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CTDs/freezing - boss/papyrus log


666darkelf666

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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 3D
stack:
[ (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 type
stack:
[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 type
stack:
[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 Active
  • Update.esm Active
    • Bash Tag suggestion(s): {{BASH: Delev, Relev}}
  • Dawnguard.esm Active
    • Bash Tag suggestion(s): {{BASH: Delev, Relev}}
  • HearthFires.esm Active
  • Dragonborn.esm Active
  • Skyrim Project Optimization - Full Version.esm Active
  • Lanterns Of Skyrim - All In One - Main.esm Active
  • SPIKE.esm Active
  • HighResTexturePack01.esp Active
  • HighResTexturePack02.esp Active
  • HighResTexturePack03.esp Active
  • Brawl Bugs CE.esp Active
  • Unofficial Skyrim Patch.esp Active
    • Bash Tag suggestion(s): {{BASH: Delev, Relev}}
  • Unofficial Dawnguard Patch.esp Active
    • Bash Tag suggestion(s): {{BASH: Delev, Relev}}
  • Unofficial Hearthfire Patch.esp Active
  • Unofficial Dragonborn Patch.esp Active
    • Bash Tag suggestion(s): {{BASH: Delev}}
  • Unofficial High Resolution Patch.esp Active
  • Weapons & Armor Fixes_Remade.esp Active
  • Better Dynamic Snow.esp Active
  • StaticMeshImprovementMod.esp Active
  • StaticMeshImprovementMod-DragonbornTernFix.esp Active
  • StaticMeshImprovementMod-FurnitureChestSnowFix.esp Active
  • TradeBarter.esp Active
    • Bash Tag suggestion(s): {{BASH: Delev, Relev}}
  • BLESSINGS - Altar Descriptions.esp Active
  • Dead Body Collision.esp Active
  • Disease Descriptions.esp Active
  • DD_Dawnguard Additions.esp Active
  • DD_Dragonborn Additions.esp Active
  • Dual Sheath Redux.esp Active
    • Requires: Java Runtime Environment 7 update 17+
  • DungeonQuestAwareness.esp Active
  • fFastTravelSpeedMult_4.esp Active
  • Moss Rocks.esp Active
  • Point The Way.esp Active
  • Skyrim Flora Overhaul.esp Active
  • SkyrimImprovedPuddles-DG-HF-DB.esp Active
    • Note: Use only one SkyrimImprovedPuddles esp.
  • Chesko_LoreBasedLoadingScreens.esp Active
  • Footprints.esp Active
  • Footprints - Ash.esp Active
  • NoxUE2.00.esp Active
  • RaceMenu.esp Active
  • RaceMenuPlugin.esp Active
    • Note: 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 Active
  • iHUD.esp Active
  • SkyrimChimneysRW.esp Active
  • Acquisitive Soul Gems.esp Active
  • Appropriately Attired Jarls Redux.esp Active
  • BetterQuestObjectives.esp Active
  • BetterQuestObjectives-DBForevertoMisc.esp Active
  • Distant DetailHF.esp Active
  • Guard Dialogue Overhaul.esp Active
  • masser Size x0.5.esp Active
  • secunda Size x0.5.esp Active
  • SPTConsistentOlderPeople.esp Active
    • Note: If this is not newer than v1.3, update to the latest version.
  • dD - Realistic Ragdoll Force - Realistic.esp Active
    • Note: Ragdolls will conflict with other mods that change the skeleton.nif. Check Custom Skeleton Replacers for compatibly with other skeleton.nif.
  • WATER.esp Active
  • WATER Plants.esp Active
  • WATER DB.esp Active
  • WATER DB Waves.esp Active
    • Warning: Use only one WATER DB esp.
  • Bashed Patch, 0.esp Active
  • Dual 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 by 666darkelf666
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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 by control206
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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.
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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.esm

Update.esm

Dawngaurd.esm

Hearthfire.esm

Dragonborn.esm

UltimateSkyrimOverhaul.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.

 

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Share on other sites

 

 

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.esm

Update.esm

Dawngaurd.esm

Hearthfire.esm

Dragonborn.esm

UltimateSkyrimOverhaul.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.

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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.esm

Update.esm

Dawngaurd.esm

Hearthfire.esm

Dragonborn.esm

UltimateSkyrimOverhaul.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.

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