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Crash logs that may be related to NPCs?


PogIsDog1

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Got a crash today and a crash yesterday. I was taking screenshots last night and deleted these draugrs trying to attack me since it was a clean save just for screenshots so I didn't care much for its stability. I saw one's AI got deleted but not his body so out of curiosity I walked up to him then my game crashed.

Today, where I got this crashlog https://pastebin.com/UT6AeBMu, I was also near this imperial npc who was once again in my way of screenshots and crashed again.

I have been wondering if ncps in my game are causing me issues as my game can sometimes freeze up when it's spawning the event of Aela and Farkas fighting off the Giant in Whiterun's outskirts.

Sadly I am not very good at reading crash logs so I'm very lost. I tried to read the last thing that the game grabbed before it crashed but all I can see is references to NPCs.

If useful here is my crashlog from last night: https://pastebin.com/CtfhZLN2

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Well now, Master Occlusion's .esp or .esm file was mentioned 354 times (holy mackerel).  I think there's a clue, though it's mentioned with a bunch of other things so there some big conflicts going on.
I got rid of Nature of the Wild Lands a few months ago myself (almost 9 months actually), it was too problematic.

Edited by SirCadsimar
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Master Occlusion could be the move yes... but I think like Occlusion.esp it's just always on is all! Still I must absolutely go verify this.

Thank you to you both! I will look at Precision.dll too!

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Alright so I am not an expert but if I have to guess this must be a conflict or bug with something utilizing precision. It's not happening when I am being hit but I could maybe have some animation mods that these draugrs and imperials share that is requiring precision.dll to always be on. Could maybe explain this freeze near the Whiterun giant fight too. I suspected Diverse NPC Movesets since they should both be pulling from that but no crashes reported.

I also left a post on master occlusion to ask if I am right that it shouldn't be the cause of the crashes and should instead gets referenced all the time since it's being used all the time.

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The crash is due to a "Restless Draugr", possibly something related to its skeleton.

It is definitely not caused by my Master Occlusion Field, which just appears because it is one of the mods modifying the cell containing said draugr ("FolgunthurExterior01"). You can ignore all the other mods that appear alongside it, they are likely not the cause either

 

Edit: do know you have a ShadowSceneNode/WorldRoot Node mentioned in the log, which are notoriously very hard to debug... Those are often caused by lighting (facelight mods and the like cause this 100% sure) or camera related mods

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30 minutes ago, J3w3ls said:

The crash is due to a "Restless Draugr", possibly something related to its skeleton.

It is definitely not caused by my Master Occlusion Field, which just appears because it is one of the mods modifying the cell containing said draugr ("FolgunthurExterior01"). You can ignore all the other mods that appear alongside it, they are likely not the cause either

 

Edit: do know you have a ShadowSceneNode/WorldRoot Node mentioned in the log, which are notoriously very hard to debug... Those are often caused by lighting (facelight mods and the like cause this 100% sure) or camera related mods

Aye, you know what... better third person has been referenced in these crashes before... I've got that, smooth cam and improved camera.

If I recall Face light redux causes crashes nowadays but I don't believe I've had it for over 2 years. I will check it out when I get back home.

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Yeah, no face light mod. I haven't been able to create a third crash either... It's possible both mods were maybe just a fluke? I'm honestly not sure

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