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Help diagnosing intermittent CTDs every 5~15 minutes while walking around after installed ETaC + Helgen Reborn + Frontier Fortress?


Xen0nex

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So I've promised myself if I could get this last batch of mods integrated into my game successfully, I would stop all my tweaking, fiddling, and testing and just play the game uninterrupted finally. However, after this final set of mods I've noticed my CTDs have gone from once every hour or two, to every 5~15 minutes, which I can no longer ignore.

The CTDs don't appear to follow a set pattern usually; typically I'm just walking around, and then I get a CTD without any special messagebox from Crash Fixes. It happens inside major cities, out on roads, in small towns, and usually while I'm just walking along and not interacting with anything. Usually I cannot reproduce the crash by repeating my previous actions, but every so often I will find an action which consistently causes a CTD, such as crossing the bridge at Ivarstead, or 10 seconds after exiting Whiterun via the mod-added eastern entrance (when I had Ultimate Whiterun installed). However, if I try to test the action many times, sometimes it eventually becomes "fixed" and no longer causes a CTD.

Here is my previous modlist, which seemed reasonably stable with me able to get around 2 hours of playtime between CTDs often. I then tried adding Helgen Reborn, Expanded Towns and Cities (ETaC), Legendary cities - Tes Arena - Skyrim Frontier Fortress, Ultimate Whiterun, SKY CITY - Markarth Rising, SNOW CITY - The Great Expansion of Windhelm, and Solitude Reborn (with add-ons) (modlist here). I thought it was worth a shot since supposedly none of these mods should modify the same location. During my tour of these locations to test them out, I noticed relatively frequent CTDs, and tried removing all the "main city" mods, since that's where I was mainly checking at first. However even with just Helgen Reborn, ETaC, and Legendary Cities, I kept getting the CTDs (modlist here). I was surprised since these mods were supposedly extremely stable, tested, and low-impact, so I'm thinking the problem is on my end somewhere, possibly a longstanding issue with my loadorder which has just gotten worse?

I've tried installing the Crash Fixes plugin and enabling "UseOSAllocators=1" along with the SKSE Plugin Preloader, with no effect. I've made sure to rebuild my Merge / Bashed / Skyprocced patches after each load order adjustment. I've double- checked through both my plugin load order with LOOT, and my modlist load order with Wrye Bash, and I don't see anything that jumps out at me (a few points differ from the automated suggestion, but I set them up according to special instructions from specific mods), although I'm no expert.

I have the Papyrus.0.log files and Crash Fixes logs, but am not really sure what I'm supposed to be looking for there. Something that jumped out was in one case, near the bottom of the Papyrus.0.log file it mentioned "Error: File "CompanionArissa.esp" does not exist or is not currently loaded." as well as similar messages for "CompanionValfar.esp," "SkyTEST-RealisticAnimals&Predators.esp," "Wyrmstooth.esp," and several others. As far as I can tell, these are .esps for mods which I've never heard of, let alone installed, so I'm not sure why my game was even looking for them? Also, on my most recent CTD, my Papyrus.0.log file was ~7 GB in size and I can't even open it, so I don't know what that means.

I guess I'm being a bit stubborn and want to resolve this without simply removign all of these mods, since my understanding is that at the very least ETaC & Helgen Reborn shouldn't inherently cause problems; it's more likely that I've screwed something up, and I'd like to figure it out. Plus now that I've invested all this time researching and testing them, I'm kind of comitted to being able to play some of them.

Have sort of run up into a wall for the past few days with no progress, so would absolutely love any assistance you could provide!

Papyrus.0.log from Crash A
Crash Fixes log from Crash A
Papyrus.0.log from Crash A
Crash Fixes log from Crash B
Papyrus.0.log from Crash C is 6.83 GB
Crash Fixes log from Crash C


System specs:
modlist 1 modlist 2 modlist 3
Skyrim (non-Special Edition) on Steam with all DLC
Using Elder Scrolls V: Mod Organizer
Lenovo Y70 laptop
Nvidia GTX 860M graphics card
Windows 8.1 64bit
CPU: Intel i7-4710
Memory: 8GB

Edited by Xen0nex
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Okay, well let me take a look-see here.

Looking at Modlist 1
1. Since you are using all DLC, use Unofficial Skyrim Legendary Edition Patch and uninstall USKP and the DLC patches for it. Ensure that your mods aren't set up to run off USKP and switch over to Legendary.
2. Use VVE - Vanilla Voice Expansion instead of MFVM
3. I am not sure Relationship Dialogue Overhaul should go after Alternate Start, but defer to LOOT and the mod author on that.
4. Make sure you are putting VVE (or in this case MFVM after Relationship Dialogue Overhaul. (Another reason why I don't think it belongs down there.) RDO also states it was made with USLEEP in mind, another reason to use that.
5. I'm not sure Investment Price Config will work well with simple taxes. You might want to check script overlap as the mod author of Taxes warns about.
6. Also because IPC is such a wide reaching mod, I'm not sure Scale Tipper would be compatible either. You may want to ask or look on the forums.
7. Generally, my Left and right pane load order for Mod Organizer is set to something like this:
Skyrim
Update
Dawnguard
Hearthfires
Dragonborn
Unofficial Skyrim Legendary Edition Patch
[Other files that end with .esm]
[Hi-resolution DLC files]
[unofficial High-resolution Patch]
[All mods that when you add them add .esp on the right pane] (This will be most of your mods)
[Custom Body Meshes/Textures] (Unp, CBBE, Realgirls, Mature Skin, Fine Face Textures for Men)
[Environmental Textures]
[Animations] (Realistic Animation Project - Movement, Sexy Idles, FNIS)
[Custom Skeletons] (XP32, XPMSE)
Alternative Start (If you get it, it goes almost last)
[Relevant patches]

Make sure your left pane matches the right. I will sort both left and right in the above order, then run LOOT and make sure to hit APPLY after it is done. When you hit apply, LOOT will sort the right pane plugin menu to where your plugins need to be arranged to. With MO, now you have to sort the left side to match the right if you didn't know. The exception here are those environmental and custom body meshes/textures. You organize those in which order you want them to take priority on the left. So if you like the graphics of Watercolor for ENB over Real Water 2, you have Watercolor set lower in your load order in the left pane.

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As for modlist 2.

Since you are using CoT, make sure that all your mods do not touch on weather. If an aspect of them does, make sure it is disabled.

I'm sure you have, but make sure you carefully go through each of your city packages or any mod that touches on your cities and towns and read for compatibility issues not only on the main page, but in the forums and posts sections.

CFTO messes with pricing scripts, so anything else that does, you might want to see if it's compatible and ensure you have any patches you need for that mod.

Interesting NPCs compatibility states this is the MOST incompatible
"- mods that make very extensive edits to vanilla interiors and exteriors in the towns and cities ( as in, rearranges them a lot) are bound to be at severe odds with INPC. This includes most town and city overhauls especially if they also edit the vanilla inns. Exterior edits to these same locations will play along to a certain degree. INPC uses some vanilla objects such as furniture and if these are disabled or moved by the other mod, you can expect some minor or not so minor issues."

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As for modlist 2.

Since you are using CoT, make sure that all your mods do not touch on weather. If an aspect of them does, make sure it is disabled.

I'm sure you have, but make sure you carefully go through each of your city packages or any mod that touches on your cities and towns and read for compatibility issues not only on the main page, but in the forums and posts sections.

CFTO messes with pricing scripts, so anything else that does, you might want to see if it's compatible and ensure you have any patches you need for that mod.

Interesting NPCs compatibility states this is the MOST incompatible

"- mods that make very extensive edits to vanilla interiors and exteriors in the towns and cities ( as in, rearranges them a lot) are bound to be at severe odds with INPC. This includes most town and city overhauls especially if they also edit the vanilla inns. Exterior edits to these same locations will play along to a certain degree. INPC uses some vanilla objects such as furniture and if these are disabled or moved by the other mod, you can expect some minor or not so minor issues."

 

Wow, thank you so much for the in-depth reply! While as you say I had checked mod descriptions / some forums for some of this stuff beforehand, you brought up a lot of great points I hadn't known which will give me many things to try out! Hopefully one of them will be the key I need :D Am currently visiting with family but will get to work on these suggestions at the next opportunity and report back :D

 

Two questions: I'm still using USKP since a couple of my mods list it as a requirement. (I built most of my modlist exactly a year ago, then was out of the loop for a year due to a hard drive failure.). I hadn't made the swap to USLEEP yet due to fear of potential problems from converting these mods to work with USLEEP instead. Is it generally safe?

 

Also, would switching MVFM out for VVE potentially cause any issues? I'd heard that removing a mod mid-way through a play through was risky, and so have tried to avoid it.

Edited by Xen0nex
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Ultimately you are having CTDs every 5-15 minutes right now. Perhaps if you change some of the things I mentioned it will get better, perhaps not. Skyrim bakes scripts into your save, and so when it goes looking for the mods that you've moved or deleted, it can cause that CTD or freezes or a number of weird issues just as you suspected. But now you have to balance whether you want continuous ctds or not.

 

I suggest that you start a brand new game. Ultimately with modding, you should get your game stable before you seriously do a playthrough in my opinion. I generally consider my beginner modding experience to be a series of short stories rather than long term games. If you are interested in the long term game, the less mods of the same kind you have the better chance they will not cause problems in the long haul. Experienced modders might be able to get a stable enough game to play essentially until they want to quit, but as you've seen, there is a lot to learn in modding.

 

As for USLEEP, I would just go to each of your mods' pages and see if they need updating. The mods that required USKP, go back and see if they have USLEEP updates. Many of them may require it nowadays; and if that page doesn't have it, search for a USLEEP patch for the mod, as someone else may have made it. So no, it's not exactly safe because you will be shifting a lot of mods about as you update, but ultimately it may be worth it. My beginning mod experience was alright since I watched Gopher's beginner videos: http://www.nexusmods.com/skyrim/images/461332/? But now I think I have it to where it's really pretty: http://www.nexusmods.com/skyrim/images/637167/? and http://www.nexusmods.com/skyrim/images/633636/?

 

The best part of it all is it's stable.

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Ultimately you are having CTDs every 5-15 minutes right now. Perhaps if you change some of the things I mentioned it will get better, perhaps not. Skyrim bakes scripts into your save, and so when it goes looking for the mods that you've moved or deleted, it can cause that CTD or freezes or a number of weird issues just as you suspected. But now you have to balance whether you want continuous ctds or not.

 

I suggest that you start a brand new game. Ultimately with modding, you should get your game stable before you seriously do a playthrough in my opinion. I generally consider my beginner modding experience to be a series of short stories rather than long term games. If you are interested in the long term game, the less mods of the same kind you have the better chance they will not cause problems in the long haul. Experienced modders might be able to get a stable enough game to play essentially until they want to quit, but as you've seen, there is a lot to learn in modding.

 

As for USLEEP, I would just go to each of your mods' pages and see if they need updating. The mods that required USKP, go back and see if they have USLEEP updates. Many of them may require it nowadays; and if that page doesn't have it, search for a USLEEP patch for the mod, as someone else may have made it. So no, it's not exactly safe because you will be shifting a lot of mods about as you update, but ultimately it may be worth it. My beginning mod experience was alright since I watched Gopher's beginner videos: http://www.nexusmods.com/skyrim/images/461332/? But now I think I have it to where it's really pretty: http://www.nexusmods.com/skyrim/images/637167/? and http://www.nexusmods.com/skyrim/images/633636/?

 

The best part of it all is it's stable.

Alright, thanks! I will start implementing these tips and see what happens :D

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Okay, well let me take a look-see here.

 

Looking at Modlist 1

1. Since you are using all DLC, use Unofficial Skyrim Legendary Edition Patch and uninstall USKP and the DLC patches for it. Ensure that your mods aren't set up to run off USKP and switch over to Legendary.

2. Use VVE - Vanilla Voice Expansion instead of MFVM

3. I am not sure Relationship Dialogue Overhaul should go after Alternate Start, but defer to LOOT and the mod author on that.

4. Make sure you are putting VVE (or in this case MFVM after Relationship Dialogue Overhaul. (Another reason why I don't think it belongs down there.) RDO also states it was made with USLEEP in mind, another reason to use that.

5. I'm not sure Investment Price Config will work well with simple taxes. You might want to check script overlap as the mod author of Taxes warns about.

6. Also because IPC is such a wide reaching mod, I'm not sure Scale Tipper would be compatible either. You may want to ask or look on the forums.

7. Generally, my Left and right pane load order for Mod Organizer is set to something like this:

Skyrim

Update

Dawnguard

Hearthfires

Dragonborn

Unofficial Skyrim Legendary Edition Patch

[Other files that end with .esm]

[Hi-resolution DLC files]

[unofficial High-resolution Patch]

[All mods that when you add them add .esp on the right pane] (This will be most of your mods)

[Custom Body Meshes/Textures] (Unp, CBBE, Realgirls, Mature Skin, Fine Face Textures for Men)

[Environmental Textures]

[Animations] (Realistic Animation Project - Movement, Sexy Idles, FNIS)

[Custom Skeletons] (XP32, XPMSE)

Alternative Start (If you get it, it goes almost last)

[Relevant patches]

 

Make sure your left pane matches the right. I will sort both left and right in the above order, then run LOOT and make sure to hit APPLY after it is done. When you hit apply, LOOT will sort the right pane plugin menu to where your plugins need to be arranged to. With MO, now you have to sort the left side to match the right if you didn't know. The exception here are those environmental and custom body meshes/textures. You organize those in which order you want them to take priority on the left. So if you like the graphics of Watercolor for ENB over Real Water 2, you have Watercolor set lower in your load order in the left pane.

Alright, so I've gone through all the advice offered, and have both good news and bad news :tongue: Your advice did solve my frequent CTDs, though, so huge thanks to you! It's been a good chunk of hours testing stuff out and trying to figure this out for the past week, so apologies for the text dump :tongue:
1. I went through the upgrade process for USLEEP, and found a replacement .esp for the one mod I had which relied on USKP (a fan-made Realistic Needs & Diseases mod), and updated or removed all patches accordingly. Turns out thanks to that, I didn't actually need to convert any mods with the Masters Swap USKP > USLEEP script after all!
2. With USLEEP on board finally, I upgraded to VVE
3. The RDO author states to put RDO after Alternate Start on the description page
4. The VVE author says to put RDO below VVE on the description page
5. I couldn't find anything in the descriptions or elsewhere for Simple Taxes and Investment Price config that suggested a problem; several other users didn't report any issues using them together
6. I couldn't find anything suggesting a problem between IPC and Scale Tipper.
7. I re-ordered the left-pane of Mod Organizer match their order in the right-pane. I use LOOT for finding out where it suggests to put new mods, but don't let it auto-sort. This is because a number of my mods have author's notes to put it in a particular place different from where LOOT suggests. Especially, mods relating to Perkus Maximus differ from LOOT, and I've read many reports saying that when using Perkus Maximus manual sorting is required. I try to get my load order to match the suggestion by Raulfin on the PCaPP page, suggestions from individual mod authors, or some posted loadorders from Perkus Maximus users who reported longstanding stable games.
8. I double checked for any incompatibilities for CoT, CFTO, the city mods, ETaC, and Interesting NPCs. In particular, ETaC is stated to be compatible with Interesting NPCs.
After this I was still getting the same CTDs, but then I tried using the Save game script cleaner to remove all the orphaned scripts (about 250 after upgrading to USLEEP), and it apparently did the trick! After doing that, I was able to retrace my steps along all the paths I had taken earlier with frequent CTDs, now without a single crash! I kept going and visited a bunch more vanilla and mod-edited areas, fought some enemies, etc. for over an hour, and couldn't get even a single CTD :D However, the bad news is that I noticed quite heavy FPS slowdown in some areas, while the Convenient Horses Script Latency test showed the average script delay rising from it's usual average of ~50 ms to several hundred ms sometimes. When looking at SaveTool saves from this time, there are usually 700+ ActiveScripts, all of them from DynDOLOD. Additionally, Papyrus.0.log files generated during this time shot up past the 6~8 GB they had been recently, to 80GB ~ 120 GB.
After a long investigation and using the logs and Save game Script cleaner to search, apparently reshuffling my mod install order in the left pane of Mod Organizer may have broken "Mark Books as Read," which apparently has notorious problems with scripts going crazy and being extremely difficult to uninstall. Well, after following advice from its forum posts, I believe I have successfully removed it, since my Papyrus.0.log files don't even go above 300MB now (many recent ones are just 70KB~5,000KB), and I no long can find any scripts containg "XjMBAR" searching with Save script cleaner. This seems to have fixed my heavy FPS slowdown, crazy script lag, and giant Papyrus logs. SaveTool doesn't see any more orphaned scripts, and doesn't report too many Active Scripts either. However, doing all of that apparently has caused my game to start getting occasional CTDs once again :sad: Sometimes I just get some short 1~3 seconds freezes instead.
This has basically kicked off a chain reaction of me finding a new issue, researching it, tweaking my files / mod-order / cleaning my savegame, fixing that particular issue, but then the fix causes another new issue. I've ended up having multiple branches of my current playthrough / modlist in Mod Organizer profiles to better organize what effects are coming from what "fixes." Here are the issues I'm still getting on my most recent version of my profile:
Getting a CTD about 5~10 seconds after Fast Traveling to Whiterun. Interestingly, the Papyrus.0.log file always ends exactly the same way when this occurs, mentioning something about TG02Beehive.psc? Here is exactly how they all end:

 

[11/28/2016 - 07:46:35PM] Saving game...

[11/28/2016 - 07:47:16PM] VM is thawing...
[11/28/2016 - 07:47:20PM] Error: (0003A15B): cannot start scene because its parent quest was not running.
stack:
[ (0003A15B)].Scene.start() - "<native>" Line ?
[ (00107055)].StartSceneTriggerSpecificTime.OnTriggerEnter() - "StartSceneTriggerSpecificTime.psc" Line 42
[11/28/2016 - 07:47:21PM] Error: Cannot call Disable() on a None object, aborting function call
stack:
[ (3000986E)].TG02BeeHive.OnLoad() - "TG02Beehive.psc" Line 35
[11/28/2016 - 07:47:21PM] Error: Cannot call Disable() on a None object, aborting function call
stack:
[ (30016F01)].TG02BeeHive.OnLoad() - "TG02Beehive.psc" Line 35
[11/28/2016 - 07:47:21PM] Error: Cannot call Disable() on a None object, aborting function call
stack:
[ (30016F03)].TG02BeeHive.OnLoad() - "TG02Beehive.psc" Line 35
[11/28/2016 - 07:47:21PM] Error: Cannot call Disable() on a None object, aborting function call
stack:
[ (30016F02)].TG02BeeHive.OnLoad() - "TG02Beehive.psc" Line 35

Somehow I was able to avoid this CTD completely on one of my profiles, I think by first visiting the area while DynDOLOD is uninstalled during the DynDOLOD update procedure? However on my current profile, I seem to be getting it again, even without DynDOLOD installed.
Despite the displayed FPS remaining stable, and the Script delay staying low, sometimes I get... audio lag? The background music and so on play normally, but all of the sound effects for particular actions are delayed. Where I will run around on my horse or walk around, and pick flowers or shoot my bow or kill a bear, and everything is displayed normally, but none of the sound effects are produced. But then after 5 ~ 10 seconds, it will play the whole "backlog" of sound effects it has been missing, all at once, to catch up. I've confirmed that this problems still persists despite starting a completely new character file.
Only recently, I've started noticing that sometimes NPCs don't move their lips/face when talking. For some NPCs, their lips will move as long as I have a dialogue window open with them, but then once I exit it their lips freeze in place, even if they keep talking. It affects both vanilla and mod-added NPCs, but only some of them, and which ones are affected can be different with every reload. I mainly notice it inside Whiterun. Most posts I've found regarding this online resolve the issue by uninstalling one of several mods including Skybirds, birds of skyrim, real wildlife, and skytest, however I don't use any of those mods. Another solution was validating master files / verifying integrity of game cache, but I did this (and re-cleaned my masters with TES5Edit) with no effect. I've confirmed that this problems still persists despite starting a completely new character file.
The following two issues haven't occurred for a while, and may already be fixed:
Rarely fast travel to a location has 1~2 FPS for 20~30 seconds, with Script latency at 2000~6000ms according to Convenient Horses. When this happens, savegames made during this time show thousands of activescripts in Savetool, and have thousands of lines in Papyrus from DynDOLOD like this:

[11/28/2016 - 12:19:01PM] Dumping stack 7929561:
[11/28/2016 - 12:19:01PM] Frame count: 0 (Page count: 0)
[11/28/2016 - 12:19:01PM] State:
Running (Freeze state: Freezing)
[11/28/2016 - 12:19:01PM] Type: Normal
[11/28/2016 - 12:19:01PM] Return register: None
[11/28/2016 - 12:19:01PM]
Has stack callback: No
[11/28/2016 - 12:19:01PM] Stack trace:
[11/28/2016 - 12:19:01PM] [
(8A00570A)].SHESON_DynDOLOD_LODObject.OnCellAttach() - (requested call)
[11/28/2016 - 12:19:01PM] Dumping stack 7929562:
[11/28/2016 - 12:19:01PM]
Frame count: 0 (Page count: 0)
[11/28/2016 - 12:19:01PM] State: Running (Freeze state: Freezing)
[11/28/2016 - 12:19:01PM] Type: Normal
[11/28/2016 - 12:19:01PM] Return register: None
[11/28/2016 - 12:19:01PM] Has stack callback: No
[11/28/2016 - 12:19:01PM] Stack trace:
[11/28/2016 - 12:19:01PM] [ (8A00570A)].SHESON_DynDOLOD_Firstborn.OnCellAttach() - (requested call)

Sometimes, Lydia doesn't follow me to new areas when exiting buildings / fast traveling. When it happens, sometimes, she also doesn't always respond to AFT tweak Summon command. I noticed a lot of lines in Papyrus log from around that time like this:

[11/28/2016 - 11:57:25AM] Dumping stack 7835270:
[11/28/2016 - 11:57:25AM] Frame count: 2 (Page count: 2)
[11/28/2016 - 11:57:25AM] State:
Waiting on other stack for return (Freeze state: Freezing)
[11/28/2016 - 11:57:25AM] Type: Normal
[11/28/2016 - 11:57:25AM] Return register: True
[11/28/2016 - 11:57:25AM] Has stack callback: No
[11/28/2016 - 11:57:25AM] Stack trace:
[11/28/2016 - 11:57:25AM] [
(000A2C94)].WIDeadBodyCleanupScript.IsInFaction() - "<native>" Line ?
[11/28/2016 - 11:57:25AM] IP: 0
[11/28/2016 - 11:57:25AM]
[param1]: [Faction < (0005C84E)>]
[11/28/2016 - 11:57:25AM] [alias pAlias1 on quest TweakFollower (340012CE)].tweakwerewolf.OnLocationChange
() - "TweakWerewolf.psc" Line 242
[11/28/2016 - 11:57:25AM] IP: 279 Instruction: 10 Line: 242
[11/28/2016 - 11:57:25AM]
[akOldLoc]: [Location < (00018A52)>]
[11/28/2016 - 11:57:25AM] [alNewLoc]: None
[11/28/2016 - 11:57:25AM]
[::temp21]: [WIDeadBodyCleanupScript < (000A2C94)>]
[11/28/2016 - 11:57:25AM] [::temp22]: False
[11/28/2016 - 11:57:25AM]
[::temp23]: False
[11/28/2016 - 11:57:25AM] [NPC]: [WIDeadBodyCleanupScript < (000A2C94)>]
[11/28/2016 - 11:57:25AM]
[::NoneVar]: None
[11/28/2016 - 11:57:25AM] [::temp24]: None
[11/28/2016 - 11:57:25AM] [::temp25]: None
[11/28/2016 - 11:57:25AM] Dumping stack 7836634:
[11/28/2016 - 11:57:25AM] Frame count: 1 (Page count: 1)
[11/28/2016 - 11:57:25AM] State:
Running (Freeze state: Frozen)
[11/28/2016 - 11:57:25AM] Type: Normal
[11/28/2016 - 11:57:25AM] Return register: None
[11/28/2016 - 11:57:25AM]
Has stack callback: No
[11/28/2016 - 11:57:25AM] Stack trace:
[11/28/2016 - 11:57:25AM] [alias pAlias1 on quest TweakFollower
(340012CE)].tweakinventorycontrol.OnLocationChange() - "TweakInventoryControl.psc" Line 849
[11/28/2016 - 11:57:25AM] IP: 0
Instruction: 0 Line: 849
[11/28/2016 - 11:57:25AM] [akOldLoc]: None
[11/28/2016 - 11:57:25AM] [akNewLoc]:
[Location < (00018A52)>]
[11/28/2016 - 11:57:25AM] [::temp102]: False
[11/28/2016 - 11:57:25AM] [::temp103]:
None
[11/28/2016 - 11:57:25AM] [::temp104]: False
[11/28/2016 - 11:57:25AM] [::NoneVar]: None
[11/28/2016 -
11:57:25AM] [NPC]: None
[11/28/2016 - 11:57:25AM] Dumping stack 7835388:
[11/28/2016 - 11:57:25AM] Frame count: 2 (Page count: 2)
[11/28/2016 - 11:57:25AM] State: Waiting on other stack for return (Freeze state: Freezing)
[11/28/2016 - 11:57:25AM] Type: Normal
[11/28/2016 -
11:57:25AM] Return register: False
[11/28/2016 - 11:57:25AM] Has stack callback: No
[11/28/2016 - 11:57:25AM] Stack trace:
[11/28/2016 -
11:57:25AM] [ (000A2C94)].WIDeadBodyCleanupScript.IsDead() - "<native>" Line ?
[11/28/2016 - 11:57:25AM] IP: 0
[11/28/2016
- 11:57:25AM] [alias pAlias1 on quest TweakFollower (340012CE)].tweakvampirelord.OnLocationChange() - "TweakVampireLord.psc" Line 286
[11/28/2016 - 11:57:25AM] IP: 147 Instruction: 5 Line: 286
[11/28/2016 - 11:57:25AM] [akOldLoc]: [Location <
(00018A52)>]
[11/28/2016 - 11:57:25AM] [alNewLoc]: None
[11/28/2016 - 11:57:25AM] [::temp31]:
[WIDeadBodyCleanupScript < (000A2C94)>]
[11/28/2016 - 11:57:25AM] [::temp32]: False
[11/28/2016 - 11:57:25AM]
[::temp33]: False
[11/28/2016 - 11:57:25AM] [NPC]: [WIDeadBodyCleanupScript < (000A2C94)>]
[11/28/2016 - 11:57:25AM]
[::NoneVar]: None
[11/28/2016 - 11:57:25AM] [::temp34]: None
[11/28/2016 - 11:57:25AM] [::temp35]: None

So right now I've solved my old issue of the frequent CTDs, and now have a choice between a setup where I get 0 CTDs, but have some heavy FPS slowdown and script lag often, or choose one of the newer setups without that problem, but each with their own 1 or 2 problems. Ideally I can still fix all at the same time, somehow, but I've begun to run out of leads and am not sure what my next move should be. I'm definitely still working on it, tweaking my mod install order, and am narrowing down possible causes by running the different profiles with different options enabled / disabled. So one way or another, I'm riding this train until it either straightens up or explodes :tongue:
I've attached the Papyrus.0.log and Crash Fixes report log for the most recent crashes, and my newest loadorder / modorder is here.
Edited by Xen0nex
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And if you try this on a new game, will it work without lag or ctds? That might also be an option. Stop messing with mod arrangement/scripts and start a new game and see how it runs.

Yeah, unfortunately many of these issue persist on new games. For example, last night I started a fresh character using this latest profile, and they still had the errors of the sound effects delay, lips not moving on some NPCs, and a CTD after defeating some wolves.

Edited by Xen0nex
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