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Wits End - Redone mod list and I still CTD EVERYWHERE


SturmFalkeRDA

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Hello!

I redid my mod list from my last post, this is a very random CTD and it's very hard to debug.

Can ENBBoost cause crashing? My Vram and Ram usage has not gone over the limits I dont think.

I keep getting random CTDs basically everywhere, interior, exterior, right after loading, the most recent one was in WhiteRun.

I also have double Nord and Breton races, one set is bodyless.... floating heads XD

GTX 550 Ti

Intel Quad Core I5 3.10 GHZ

Corsair 8 Gigs Gaming Ram

 

Thanks!

 

 

 

 

BOSS LOG

 

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Edited by SturmFalkeRDA
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Sturm, you need 3dnpc ACTIVE to use AFT_iNPCFix.esp. Otherwise you'll crash. That's what that message means. You should really do some cleaning, that will improve mod performance, if not solve your problem.

 

Also, no, immersive patrols and immersive creatures do not conflict.

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1) Download TES5Edit from the link in the BOSS log, follow the instructions on the same page, and clean the plugins flagged by BOSS as containing 'dirty edits', including the DLC and update esm's, unless the BOSS log states explicitly that the plugin's 'dirty edits' are 'intentional' and does not need to be cleaned.

 

2) Describe your CTDs in greater detail: when/where/what were you doing or what was going on.

 

3) Have you made any edits to the game ini files?

 

4)

  Quote
I also have double Nord and Breton races, one set is bodyless.... floating heads

This is probably caused by a badly done mod, in which the mod author attempted to create custom races based on the vanilla races (by duplicating the vanilla race), and fubar-ed the operation because they missed a few basic steps.

 

5) What do you normally do with the plugins not recognized by BOSS?

 

 

  On 1/18/2014 at 6:35 PM, Nudedragon said:

Sturm, you need 3dnpc ACTIVE to use AFT_iNPCFix.esp. Otherwise you'll crash. That's what that message means.

 

It will CTD the game on start only if the dependent is active, and it looks like it's not. Nevertheless, he should remove it. There's no reason to clutter the load order with mods that is not being used, especially when accidentally activating those mods may trigger CTDs.

Edited by ripple
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Thanks, I was planning on using 3dnpc and I had it disabled while I was debugging.

I leave unrecognized mods alone, they seem to sort themselves in ways that are decent enough to run.

 

I am afraid of messing with Dirty Edits, there's quite a few mods that intentionally reference the normal world and don't have a message on BOSS.

 

Wierdly, when I had a clean installation I set my speedmult to 500 to 1000 and sprint all the way from "Hunting in the woods" To whiterun fields, and then ran around the map where solitude is with no crashes.

I crashed at the fields on adding 83Willows 101 Bugs HD HIGH SPAWN Version....

I bet having three mods mess with spawns can be trouble, seeing as I crashed with only 101 Bugs High Spawn on a clean installation within minutes....

I had a crash again, so I removed Immersive Patrols, which is said to overload some pcs who have Immersive Creatures installed, so far so good!

It was nice playing for 30 minutes to an hour, Inigo makes funny comments XD

 

 

 

INI? Very few. I tried a pappyrus change that was posted on FrostFalls page, it made things load a decent amount faster.

I read on Combat Drama Overhaul that it might be best to use the defaults, so I reset them.

I might have grass shadowing enabled, even though I only use ENBBoost.

 

What's the part in General Warnings? I fixed a delinquent master error in Wyre Smash before creating my bashed patches....

 

And on the floating heads, I think it's related to Ring of Balag Mal or the other transformation mod.

I thought it was Nature Of The Beast 2 or Moonlight Tales, but I guess not.

 

 

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Edited by SturmFalkeRDA
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  On 1/18/2014 at 6:37 PM, ripple said:

 

 

  Quote
I also have double Nord and Breton races, one set is bodyless.... floating heads

This is probably caused by a badly done mod, in which the mod author attempted to create custom races based on the vanilla races (by duplicating the vanilla race), and fubar-ed the operation because they missed a few basic steps.

 

 

Hey, there's a thread on page two where me and one other player are experiencing this issue with the new Spellmaking mod. Except that it's dark elves with floating heads. Is this something we can repair is TES5Edit, by any chance? The whole mod seems quite buggy, but it handles spellmaking in a way I like better than the other spellcrafting mod. I'm still undecided as to how I'll proceed in the long term, but being able to repair that issue would help either way.

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  On 1/18/2014 at 11:03 PM, Nudedragon said:

 

  On 1/18/2014 at 6:37 PM, ripple said:

 

 

  Quote
I also have double Nord and Breton races, one set is bodyless.... floating heads

This is probably caused by a badly done mod, in which the mod author attempted to create custom races based on the vanilla races (by duplicating the vanilla race), and fubar-ed the operation because they missed a few basic steps.

 

 

Hey, there's a thread on page two where me and one other player are experiencing this issue with the new Spellmaking mod. Except that it's dark elves with floating heads. Is this something we can repair is TES5Edit, by any chance? The whole mod seems quite buggy, but it handles spellmaking in a way I like better than the other spellcrafting mod. I'm still undecided as to how I'll proceed in the long term, but being able to repair that issue would help either way.

 

It's easier to repair in the CK (although you can use TES5Edit to confirm if a mod contain any race records, and might thus cause the issue described here). If you know which mod it is, open the esp in the CK, select 'Race', find the custom race added by the mod (if the mod authors did not bother renaming the duplicated vanilla race, the editor name for the race would be something like 'DarkElfRaceDUPLICATE001'). Check the 'Full' preview box, and see if the preview of the race shows a floating head without bodies. If it does, then it's caused by the issue I described. I'd actually uninstall such a mod because it shows the mod author's level of 'expertise' (who knows what else included in the mod can be 'badly done'...). But if you are sure this is the only problem with the mod and want to fix it yourself....

 

Select the 'General Data' tab, look for the 'Copied Data: Morph Race' and 'Armor Race.' Use the drop-down menus to change 'None' to the vanilla race in which the duplicate custom race is suppose to be based on.

 

@Sturm

You need to manually arrange the load order of plugins not recognized by BOSS. Those plugins should absolutely not be allowed to just load at the bottom of the load order. You have so many of them, I'll wager at least some are causing or will cause issues for your modded setup. If they contain conflicting records with other mods in the load order, they will override them. The best way to figure out where they should load is to use TES5Edit to see if they contain any conflicting entries. If they do not, then it's generally safe to load the plugin anywhere above your dynamically generated compatibility patches (e.g. Bashed Patch). If they do contain conflicting entries, you will need to adjust their load order in a way that will best optimize the stability of the load order (mods loaded later in the load order will override conflicting records of mods loaded earlier in the load order). Alternatively, if you do not want to deal with the aggravation, you can uninstall all or at least enough of those unrecognized mods that you won't need to sink too much time into figuring out where they should load. At the very least, you should clean the plugins not recognized by BOSS (unless the mod authors for any of those mods explicitly stated that they have already cleaned the plugin using TES5Edit). Since BOSS contains no information on those mods in its database, BOSS will not tell you they need to be cleaned even if they contain 'dirty edits.' Speaking of which...

 

Clean the plugins flagged by BOSS as containing 'dirty edits' (unless the BOSS log explicitly states not to). Don't think about it, just do it. Cleaning is not specifically intended to resolve your current issue (although it might), but it's an integral part of 'load order maintenance.' If you take your car to the mechanic because of engine trouble, just because an advice on vehicle maintenance is not related to the engine trouble, does not mean you should not take that advice into consideration.

Edited by ripple
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Alright, thanks. I think what I'll do is pull the mod down to my laptop where I'm using a very small modlist, and test it for bugs there. Help the author improve, until the mod's a bit more polished. I'll stick with the spell crafting for skyrim mod on my mainplaythrough, for stability. Thanks!

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