666darkelf666 Posted August 8, 2013 Share Posted August 8, 2013 (edited) I've spent the last week trying to carefully read everything I can about properly implementing Skyrim STEP (So far, only sections D-G). Everything. Wyre Bash basic and advanced manuals. BOSS manual. TES5EDIT manual. etc. I've made sure to keep everything in extremely clean order for install. Everything is accounted for. I've cleaned ITMs and rebuilt bashed patch after each change. I ran the requsite .exe patches for DSredux/FNISbehavior. I made sure everything is in BOSS load order. Can anyone make sense of this? _________________________________________________Papyrus log: [08/08/2013 - 02:06:13AM] Papyrus log opened (PC)[08/08/2013 - 02:06:13AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)[08/08/2013 - 02:06:13AM] Memory page: 128 (min) 512 (max) 76800 (max total)[08/08/2013 - 02:06:15AM] Cannot open store for class "dlc1scwispwallscript", missing file?[08/08/2013 - 02:06:16AM] Cannot open store for class "DLC2BenthicLurkerFXSCRIPT", missing file?[08/08/2013 - 02:06:17AM] Error: Unable to bind script DLC2WaterScript to (0401AAD8) because their base types do not match[08/08/2013 - 02:06:26AM] warning: Property InventorUpgradeDefault on script KRY_TVPlayerAliasScript attached to alias PlayerAlias on quest KRY_TradingMCMStartupQuest (16001831) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:26AM] warning: Property FixList on script NoxUE_PlayerAlias attached to alias Player Alias on quest NoxUEQuest (26000D62) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:26AM] warning: Property InventorUpgradeDefault on script TV_MCMScript attached to KRY_TradingMCMStartupQuest (16001831) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:26AM] warning: Property pTG05KarliahInvisibilitySpell on script QF_TG05_00021551 attached to TG05 (00021551) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:26AM] warning: Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:26AM] VM is freezing...[08/08/2013 - 02:06:26AM] VM is frozen[08/08/2013 - 02:06:27AM] Reverting game...[08/08/2013 - 02:06:27AM] Error: Unable to bind script DLC2WaterScript to (0401AAD8) because their base types do not match[08/08/2013 - 02:06:27AM] warning: Property FixList on script NoxUE_PlayerAlias attached to alias Player Alias on quest NoxUEQuest (26000D62) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:27AM] warning: Property InventorUpgradeDefault on script TV_MCMScript attached to KRY_TradingMCMStartupQuest (16001831) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:27AM] warning: Property pTG05KarliahInvisibilitySpell on script QF_TG05_00021551 attached to TG05 (00021551) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:27AM] warning: Property InventorUpgradeDefault on script KRY_TVPlayerAliasScript attached to alias PlayerAlias on quest KRY_TradingMCMStartupQuest (16001831) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:27AM] warning: Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property[08/08/2013 - 02:06:34AM] Loading game...[08/08/2013 - 02:06:34AM] VM is thawing...[08/08/2013 - 02:06:35AM] Error: Object reference has no 3Dstack: [ (000BCD35)].Sound.Play() - "<native>" Line ? [ (00109126)].dunCGFXBirdFleeSCRIPT.OnCellAttach() - "dunCGFXBirdFleeSCRIPT.psc" Line 18[08/08/2013 - 02:06:35AM] InitWidgetLoader()[08/08/2013 - 02:06:35AM] Error: Unable to call RegisterForAnimationEvent - no native object bound to the script object, or object is of incorrect typestack: [None].DualSheathReduxEffect.RegisterForAnimationEvent() - "<native>" Line ? [None].DualSheathReduxEffect.onBeginState() - "DualSheathReduxEffect.psc" Line 89 [None].DualSheathReduxEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].DualSheathReduxEffect.OnEffectStart() - "DualSheathReduxEffect.psc" Line 72[08/08/2013 - 02:06:35AM] warning: Assigning None to a non-object variable named "::temp10"stack: [None].DualSheathReduxEffect.onBeginState() - "DualSheathReduxEffect.psc" Line 89 [None].DualSheathReduxEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].DualSheathReduxEffect.OnEffectStart() - "DualSheathReduxEffect.psc" Line 72[08/08/2013 - 02:06:35AM] Error: Unable to call RegisterForAnimationEvent - no native object bound to the script object, or object is of incorrect typestack: [None].DualSheathReduxEffect.RegisterForAnimationEvent() - "<native>" Line ? [None].DualSheathReduxEffect.onBeginState() - "DualSheathReduxEffect.psc" Line 90 [None].DualSheathReduxEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].DualSheathReduxEffect.OnEffectStart() - "DualSheathReduxEffect.psc" Line 72[08/08/2013 - 02:06:35AM] warning: Assigning None to a non-object variable named "::temp10"stack: [None].DualSheathReduxEffect.onBeginState() - "DualSheathReduxEffect.psc" Line 90 [None].DualSheathReduxEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [None].DualSheathReduxEffect.OnEffectStart() - "DualSheathReduxEffect.psc" Line 72[08/08/2013 - 02:06:36AM] ~~~~~ Footprints: Running Maintenance ~~~~~[08/08/2013 - 02:06:36AM] ~~~~~ Footprints VC: SKSE Check Running ~~~~~[08/08/2013 - 02:06:36AM] ~~~~~ Footprints VC: Checking if update is required. (Current Version: 0.990000) ~~~~~[08/08/2013 - 02:06:36AM] ~~~~~ Footprints VC: Versions match. No Update Required! ~~~~~[08/08/2013 - 02:06:36AM] ~~~~~ Footprints: Checking for DLC. Any error printed next is harmless. ~~~~~[08/08/2013 - 02:06:36AM] ~~~~~ Footprints: Done checking for DLC ~~~~~[08/08/2013 - 02:06:37AM] ~~~~~ Footprints: Switching to SKSE Footprints, SKSE Installed ~~~~~[08/08/2013 - 02:07:02AM] Info: *Achievement 1 awarded - a winnar is you!*[08/08/2013 - 02:08:07AM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BF9E)>][08/08/2013 - 02:08:41AM] [MQ102ChatterTrigger < (000AC138)>] triggered by [Actor < (0002BF9E)>][08/08/2013 - 02:09:11AM] [MQ102ChatterTrigger < (00109C2F)>] triggered by [Actor < (0002BF9E)>][08/08/2013 - 02:09:34AM] [MQ102ChatterTrigger < (000AC139)>] triggered by [Actor < (0002BF9E)>][08/08/2013 - 02:10:16AM] [MQ102ChatterTrigger < (00109C30)>] triggered by [Actor < (0002BF9E)>][08/08/2013 - 02:10:26AM] Error: DialogueRiverwoodIntroScene (000954D9): attempting to start event scoped quest outside of story manager.stack: [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetCurrentStageID() - "<native>" Line ? [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetStage() - "Quest.psc" Line 124 [ (000954DA)].SF_RiverwoodIntroSceneHildeSo_000954DA.Fragment_0() - "SF_RiverwoodIntroSceneHildeSo_000954DA.psc" Line 24[08/08/2013 - 02:19:37AM] VM is freezing...[08/08/2013 - 02:19:37AM] VM is frozen[08/08/2013 - 02:19:38AM] Saving game...[08/08/2013 - 02:19:38AM] VM is thawing...[08/08/2013 - 02:23:29AM] VM is freezing...[08/08/2013 - 02:23:29AM] VM is frozen[08/08/2013 - 02:23:30AM] Saving game...[08/08/2013 - 02:23:30AM] VM is thawing...[08/08/2013 - 02:25:38AM] Error: (0003AC45): cannot start scene because its parent quest was not running.stack: [ (0003AC45)].SF_MS13LeverScene_0003AC45.start() - "<native>" Line ? [MS13BleakFallsBarrowLeverScene (0003AC44)].QF_MS13BleakFallsBarrowLeverS_0003AC44.Fragment_0() - "QF_MS13BleakFallsBarrowLeverS_0003AC44.psc" Line 31[08/08/2013 - 02:42:04AM] VM is freezing...[08/08/2013 - 02:42:04AM] VM is frozen[08/08/2013 - 02:42:04AM] Saving game...[08/08/2013 - 02:42:04AM] VM is thawing...____________________________________________ BOSS log: These plugins are recognised by BOSS and have been sorted according to its masterlist. Please read any attached messages and act on any that require action.Skyrim.esm ActiveUpdate.esm ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Dawnguard.esm ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}HearthFires.esm ActiveDragonborn.esm ActiveSkyrim Project Optimization - Full Version.esm ActiveLanterns Of Skyrim - All In One - Main.esm ActiveSPIKE.esm ActiveHighResTexturePack01.esp ActiveHighResTexturePack02.esp ActiveHighResTexturePack03.esp ActiveBrawl Bugs CE.esp ActiveUnofficial Skyrim Patch.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Unofficial Dawnguard Patch.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}Unofficial Hearthfire Patch.esp ActiveUnofficial Dragonborn Patch.esp ActiveBash Tag suggestion(s): {{BASH: Delev}}Unofficial High Resolution Patch.esp ActiveWeapons & Armor Fixes_Remade.esp ActiveBetter Dynamic Snow.esp ActiveStaticMeshImprovementMod.esp ActiveStaticMeshImprovementMod-DragonbornTernFix.esp ActiveStaticMeshImprovementMod-FurnitureChestSnowFix.esp ActiveTradeBarter.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}BLESSINGS - Altar Descriptions.esp ActiveDead Body Collision.esp ActiveDisease Descriptions.esp ActiveDD_Dawnguard Additions.esp ActiveDD_Dragonborn Additions.esp ActiveDual Sheath Redux.esp ActiveRequires: Java Runtime Environment 7 update 17+DungeonQuestAwareness.esp ActivefFastTravelSpeedMult_4.esp ActiveMoss Rocks.esp ActivePoint The Way.esp ActiveSkyrim Flora Overhaul.esp ActiveSkyrimImprovedPuddles-DG-HF-DB.esp ActiveNote: Use only one SkyrimImprovedPuddles esp.Chesko_LoreBasedLoadingScreens.esp ActiveFootprints.esp ActiveFootprints - Ash.esp ActiveNoxUE2.00.esp ActiveRaceMenu.esp ActiveRaceMenuPlugin.esp ActiveNote: RaceMenuPlugin is optional and provides support to alter Height, Breast, Glute and Biceps. If you experience issues with it, disable RaceMenuPlugin.esp and inform the author.SkyUI.esp ActiveiHUD.esp ActiveSkyrimChimneysRW.esp ActiveAcquisitive Soul Gems.esp ActiveAppropriately Attired Jarls Redux.esp ActiveBetterQuestObjectives.esp ActiveBetterQuestObjectives-DBForevertoMisc.esp ActiveDistant DetailHF.esp ActiveGuard Dialogue Overhaul.esp Activemasser Size x0.5.esp Activesecunda Size x0.5.esp ActiveSPTConsistentOlderPeople.esp ActiveNote: If this is not newer than v1.3, update to the latest version.dD - Realistic Ragdoll Force - Realistic.esp ActiveNote: Ragdolls will conflict with other mods that change the skeleton.nif. Check Custom Skeleton Replacers for compatibly with other skeleton.nif.WATER.esp ActiveWATER Plants.esp ActiveWATER DB.esp ActiveWATER DB Waves.esp ActiveWarning: Use only one WATER DB esp.Bashed Patch, 0.esp ActiveDual Sheath Redux Patch.esp Active_________________________________________ So yeah... ehhh...wtf?Ps. does Warning: Use only one WATER DB esp. mean to only leave WATER DB.esp active and disable the regular WATER.esp? Edited August 9, 2013 by 666darkelf666 Link to comment Share on other sites More sharing options...
control206 Posted August 8, 2013 Share Posted August 8, 2013 (edited) Future tip type At the begging of long texts like your boss log and report [ /spoiler] at the end, without the space lol so it'll look like this See no wall O text lol!! Ummm first thing I have to ask is do you have your java needed for Duel Sheath? Oh I failed horribly trying to show you how to do that lol ok no spaces but it's like this [ spoiler ] Text in between [ /spoiler ] Edited August 8, 2013 by control206 Link to comment Share on other sites More sharing options...
sclerocephalus Posted August 8, 2013 Share Posted August 8, 2013 First of all, forget the papyrus log when you try to find the reason(s) for a CTD.: A CTD is an issue where the engine hooks up immediately. If this happens, there is no module active that could print anything on any log. Moreover, messages on the papyrus log are printed with some delay. That is, the last lines on the log refer to a time at which your game was still stable.The papyrus log is a script log, not an engine log. Thus, anything that goes wrong at the engine level wouldn't be recorded there anyway.The most common reasons for CTDs are missing master files (this results in a CTD on the loading screen), navmesh problems (usually due to inappropriate edits), deleted references (the so-called UDRs) and bad meshes. All this cannot be touched from within a script (in fact, anything that could potentially lead to a CTD is out of reach to script commands). Scripting is pretty safe and I don't know of any documented case where a script has been unambiguously identified as the culprit for a CTD. Link to comment Share on other sites More sharing options...
666darkelf666 Posted August 9, 2013 Author Share Posted August 9, 2013 (edited) Here's my STEP installers package list for reference: http://i1350.photobucket.com/albums/p774/cph1982/installed1_zpsfd58a0ea.jpg http://i1350.photobucket.com/albums/p774/cph1982/installed2_zpsc2bfc71c.jpg Edited August 9, 2013 by 666darkelf666 Link to comment Share on other sites More sharing options...
666darkelf666 Posted August 9, 2013 Author Share Posted August 9, 2013 First of all, forget the papyrus log when you try to find the reason(s) for a CTD.: A CTD is an issue where the engine hooks up immediately. If this happens, there is no module active that could print anything on any log. Moreover, messages on the papyrus log are printed with some delay. That is, the last lines on the log refer to a time at which your game was still stable.The papyrus log is a script log, not an engine log. Thus, anything that goes wrong at the engine level wouldn't be recorded there anyway.The most common reasons for CTDs are missing master files (this results in a CTD on the loading screen), navmesh problems (usually due to inappropriate edits), deleted references (the so-called UDRs) and bad meshes. All this cannot be touched from within a script (in fact, anything that could potentially lead to a CTD is out of reach to script commands). Scripting is pretty safe and I don't know of any documented case where a script has been unambiguously identified as the culprit for a CTD. Thanks for your in-depth reply. I wish I had a ton of money to just buy out Nexus, buy the rights to every mod, then just hire all STEP modders to work together to consolidate everything into one gigantic thoroughly tested skyrim overhaul patch. Then instead of a million .esp files, the load list would be skyrim/DLC.esms + one single 10GB .esp patch. I can see it now: Skyrim.esmUpdate.esmDawngaurd.esmHearthfire.esmDragonborn.esmUltimateSkyrimOverhaul.esp Would be so much easier. I just want to play the game with MAX immersion. That is all. Bethesda could have done much better, but they limited their software because of their focus on console gaming stupidity. I hope for TES6, Bethesda creates something that is capable of MAXING OUT a quad-Titan SLI rig. Link to comment Share on other sites More sharing options...
Husain Posted August 9, 2013 Share Posted August 9, 2013 First of all, forget the papyrus log when you try to find the reason(s) for a CTD.: A CTD is an issue where the engine hooks up immediately. If this happens, there is no module active that could print anything on any log. Moreover, messages on the papyrus log are printed with some delay. That is, the last lines on the log refer to a time at which your game was still stable.The papyrus log is a script log, not an engine log. Thus, anything that goes wrong at the engine level wouldn't be recorded there anyway.The most common reasons for CTDs are missing master files (this results in a CTD on the loading screen), navmesh problems (usually due to inappropriate edits), deleted references (the so-called UDRs) and bad meshes. All this cannot be touched from within a script (in fact, anything that could potentially lead to a CTD is out of reach to script commands). Scripting is pretty safe and I don't know of any documented case where a script has been unambiguously identified as the culprit for a CTD. Thanks for your in-depth reply. I wish I had a ton of money to just buy out Nexus, buy the rights to every mod, then just hire all STEP modders to work together to consolidate everything into one gigantic thoroughly tested skyrim overhaul patch. Then instead of a million .esp files, the load list would be skyrim/DLC.esms + one single 10GB .esp patch. I can see it now: Skyrim.esmUpdate.esmDawngaurd.esmHearthfire.esmDragonborn.esmUltimateSkyrimOverhaul.esp Would be so much easier. I just want to play the game with MAX immersion. That is all. Bethesda could have done much better, but they limited their software because of their focus on console gaming stupidity. I hope for TES6, Bethesda creates something that is capable of MAXING OUT a quad-Titan SLI rig. quad titan rig? Please come back when you even have a basic understanding of tech things in general. Please don't talk about what you don't know. Link to comment Share on other sites More sharing options...
666darkelf666 Posted August 9, 2013 Author Share Posted August 9, 2013 First of all, forget the papyrus log when you try to find the reason(s) for a CTD.: A CTD is an issue where the engine hooks up immediately. If this happens, there is no module active that could print anything on any log. Moreover, messages on the papyrus log are printed with some delay. That is, the last lines on the log refer to a time at which your game was still stable.The papyrus log is a script log, not an engine log. Thus, anything that goes wrong at the engine level wouldn't be recorded there anyway.The most common reasons for CTDs are missing master files (this results in a CTD on the loading screen), navmesh problems (usually due to inappropriate edits), deleted references (the so-called UDRs) and bad meshes. All this cannot be touched from within a script (in fact, anything that could potentially lead to a CTD is out of reach to script commands). Scripting is pretty safe and I don't know of any documented case where a script has been unambiguously identified as the culprit for a CTD. Thanks for your in-depth reply. I wish I had a ton of money to just buy out Nexus, buy the rights to every mod, then just hire all STEP modders to work together to consolidate everything into one gigantic thoroughly tested skyrim overhaul patch. Then instead of a million .esp files, the load list would be skyrim/DLC.esms + one single 10GB .esp patch. I can see it now: Skyrim.esmUpdate.esmDawngaurd.esmHearthfire.esmDragonborn.esmUltimateSkyrimOverhaul.esp Would be so much easier. I just want to play the game with MAX immersion. That is all. Bethesda could have done much better, but they limited their software because of their focus on console gaming stupidity. I hope for TES6, Bethesda creates something that is capable of MAXING OUT a quad-Titan SLI rig. quad titan rig? Please come back when you even have a basic understanding of tech things in general. Please don't talk about what you don't know. Hold up. In what way did I just make a display of ignorance? How am I dumb for pointing out that four Titan cards with their 6GB+ GDDR5 each would allow for an insane quantity of textures and texture sizes? Sure quad titan is probably way overkill, but what's wrong with hyperbole? Please clarify your flame. Thanks. Link to comment Share on other sites More sharing options...
666darkelf666 Posted August 9, 2013 Author Share Posted August 9, 2013 (edited) Welp, so much for a 24GB VRAM (quad-titans) eating Skyrim mod.lol, but seriously...might seem dumb now, but one day....when they're slapping 4k textures on pebbles and ants. Edited August 9, 2013 by 666darkelf666 Link to comment Share on other sites More sharing options...
666darkelf666 Posted August 11, 2013 Author Share Posted August 11, 2013 has anyone been able to run a completely stable STEP mod? Link to comment Share on other sites More sharing options...
666darkelf666 Posted August 12, 2013 Author Share Posted August 12, 2013 hmmm Link to comment Share on other sites More sharing options...
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