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Skyrim Crashing - Requesting Mod Advice


seth1983

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Okay, so I still have some work to do. That's actually good news since it gives me some hope that with certain steps I can still save this thing. Haha.

 

The "can't keep a collection" however is the saddest news I've ever heard. Haha. I am definitely a "pack-rat" when it comes to compiling a collection of equipment and books. That's all I keep right now, really all I'm interested in. I keep everything I think looks cool. In fact, having a fantastic "museum" is the main reason I download all the equipment mods.

 

I'll try everything else before throwing away my collection, haha. But I will definitely trim down to only those REALLY cool books, armors and weapons.

 

In the end though, I'll try out everything you've listed and test for stability. Thanks again. :)

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I'd say a full reinstall is usually a 'last resort', but it doesn't sound like you messed up mods installations, so I don't see it as necessary at this point. If you know which mods in your game data folder belong to the Workshop mods you downloaded, using the method I mentioned previously will disconnect you from the Workshop's attempt to control your mod un/installation.

 

At this point, I think start a brand new game after you finishing trimming, cleaning, and fixing stuff, would be a good idea. You would want to make sure that repeating mannequin message is gone by removing the mod you mentioned is a likely culprit, and trimming the 'fat', so to speak, so you can have a more manageable mod list where you are not sinking hours just updating and bug tracking them. But a complete reinstallation of the game probably would be something not worth exploring unless you are still having serious issues after starting the new playthrough.

 

If you do want to reinstall the entire game, for whatever reason, I would actually recommending taking the opportunity to switch to the Mod Organizer to manage your mod un/installation. MO does not install mod resources into the game data folder, but keep them in their isolated folder then 'reassemble them' into a virtual data folder when you launch MO. It's an entirely different way to handling mods from traditional mod managers, and ensures you always have a clean, vanilla game installation no matter how many mods you install through MO. It has a steep learning curve, but I feel you are ready for it. However, don't completely reinstall your game just to switch to MO. I only mention it just in case things do get to that point.

Edited by ripple
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Unfortunately removing the "Riverside Lodge" mod didn't help. I really hoped it would.

 

I started a new play through only to experience similar crashing and the old familiar papyrus error. MO might be an option for some point in the future, I agree. But having failed this bad with NMM (often raised as the beginner's solution to modding) I'm not sure I agree that I'm ready for anything beyond that.

 

After trying to play a dozen times today and each session lasting about 3 minutes I can admit I'm feeling rather disheartened.

 

I really hope there's a mod god out there who'll eventually make something that can pinpoint the exact mod that causes a crash. Imagine how much easier all this would be. Haha.

 

I haven't given up yet though. I do see the promise that a stable modded Skyrim can be better than a vanilla one. It just doesn't feel like it right at this moment. I think I can confidently say I've now put in 8 hours of "research and repair" for every 8 minutes of actual play. Is playing a modded game usually this much work? :tongue:

Edited by seth1983
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Also, in my mannequin search, I did find another file that held both the word mannequin and was a .pex file. There's a bsa called 3DNPC.bsa that has the file "mannequin3dnpc.pex" and I have noticed that the string "3D..." often occurs in my papyrus logs, and quite often near the entry with the mannequin warning, such as here...

 

 

 

[01/14/2014 - 09:37:32PM] Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:
[None].MannequinActivatorSCRIPT.Is3DLoaded() - "<native>" Line ?

 

 

Also, been seeing an error related to weapon rack showing up a lot at the end of my papyrus logs recently; it's always either that or the mannequin issue. Take this most recent snippet from my papyrus log as example...

 

 

 

[None].WeaponRackActivateScript.PlaceItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.HandleStartingItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.InitActivator() - "<savegame>" Line ?
[None].WeaponRackActivateScript.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:
[None].MannequinActivatorSCRIPT.Is3DLoaded() - "<native>" Line ?
[None].MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Warning: Assigning None to a non-object variable named "::temp24"
stack:
[None].WeaponRackActivateScript.PlaceItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.HandleStartingItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.InitActivator() - "<savegame>" Line ?
[None].WeaponRackActivateScript.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Warning: Assigning None to a non-object variable named "::temp3"
stack:
[None].MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:
[None].MannequinActivatorSCRIPT.Is3DLoaded() - "<native>" Line ?
[None].MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Warning: Assigning None to a non-object variable named "::temp3"
stack:
[None].MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:
[None].ObjectReference.Is3DLoaded() - "<native>" Line ?
[None].WeaponRackActivateScript.PlaceItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.HandleStartingItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.InitActivator() - "<savegame>" Line ?
[None].WeaponRackActivateScript.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:
[None].MannequinActivatorSCRIPT.Is3DLoaded() - "<native>" Line ?
[None].MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Warning: Assigning None to a non-object variable named "::temp24"
stack:
[None].WeaponRackActivateScript.PlaceItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.HandleStartingItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.InitActivator() - "<savegame>" Line ?
[None].WeaponRackActivateScript.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Warning: Assigning None to a non-object variable named "::temp3"
stack:
[None].MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:
[None].MannequinActivatorSCRIPT.Is3DLoaded() - "<native>" Line ?
[None].MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:
[None].ObjectReference.Is3DLoaded() - "<native>" Line ?
[None].WeaponRackActivateScript.PlaceItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.HandleStartingItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.InitActivator() - "<savegame>" Line ?
[None].WeaponRackActivateScript.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Warning: Assigning None to a non-object variable named "::temp3"
stack:
[None].MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?
[01/14/2014 - 09:39:18PM] Warning: Assigning None to a non-object variable named "::temp24"
stack:
[None].WeaponRackActivateScript.PlaceItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.HandleStartingItem() - "<savegame>" Line ?
[None].WeaponRackActivateScript.InitActivator() - "<savegame>" Line ?
[None].WeaponRackActivateScript.OnCellAttach() - "<savegame>" Line ?

 

 

Edited by seth1983
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I have found mention during my research that the occurrence of the "Line (?)" entry in my logs is most often a case of the game looking for something that no longer exists, and (according to some people) is related to a script from a DLC missing, having been removed when a mod was added.(Example from my papyrus below):

 

 

 

MannequinActivatorSCRIPT.OnCellAttach() - "<savegame>" Line ?

 

 

I'm not sure this is even possible given that I believe one of the benefits of using NMM is supposed to be that removing a mod returns the game back to the state it was in before the mod was added (unless settings are manually changed as well, of course).

 

You've likely already considered this and I'm still playing catch-up, but thought I'd note it. I've tried to narrow down which scripts or lines may have been removed but the tech-talk is beyond me. Haha.

Edited by seth1983
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1)

mannequin3dnpc.pex

MannequinActivatorSCRIPT.pex

 

These are are two different scripts. The second one is a default game script for mannequins

 

'OnCellAttach()' is the condition that will (re)initialize the script, which is when the cell is loaded into the engine.

 

'3DNPCs' is the plugin name for 'Interesting NPCs.' But it's not the mod causing the repeating mannequin error in your Papyrus log.

 

2) WeaponRackActivateScript.pex

This is the default game script for the weapon racks. If it's repeating, then same issue as the mannequin script (likely caused by the same house mod).

 

3) If uninstalling the Riverside mod and starting a new game did not stop the error message from spamming your Papyrus log, then it's another mod. You can try uninstalling all of your custom house mods and starting a new game to see if the mannequin message goes away. If it does not, then you will have to start disabling mods in groups to narrow down the culprit. Divide all of your mods into two groups (except the unofficial patches and the DLCs), disable the first half, start a new game, run around for 10 minutes, check Papyrus log. If the same mannequin script message is still spamming your Papyrus log, then repeat the process with second half of the mods disabled. If the Papyrus spamming stops, then repeat the process with half of the second half disabled, and so on, until you can narrow down the culprit. The most annoying aspect of this is that you have play around for some time to see the results of the Papyrus log. Use 'Quick Start' to skip the tutorial so you don't have to sit through the Alduin attack every time you start a new game to test.

 

There's no magic way to ease the tracking of obscure random CTDS. It's the price of heavily modding the game.

Edited by ripple
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I have been uninstalling mods, perhaps 2 or 3 at a time, and then starting a new game with only 20-30 mods running at once. The game always crashes about 5 minutes in. I no longer even make it to the race selection screen at the beginning of the normal game intro.

 

I am about ready to give in and do a complete reinstall. I am running one final test, with all mods deactivated, to see how far it will let me play.

 

I'll let you know how the test goes...

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For my own future reference, if I do a complete reset...

 

If I...

 

 

 

- Uninstall my game.

- Delete all of my Skyrim folders, wherever they may be.

- Delete all my mods

- Unstall NMM/BOSS/TES5edit/WRYE BASH

- etc... essentially take my computer back to the pre-Skyrim state.

 

 

 

and then...

 

 

 

- Install Skyrim

- Install NMM (I honestly think I still need NMM... it might be my recent utter failing as a modder, but I just don't have the confidence right now to try anything more complex).

- Install Wyre Bash/Boss/TES5edit

- Download, install, and reactivate maybe my top 100 mods (likely the weapons/armors, aMidian retextures, immersion, NPCs and weather mods)

 

 

 

Do you think I would have even a small chance of recovering my saves? Do you think this could be a corrupted script issue that might be undone if I do all that, put my 2 or 3 highly precious saves somewhere safe, and then move them back to the saves directory, and then try those saves again?

Will that just undo all my work?

Am I really just going to be starting over, do you think?

 

I want to thank you, ripple. You've gone above and beyond for me in ways that truly make you a mod hero. I don't want you to think your help and guidance isn't appreciated. This isn't your fault, obviously, it's mine.

 

I'm just a little soul-crushed at the moment... Right now I'm watching NMM complete the "deactivate all mods" action and it really sucks...

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It's no trouble. I am glad to help. Here is a guide that will help you get back to a vanilla install of Skyrim:

 

http://wiki.step-project.com/Guide:Troubleshooting#tab=Restore_Vanilla_Skyrim

 

Follow it down to step 8. Do not do step 9 and 10. If you are going to do step 9, you might as well switch to MO, since with MO, you would never need to 'reinstall Skyrim' no matter how many mods you install (and I don't know why that step is there, since STEPS is now recommending users use MO to manage mod un/installation). No point in doing step 10 either, IMO, because...

 

 

 

Do you think I would have even a small chance of recovering my saves? Do you think this could be a corrupted script issue that might be undone if I do all that, put my 2 or 3 highly precious saves somewhere safe, and then move them back to the saves directory, and then try those saves again?

Will that just undo all my work?

Basically, you should scratch your existing saves and start a new playthrough. This is the best way to ensure you will not deal with orphan junk baked into your save games. Simply uninstalling mods will not remove orphan junk baked into your save games, because that is in fact what causes orphan junk to be baked into save games in the first place. If you try to continue a playthrough with your existing save games after a full reinstall, with many mods removed, you will encounter more issues, not less.

 

I really think you need to find out which mod in your load order is causing the spammy mannequin Papyrus message. If you can't eliminate that mod right now, and that mod ends up being one of the mods you keep in the new playthrough. Down the road, you may start to experience the same issues you are experiencing now. You will back where you started, and all your aggravation will be for naught.

 

If you are going to reinstall and add mods back, I'd keep the initial mod list to only what you consider to be 'essential mods' that are still supported by the (experienced) mod authors.

Edited by ripple
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