Gasman6669 Posted July 21, 2022 Share Posted July 21, 2022 Hello, I've been working for weeks on a mod list for now, and recently I've been stumbling upon an error that has been vexxing me for a week straight: At first the crash only occured within Dawnstar (at least from what I've seen), back when I was using JK's Great Cities of the North Patch. It was a consistent crash, however whilst I was experimenting with trying to figure out the problem, it'd go from "Crashing when reaching the Jarl's House", to "Crashing after a handful of seconds(or minutes) next to the Jarl's House" to "Crashing as soon as I fast travel to Dawnstar/try to approach Dawnstar from another Fast Travel Point. I disabled JK's Great Cities of the North and had a rather inconsistent outcome (At first, disabling all Dawnstar City related mods resulted in me still crashing after being for a handful of minutes in Dawnstar, but now I don't crash whatsover anymore in Dawnstar); but I think I got it fixed? Waited for a handful of minutes, skipped time and everything was wonderful. However, when I reached Solitude, the trouble began again, whenever I was approaching the docks of Solitude/Nearby to Solitude, I'd crash. Being within the city is fine, but leaving the city and taking the stairs towards the docks (From the Great City of Solitude mod) would result in a CTD. What is interesting though, I decided to ignore the Solitude problem for a while and fast travel to Dawnstar, to see if it would crash (it did not), travelled to a bunch of other holds to test them; and when I returned to Solitude I could actually travel down the path I always crashed at. I walked the docks up and down and skipped some time until it was Daylight again, that is when it started crashing again. Which has led me to the belief, that an NPC must be culprit in one way or another. I'm no expert at deciphering crash logs, and I REALLY want to avoid brute forcing this if possible. Here is what I've tried: -Disabling Interesting NPCs (as I've heard it can result in crashing) -Disable Great City of Solitude (Still crashed outside of Solitude) -Redid LOD a bunch of times -Cleaned up with SSEdit Crashlog : https://pastebin.com/uMiDmhb6 Load Order : https://pastebin.com/hVyPb5Y7 Mod List https://pastebin.com/HyA1BU91 Link to comment Share on other sites More sharing options...
7531Leonidas Posted July 21, 2022 Share Posted July 21, 2022 Did you load all of your mods into SSEEdit, and use the 'check for conflicts' dialog? That might be information overload, but it could give very useful information. Link to comment Share on other sites More sharing options...
Gasman6669 Posted July 22, 2022 Author Share Posted July 22, 2022 Did you load all of your mods into SSEEdit, and use the 'check for conflicts' dialog? That might be information overload, but it could give very useful information.I'll give that a shot and will post the results, thanks. Link to comment Share on other sites More sharing options...
anjenthedog Posted July 22, 2022 Share Posted July 22, 2022 I think you might be onto the right track with your analysis. I often see NPCs referenced in my NetScript Framework crash log header section as "likely contributors" (inside or outside cities in fact). In fact, NPCs are referenced in almost all my Netscript crash reports. I also recall a query I put in, early in my Skyrim gaming, on the same effective issue (crash when visiting <insert hold name>), in which I received an answer that suggested (paraphrasing) a dynamically placed texture/mesh (missing reference, corrupted reference, misdirected reference, unable to locate, etc) was the reason, which plays well with the idea of an NPC being involved (although creatures also can fall under that umbrella, just not right around Solitude, (since there are -afaik- few or no creatures right around Solitude) save the birds and some sea creatures if you have the Sea of Ghosts creatures extension or similar mod installed. So in terms of solitude anyway, an NPC would be the logical source of such an issue. Link to comment Share on other sites More sharing options...
Gasman6669 Posted July 22, 2022 Author Share Posted July 22, 2022 Well, somewhat of an update.I decided to disable ArmorFractionReplacer because the crashlog kept whining about it (Thought I had disabled it earlier during a test, turns out I disabled a wrong plugin instead). However this resulted in me still crashing in the same area, same style and stuff; but for some reason I no longer get a crashlog from it. Link to comment Share on other sites More sharing options...
Gasman6669 Posted July 23, 2022 Author Share Posted July 23, 2022 I can't believe I went 2 weeks of ripping my own hair out, just to discover that a god damn mod, that adds useable outhouses, is the cause to this. Link to comment Share on other sites More sharing options...
Recommended Posts