.esp RaceMenuMorphsUUNP.esp
Sharkness Monster Posted June 28, 2016 Posted June 28, 2016 Lots of mods use scripts, and too many scripts make a game unstable and will make the game load a bit slower
Guest endgameaddiction Posted June 28, 2016 Posted June 28, 2016 Mods containing dirties will also cause instability and problems during and later on in your game.
mitsumidi Posted June 28, 2016 Author Posted June 28, 2016 Lots of mods use scripts, and too many scripts make a game unstable and will make the game load a bit slower like i said, use save cleaner, and the only heavy script it show is from the Skyrim or Update, not from any mods Mods containing dirties will also cause instability and problems during and later on in your game. already using tes5edit to clean all mods that have ITM
DocClox Posted June 28, 2016 Posted June 28, 2016 Lots of mods use scripts, and too many scripts make a game unstable and will make the game load a bit slower like i said, use save cleaner, and the only heavy script it show is from the Skyrim or Update, not from any mods Mods containing dirties will also cause instability and problems during and later on in your game. already using tes5edit to clean all mods that have ITM Actually, it's usually the UDRs that cause crashes. One mod deletes a reference, another tries to access it and BANG! Also, don't rely on LOOT to tell you what needs cleaning. Clean 'em all anyway. You might be surprised what you find.
mitsumidi Posted June 28, 2016 Author Posted June 28, 2016 Lots of mods use scripts, and too many scripts make a game unstable and will make the game load a bit slower like i said, use save cleaner, and the only heavy script it show is from the Skyrim or Update, not from any mods Mods containing dirties will also cause instability and problems during and later on in your game. already using tes5edit to clean all mods that have ITM Actually, it's usually the UDRs that cause crashes. One mod deletes a reference, another tries to access it and BANG! Also, don't rely on LOOT to tell you what needs cleaning. Clean 'em all anyway. You might be surprised what you find. what is UDRs? any solid solution? can someone look into my load order and give me some advise if you are/or used to use that mod and realize that they're conflict, bad or sth like that?
DocClox Posted June 28, 2016 Posted June 28, 2016 UDRs are references that exist in a master file and deleted in a mod. The initials stand for "undelete and disable reference" which is the fix. TES5Edit has an option to fix them next to the ITM fix. Do ITMs first and then UDRs.
Tefajo Posted June 28, 2016 Posted June 28, 2016 Can you do memory block test to actually be sure the memory patch is working? You would be surprised how many people think they have it working and they actually dont Also: - You are missing USLEEP patch - Lots lakeview manor mods needs you to already have the house constructed / finished before activating the mod. Make sure is not the case for your lakeview extended mod. - You could use a Wyre bash patch And finally, and this is a matter of debate so do not take this as the holy grial, ok? If using ENB with SKSE.ini make sure you have one of this combos: ExpandSystemMemoryX64=true DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 Result --> No CTD / Stable ExpandSystemMemoryX64=true DefaultHeapInitialAllocMB=1024 (or even > 768) ScrapHeapSizeMB=256 Result --> CTD on startup for some users ExpandSystemMemoryX64=true DefaultHeapInitialAllocMB=1280 (or even > 1024) ScrapHeapSizeMB=256 Result --> CTD for most everyone ExpandSystemMemoryX64=true DefaultHeapInitialAllocMB=769 or higher ScrapHeapSizeMB=512 Result --> No CTD on startup / Mostly stable but 256MB of memory wasted ExpandSystemMemoryX64=false DefaultHeapInitialAllocMB=769 or higher ScrapHeapSizeMB=256 Result --> No CTD / Stable and you didn't waste 256MB of memory
Arhon Posted June 28, 2016 Posted June 28, 2016 UDRs are references that exist in a master file and deleted in a mod. The initials stand for "undelete and disable reference" which is the fix. TES5Edit has an option to fix them next to the ITM fix. Do ITMs first and then UDRs. Some mods however must not be cleaned (if the author said so) one of these mods for example is Guard Dialogue Overhaul.
DocClox Posted June 28, 2016 Posted June 28, 2016 UDRs are references that exist in a master file and deleted in a mod. The initials stand for "undelete and disable reference" which is the fix. TES5Edit has an option to fix them next to the ITM fix. Do ITMs first and then UDRs. Some mods however must not be cleaned (if the author said so) one of these mods for example is Guard Dialogue Overhaul. Yeah, if you find unexpected dirty edits, it;s always worth scanning the d/l page to see if there's anything saying "do not clean this". That said, you'll still find problems that LOOT and BOSS miss. I was at the point of crashing every 15 minutes or so and about to abandon the character. Then I cleaned just about everything, and used Script Scalpel to terminate active threads and it's been rock solid since.
mitsumidi Posted June 28, 2016 Author Posted June 28, 2016 Can you do memory block test to actually be sure the memory patch is working? You would be surprised how many people think they have it working and they actually dont Also: - You are missing USLEEP patch - Lots lakeview manor mods needs you to already have the house constructed / finished before activating the mod. Make sure is not the case for your lakeview extended mod. - You could use a Wyre bash patch And finally, and this is a matter of debate so do not take this as the holy grial, ok? If using ENB with SKSE.ini make sure you have one of this combos: ExpandSystemMemoryX64=true DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 Result --> No CTD / Stable ExpandSystemMemoryX64=true DefaultHeapInitialAllocMB=1024 (or even > 768) ScrapHeapSizeMB=256 Result --> CTD on startup for some users ExpandSystemMemoryX64=true DefaultHeapInitialAllocMB=1280 (or even > 1024) ScrapHeapSizeMB=256 Result --> CTD for most everyone ExpandSystemMemoryX64=true DefaultHeapInitialAllocMB=769 or higher ScrapHeapSizeMB=512 Result --> No CTD on startup / Mostly stable but 256MB of memory wasted ExpandSystemMemoryX64=false DefaultHeapInitialAllocMB=769 or higher ScrapHeapSizeMB=256 Result --> No CTD / Stable and you didn't waste 256MB of memory yes i already did, the SKSE ini work, i set it like the forth one due to an advise from a supporter in nexus site, Expand x64 to false, DefaultHeap 768 Scrap HeadSize 256, Enable FPS limit=true, Enable Vsync=true, not sure about the EnableEdgeAA, i make it false, turn off AA FXAA in Nvidia Card and Skyrim too, also my system have 8GB RAM and 4GB VRam, So the VideoMemorySize is suppose to be 10240 or 3968? because when i install enboost, it set at 3968, dont know if it affect much? The lakeview manor mod, i already constructed everything and buy everything before install the mod, i install it a long time ago, so i dont think its related. The only things i tweak today is the UNPB body since it didnt work for me, didnt download any new mods, yesterday, i has a 4 hours gameplay smoothly, the game gone crazy today and crash after every 30 secs, cant even play. The Wrye Bash patch, i heard it only use when you have more than 200+ mods or sth, its kinda complicate so i skip that. Last but not least, the USLEEP patch, the last time i install it, i think it conflict with some mod, the game crash immidiately after in game for a few sec ( i think with the SkyRe, an overhaul mod that i have unistall) havent try to re-install it since, because i want my game to be 100% stable before thinking of install any heavy change mod, now i only add armor mods, nothing else
mitsumidi Posted June 28, 2016 Author Posted June 28, 2016 UDRs are references that exist in a master file and deleted in a mod. The initials stand for "undelete and disable reference" which is the fix. TES5Edit has an option to fix them next to the ITM fix. Do ITMs first and then UDRs. Some mods however must not be cleaned (if the author said so) one of these mods for example is Guard Dialogue Overhaul. Yeah, if you find unexpected dirty edits, it;s always worth scanning the d/l page to see if there's anything saying "do not clean this". That said, you'll still find problems that LOOT and BOSS miss. I was at the point of crashing every 15 minutes or so and about to abandon the character. Then I cleaned just about everything, and used Script Scalpel to terminate active threads and it's been rock solid since. So basiclly you are saying that i should open tes5edit, choose everything, then clean it like this: Apply filter for cleaning>>> Change master records ( didnt remember correctly what it said, but there's a warning pop up at this step said that you gonna change module file)>>> Undelete and disable reference then exit? Even the LOOT didnt said that the mod contain any "dirty" thing like ITM? Did it need to be done with Armor mods too? Maybe i just start a new game, my old save are almost complete, but if i didnt deal with these mods problem, the new save would probably unstable too and continue the CTDs.
DocClox Posted June 28, 2016 Posted June 28, 2016 So basiclly you are saying that i should open tes5edit, choose everything, then clean it like this: Apply filter for cleaning>>> Change master records ( didnt remember correctly what it said, but there's a warning pop up at this step said that you gonna change module file)>>> Undelete and disable reference then exit? Even the LOOT didnt said that the mod contain any "dirty" thing like ITM? Did it need to be done with Armor mods too? Maybe i just start a new game, my old save are almost complete, but if i didnt deal with these mods problem, the new save would probably unstable too and continue the CTDs. Well, you should really do the esps one by one. That said what I did was load everything apart from the bashed patch, apply the filter to the last mod in the list, and then starting at the bottom chose "Remove Identical To Master" and then "Undelete and Disable References". "Change Masters" is something else, if it's what I'm thinking of, and you probably don't want to do that. And I've definitely found dirty edits that LOOT didn't pick up.
mitsumidi Posted June 28, 2016 Author Posted June 28, 2016 So basiclly you are saying that i should open tes5edit, choose everything, then clean it like this: Apply filter for cleaning>>> Change master records ( didnt remember correctly what it said, but there's a warning pop up at this step said that you gonna change module file)>>> Undelete and disable reference then exit? Even the LOOT didnt said that the mod contain any "dirty" thing like ITM? Did it need to be done with Armor mods too? Maybe i just start a new game, my old save are almost complete, but if i didnt deal with these mods problem, the new save would probably unstable too and continue the CTDs. Well, you should really do the esps one by one. That said what I did was load everything apart from the bashed patch, apply the filter to the last mod in the list, and then starting at the bottom chose "Remove Identical To Master" and then "Undelete and Disable References". "Change Masters" is something else, if it's what I'm thinking of, and you probably don't want to do that. And I've definitely found dirty edits that LOOT didn't pick up. hmm let me try that when i have time, but it kinda painful with 100+ mod, is it possible if armor mods contain dirty edits? they barely didnt change anything.
DocClox Posted June 28, 2016 Posted June 28, 2016 Any mod can have a dirty edit. An armor mod that just adds a new armor, probably not. But if the modder clicks on a building in whiterun while making the mod, even if the building isn't moved, it will still show up in the mod as an ITM unless it's cleaned. And if they add a chest containing a set of armor behind Warmaiden's (for example) and they delete a rock or a plant that was clipping through it, then you get a UDR. Probably not one that's going to crash anything, but random trees and rocks ahve been known to do just that in the past, so it's worth checking. And yeah, cleaning 100 mods is a bit of a daunting proposition
Tefajo Posted June 28, 2016 Posted June 28, 2016 yes i already did, the SKSE ini work, i set it like the forth one due to an advise from a supporter in nexus site, Expand x64 to false, DefaultHeap 768 Scrap HeadSize 256, Enable FPS limit=true, Enable Vsync=true, not sure about the EnableEdgeAA, i make it false, turn off AA FXAA in Nvidia Card and Skyrim too, also my system have 8GB RAM and 4GB VRam, So the VideoMemorySize is suppose to be 10240 or 3968? because when i install enboost, it set at 3968, dont know if it affect much? The lakeview manor mod, i already constructed everything and buy everything before install the mod, i install it a long time ago, so i dont think its related. The only things i tweak today is the UNPB body since it didnt work for me, didnt download any new mods, yesterday, i has a 4 hours gameplay smoothly, the game gone crazy today and crash after every 30 secs, cant even play. The Wrye Bash patch, i heard it only use when you have more than 200+ mods or sth, its kinda complicate so i skip that. Last but not least, the USLEEP patch, the last time i install it, i think it conflict with some mod, the game crash immidiately after in game for a few sec ( i think with the SkyRe, an overhaul mod that i have unistall) havent try to re-install it since, because i want my game to be 100% stable before thinking of install any heavy change mod, now i only add armor mods, nothing else Note: the fourth case indicates 769+ (meaning more than 768). For example 1024 I use the 1st one so i cant tell how that formula works
mitsumidi Posted June 29, 2016 Author Posted June 29, 2016 yes i already did, the SKSE ini work, i set it like the forth one due to an advise from a supporter in nexus site, Expand x64 to false, DefaultHeap 768 Scrap HeadSize 256, Enable FPS limit=true, Enable Vsync=true, not sure about the EnableEdgeAA, i make it false, turn off AA FXAA in Nvidia Card and Skyrim too, also my system have 8GB RAM and 4GB VRam, So the VideoMemorySize is suppose to be 10240 or 3968? because when i install enboost, it set at 3968, dont know if it affect much? The lakeview manor mod, i already constructed everything and buy everything before install the mod, i install it a long time ago, so i dont think its related. The only things i tweak today is the UNPB body since it didnt work for me, didnt download any new mods, yesterday, i has a 4 hours gameplay smoothly, the game gone crazy today and crash after every 30 secs, cant even play. The Wrye Bash patch, i heard it only use when you have more than 200+ mods or sth, its kinda complicate so i skip that. Last but not least, the USLEEP patch, the last time i install it, i think it conflict with some mod, the game crash immidiately after in game for a few sec ( i think with the SkyRe, an overhaul mod that i have unistall) havent try to re-install it since, because i want my game to be 100% stable before thinking of install any heavy change mod, now i only add armor mods, nothing else Note: the fourth case indicates 769+ (meaning more than 768). For example 1024 I use the 1st one so i cant tell how that formula works the Expandsystem x64 false because ppl said they do the same job as sth in the SKSE ini which would cause CTD after a while, the Default heap ,i increase it to 1024 when using some ENB (the author advise too) then when i unistall the ENB, i revert it back to 768 as all the guide in the internet said so, it obvious that i'm not an IT guy , i didnt get how these things work, so pardon me if i sound likd a dummy
DocClox Posted June 29, 2016 Posted June 29, 2016 The Wrye Bash patch, i heard it only use when you have more than 200+ mods or sth, its kinda complicate so i skip that. About the bashed patch: the problem is that if two mods both update a list somewhere, only one of the updates can apply. You don't add stuff to the list you see, but you replace the list with your modified version. So if two mods both add items to the items Belethor has for sale (for example), only one of them can appear in game. Wrye Bash/Smash gets round this by loading all the esp files, scanning them for lists, and where the same list appears in more than one mod, it merges them and puts the merged list in a new mod file - the bashed patch. So it doesn't really matter how many files you have, it's still useful. What you're probably thinking of is the TES5Edit merged patch. That lets you take several esp files and combine them into one, which is useful if you're up against the limit for the number of mods installed. I've never had occasion to use a merged patch, but a bashed patch is a good idea
mitsumidi Posted June 29, 2016 Author Posted June 29, 2016 The Wrye Bash patch, i heard it only use when you have more than 200+ mods or sth, its kinda complicate so i skip that. About the bashed patch: the problem is that if two mods both update a list somewhere, only one of the updates can apply. You don't add stuff to the list you see, but you replace the list with your modified version. So if two mods both add items to the items Belethor has for sale (for example), only one of them can appear in game. Wrye Bash/Smash gets round this by loading all the esp files, scanning them for lists, and where the same list appears in more than one mod, it merges them and puts the merged list in a new mod file - the bashed patch. So it doesn't really matter how many files you have, it's still useful. What you're probably thinking of is the TES5Edit merged patch. That lets you take several esp files and combine them into one, which is useful if you;'re up against the limit for the number of mods installed. I've never had occasion to use a merged patch, but a bashed patch is a good idea The following classes were mentioned in the log just before the game exited. If any crashes occured and if the crash time equals the time of the last line in the Papyrus log, then it's most likely related to those classes If true, consider removing instances/references or terminating threads (don't forget to specify the filter) [06/29/2016 - 02:49:55PM] XPMSE MainQuest#Class: Quest Initialization successful. <unknown self>.Game.GetForm#Class: FormFromFile() - "<native>" Line ? [RaceCompatibilityInitQuest#Class: Quest (08002859)].YARC_InitQuest#Class: QuestScript.onBeginState() - "YARC_InitQuest#Class: QuestScript.psc" Line 182 [RaceCompatibilityInitQuest (08002859)].YARC_InitQuestScript.GotoState() - "Form#Class: Form.psc" Line ? [RaceCompatibilityInitQuest#Class: Quest (08002859)].YARC_InitQuest#Class: QuestScript.initialize() - "YARC_InitQuest#Class: QuestScript.psc" Line 131 [RaceCompatibilityInitQuest#Class: Quest (08002859)].YARC_InitQuest#Class: QuestScript.OnUpdate() - "YARC_InitQuest#Class: QuestScript.psc" Line 23 Try to play again today, it still CTD ( havent got time to clean mods using Tes5Edit yet, i just want to test) use PDTwrapper ( a save game script scalpel) to check it and the last result showing this , wonder if anyone know what the heck did it said? Sth extra about my heavy script: The most "Heavy" non-basic classes. There are a lot of instances of these classes in the game, in some cases this can lead to performance drop. Some scripts are designed and expected to have a lot of instances. However, if they don't suppose to hold any long term data, such design is not optimal at all. If you experience a performance issues, try temporary removing the corresponding resources. [script class: Current instances count] (Skyrim#Resource: Skyrim) mineorefurniturescript#Class: mineorefurniturescript:1815 (Update#Resource: Update) masterambushscript#Class: masterambushscript:1607 (Update#Resource: Update) defaultDisableHavokOnLoad#Class: defaultDisableHavokOnLoad:1418 (Skyrim#Resource: Skyrim) critterSpawn01#Class: critterSpawn01:1405 (Skyrim#Resource: Skyrim) MineOreScript#Class: MineOreScript:1345 (Skyrim#Resource: Skyrim) WeaponRackTriggerSCRIPT#Class: WeaponRackTriggerSCRIPT:1318 (Skyrim#Resource: Skyrim) CritterSpawn#Class: CritterSpawn:1276 (Update#Resource: Update) WeaponRackActivateSCRIPT#Class: WeaponRackActivateSCRIPT:1253 (Skyrim#Resource: Skyrim) CWMapFlagScript#Class: CWMapFlagScript:1130
DocClox Posted June 29, 2016 Posted June 29, 2016 Have you tried deleting all unattached instances and then terminating active threads? Try that, load, save again and run script scalpel again and see if it finds anything else. Then see if the result is any better
mitsumidi Posted June 29, 2016 Author Posted June 29, 2016 Have you tried deleting all unattached instances and then terminating active threads? Try that, load, save again and run script scalpel again and see if it finds anything else. Then see if the result is any better i already did, but the XMSPE having so much active threads these nearby days, just yesterday it have like 300+ active threads from the weaponscaleeffect script, it's shocking me,dont know what's wrong with it, and the XMPSE install dont have the option to not install the Immersive animations, chesko quiver,etc which was contain inside XMPSE , weaponscaleeffect seems to come from these animations, i cant think of anything else.
DocClox Posted June 29, 2016 Posted June 29, 2016 There's a cloak spell it uses to apply individual styles to different actors. You might try turning that off. That said, if you terminated active threads, you should have got rid of most of those. Of course, they'll come back over time, but they should still go away. Again turning off the cloak may help here. Did you choose a lot of custom placement options from XMSPE?
mitsumidi Posted June 29, 2016 Author Posted June 29, 2016 There's a cloak spell it uses to apply individual styles to different actors. You might try turning that off. That said, if you terminated active threads, you should have got rid of most of those. Of course, they'll come back over time, but they should still go away. Again turning off the cloak may help here. Did you choose a lot of custom placement options from XMSPE? didnt change anything, leave the default option on the XMSPE as it already is, i use the pretty combat animation before, let it overwrite the animations from XMPSE, i think it begin after i unistall pretty combat animation since it didnt different much with the immersive animations contain inside XMPSE.
DocClox Posted June 29, 2016 Posted June 29, 2016 I get a lot of XPMSE threads as well though, and all I currently use it for is HDT body physics and a couple high heels I keep meaning to convert to NiO I dunno. I'm out of ideas here.
mitsumidi Posted June 29, 2016 Author Posted June 29, 2016 The following classes were mentioned in the log just before the game exited. If any crashes occured and if the crash time equals the time of the last line in the Papyrus log, then it's most likely related to those classes If true, consider removing instances/references or terminating threads (don't forget to specify the filter) [None].XPMSEWeaponStyleScaleEffect#Class: XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect#Class: XPMSEWeaponStyleScaleEffect.psc" Line 1483 [None].XPMSEWeaponStyleScaleEffect#Class: XPMSEWeaponStyleScaleEffect.onBeginState() - "<savegame>" Line ? [None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect#Class: MagicEffect.psc" Line ? [None].XPMSEWeaponStyleScaleEffect#Class: XPMSEWeaponStyleScaleEffect.OnEffectStart() - "<savegame>" Line ? [None].XPMSEWeaponStyleScaleEffect#Class: XPMSEWeaponStyleScaleEffect.onBeginState() - "<savegame>" Line ? [None].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect#Class: MagicEffect.psc" Line ? [None].XPMSEWeaponStyleScaleEffect#Class: XPMSEWeaponStyleScaleEffect.OnEffectStart() - "<savegame>" Line ? [None].XPMSEWeaponStyleScaleEffect#Class: XPMSEWeaponStyleScaleEffect.OnEffectStart() - "<savegame>" Line ? i disable the cloak style spell, it crash 5 sec after that, i guess i just start a new game or ditch the game, i'm sick of it already, rather go back to Fall out 4 and play the new fourth save game, i just endure all of the CTD because of the great mythical, fantasy story of SKyrim, but i've had enough of it , i wish that Skyrim system is at least 1/4 FO4, i play through three save game in FO4 with 180+ mods and never ever have any freaking problem.
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