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#991
Rusey

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949 are all replies on the same post.

So I saw some errors in my papyrus from Enchanting Awakened mod (I don't normally get that), and thought maybe the added decks weren't playing nice, so I started a fresh game without that installed. Added all items to inventory, walked to safehouse door, crashed.

Reloaded the save just before doing that, this time I got all the way down to the prep station. Got the notification all the displays were added. Went to the Lost Libraries one (I have the latest patch for it) and crashed after activating. Log from the second attempt: linkie

Hope this is helpful. The "dunTreasMapScript.psc" script is apparently from Skyrim itself, because its not in my MO mods folder and I unpack all my mods.

Edited by Rusey, 11 November 2014 - 03:11 PM.


#992
icecreamassassin

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214 are all replies on the same post.

I experienced a crash on use of a second prep station before, but I haven't had that issue since getting it all finalized. I guess I'll take another deep dive, this time into the base mod to clear the missing property warnings out. The duntreasuremap script shouldn't have anything to do with this mod and I'm not sure why it would be posting errors. The other odd ones are the prep station claiming there is a call on a none object. One of the prep stations must be missing a property fill. Then there is that damned warrior script which keeps looking for archery instead of marksman which is odd because the script was fixed several versions ago and it's not a definable property, it's hard coded, so no idea why it's still doing that. There were a couple other bigger head scratchers as well I'll look into.

Did you notice any crashes near the misc chest in the prep area or the safehouse one? Maybe go disable them and try the adding of all items again and see if you still crash? I have concerns that the mesh is still messed up

Thanks for delving into it a bit.

#993
icecreamassassin

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214, #19963999 are all replies on the same post.

As for the phial I suspect there are some potential issues when more than one version if the item is involved. With only one or the other in hand it all handles fine, I think it just calls back oddly when there is one on display and one in hand, it's not sure whether to remove one or add the other. But I'll look at it

#994
Rusey

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214, #19963999, #19964199 are all replies on the same post.

I was able to display both the "standard" relics and the Lost Library if I:

Disabled the chest
Had a mod list WITHOUT Enchanting Awakened (Some of the custom items, not sure which, just leave literal stack dumps of errors relating to this mod, I don't think I can recommend them together right now. Pity, it's a great enchanting overhaul :) )

I'mma see if I can reliably get that far.

One other note, I did crash BEFORE adding all the items when trying to enter the Safehouse via the ladder in the hidden passage. I dunno if that was a fluke or not.

#995
Rusey

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214, #19963999, #19964199, #19967949 are all replies on the same post.

OK, went to load the save I made right before testing the prep stations (so I didn't have to walk back from the activator/load through) and it tries to load for awhile then crashes before it happens. I notice my savefile size jumped from 6 megabytes to over 15 KILObytes, and I don't think Skyrim likes that.

I know the save should definitely get bigger with all the items it's tracking, but should it be THAT big? That's huge :P lol

#996
icecreamassassin

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214, #19963999, #19964199, #19967949, #19968304 are all replies on the same post.

Firstly mega is bigger than kilo, do you mean gigabytes?

I think that your tests are a good 'stress test' of if there are issues with mega large game loads but is not a good telling of an average game setup. As for stack errors, I'm not really clear on how threading errors work but if my mod is dumping more stack errors when
Another mod is loaded it's because that mod is not properly set up with inventory event filters and as such the scripts go haywire when massive numbers are added all at once

I dunno why you would be crashing other than perhaps that mesh I mentioned because nobody else is experiencing considerable crash issues anymore. I'm gonna continue weeding to strip out more warnings and errors from the base mod and see if it affects the situation at all. My test save games have always been about 5mb and do not spike so again this has to be a case specific issue with your setup and some undetermined conflict between this and another mod.

#997
Rusey

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214, #19963999, #19964199, #19967949, #19968304, #19968729 are all replies on the same post.

Oh, derp, I was looking at the two different files a save puts into the save folder. I also wasn't suggesting the Enchanting Awakened errors were the fault of THIS mod, hope that was clear. :) Just that they don't play nice together.

Otherwise, while I do have a pretty hefty list, most of my stuff really is just world prettification + Wet and Cold (script heavy, to be sure), Frostfall (scripty but which does nothing indoors), Convenient Horses, Skyrim Immersive Creatures and kryptopyr's excellent overhauls (minus the stealth one, as it's not affecting the gameplay I have in mind). Well, and the aforementioned enchanting overhaul. :)

I'm not saying there's not a conflict or a bad mesh (that is not included with your mod, one I replaced) -- there must be, the Mod Organizer profile I copied to test this is extremely stable after 60+ hours of play, and others aren't having problems. I just gotta figure out what it is.

#998
icecreamassassin

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214, #19963999, #19964199, #19967949, #19968304, #19968729, #19969389 are all replies on the same post.

yeah it's a goofy system. Things that otherwise work perfectly start flubbing up when you introduce something new... it's kinda like introducing a new cat into a group of cats; they act all pissy with each other usually eventually get along :) hope that's the case here. I hope that if I weed out the obvious issues showing on papyrus that they may start playing ok together, some process is obviously using the same threading structure and causing it to stroke out :P

we'll get to the bottom of it ;)

#999
Rusey

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214, #19963999, #19964199, #19967949, #19968304, #19968729, #19969389, #19971699 are all replies on the same post.

Yanno? That loadout is NOT the same. I forgot I also intended to test a different follower mod on this profile, one that includes outfit management -- but also for the player. I'm betting it's more script-intense than the simple multiple followers I typically use, and could be the "tipping point" when combined with the script and memory intensive gallery stuff.

I didn't think about it at first because it's primarily a follower mod and I didn't have a follower, but I forgot they included player-specific stuff as well. I took it out (fresh game, of course) and no problems so far with the sorting and loading. Cross your fingers that was it.

(And to be clear, I'm not saying the other follower mod is bad, just could have been too much for Skyrim's engine with everything else that's going on.)

#1000
arkayn71

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In response to post #19929204. #19930284, #19930514, #19938659, #19938719, #19938949, #19959214, #19963999, #19964199, #19967949, #19968304, #19968729, #19969389, #19971699, #19971814 are all replies on the same post.

I'm working on tracking down some log scripting errors as my game became completely unstable.

One I traced back to an older script left over from BCSLL, the other is coming from yours.

I uninstalled yours and am in the process of finding all of the DBM files and removing them before reinstalling the mod.




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