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what cause such an unstable skyrim ?


mitsumidi

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Posted

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
 
Guest endgameaddiction
Posted

Mods containing dirties will also cause instability and problems during and later on in your game.

Posted

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

Posted

 

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.

 

Posted

 

 

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?

Posted

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.

Posted

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

 

 

 

 

Posted

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.

Posted

 

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.

Posted

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

Posted

 

 

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.

Posted

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.

Posted

 

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.

Posted

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 :)

Posted

 

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

Posted

 

 

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 :)

Posted

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

Posted

 

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
 

 

Posted

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

Posted

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.

Posted

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?

Posted

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.

Posted

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.

Posted
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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