Joedpa Posted July 13, 2014 Share Posted July 13, 2014 I've been getting randoms CTDs when entering or getting out of some place, no matter what it is. Also in some places the textures turn black and the characters begin to bug. I look at the Papyrus log in "My games" folder and it looks like there are tons of errors.I don't know how to read it, and the last time I got a CTD while trying to enter the Jovasskarr's(or however it's typed) basement. But I've been having constant CTDs whenever the game wants to. So, can someone please tell me what's going on with my game. PS: I have almost reached the limit of 255 mods, even with merged plugins, I'm using Mod Manager. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 13, 2014 Share Posted July 13, 2014 Any error stack with the following papyrus function can be ignored as it is a by product of using that functionGetFormFromFile()When a called ESP/ESM is not present it will log an error. It is harmless. I will not even attempt to figure out the rest of your log. It appears that there is evidence of mods being installed & uninstalled mid-game. Start a new game and see if many of those errors disappear. Link to comment Share on other sites More sharing options...
Joedpa Posted July 13, 2014 Author Share Posted July 13, 2014 Any error stack with the following papyrus function can be ignored as it is a by product of using that functionGetFormFromFile()When a called ESP/ESM is not present it will log an error. It is harmless. I will not even attempt to figure out the rest of your log. It appears that there is evidence of mods being installed & uninstalled mid-game. Start a new game and see if many of those errors disappear. So, you're saying that it is because I install and uninstall mods constantly? Link to comment Share on other sites More sharing options...
MethosTR Posted July 13, 2014 Share Posted July 13, 2014 When you install a mod, especially one that uses scripting, it injects this data directly into your savegame. If you decide that you want to uninstall a mod, the scripts and other junk data do not get removed from your save. This causes the Papyrus engine to constantly try to look for the relevant data but it can't find anything. Therefore it causes a CTD. Minor mods that don't involve scripts are relatively safe to uninstall, but not guaranteed. Safe modding practices include reverting to a prior save that had never "seen" the mod when you uninstall said mod. Otherwise start a new game. Always make backups of your saves. Link to comment Share on other sites More sharing options...
Joedpa Posted July 13, 2014 Author Share Posted July 13, 2014 When you install a mod, especially one that uses scripting, it injects this data directly into your savegame. If you decide that you want to uninstall a mod, the scripts and other junk data do not get removed from your save. This causes the Papyrus engine to constantly try to look for the relevant data but it can't find anything. Therefore it causes a CTD. Minor mods that don't involve scripts are relatively safe to uninstall, but not guaranteed. Safe modding practices include reverting to a prior save that had never "seen" the mod when you uninstall said mod. Otherwise start a new game. Always make backups of your saves. I see, but my modding methods sometimes require the uninstall of a mod after a long long time and when my character is already more advanced. Like a texture mod is sacrificed for a new feature that is more important.So anyways, I know there is a software called "Save Tool" or something like that that removes orphan scripts. Apart from that, is there another software out there that removes scripts of uninstalled mods? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 13, 2014 Share Posted July 13, 2014 Texture and mesh mods are safe to uninstall. It is mods that use scripts and/or script fragments (quests, dialogues, etc) that can have issues when removed mid-game. I said your log "appeared" to have evidence of installing and uninstall mid-game. There is the likelihood that the errors & warnings are caused by updating mods mid-game. Not every author takes the time to ensure that their mod does not cause errors/warnings except when there is a valid problem. Many simply stop when it works the way they want. Given that the source of the errors/warnings could be author fault or your fault, I cannot give an accurate interpretation. You must first start a new game, not change your installed mods throughout the course of your playing. Then and only then could I or anyone else give any sort of accurate interpretation. While there are tools out there that purportedly repair saves, I myself do not trust them. I'd rather be careful with what I put on my game. Link to comment Share on other sites More sharing options...
Joedpa Posted July 13, 2014 Author Share Posted July 13, 2014 (edited) Well, I do have a Papyrus when I started the new games since I had to reinstall Skyrim.Those save files already included more than 200 mods installed.It is here. EDIT: Okay.... I don't know why but those Papyrus files are filled with errors... they were supposed to be the ones when I started a new save game.... Edited July 13, 2014 by Joedpa Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 13, 2014 Share Posted July 13, 2014 I had Moonpath installed. The following are to be expected. The author is no longer updating the mod. I never delved into the source but I suspect the scripts/fragments are lacking appropriate sanity checks to weed out null references. Fortunately, there are not many errors from Moonpath. [06/30/2014 - 10:21:05PM] Error: Cannot call SetActive() on a None object, aborting function call stack: [AnvilMoonpathQuest (1506A8CA)].QF_AnvilMoonpathQuest_0106A8CA.Fragment_13() - "QF_AnvilMoonpathQuest_0106A8CA.psc" Line 104 [06/30/2014 - 10:21:05PM] Error: Cannot call Enable() on a None object, aborting function call stack: [AnvilMoonpathQuest (1506A8CA)].QF_AnvilMoonpathQuest_0106A8CA.Fragment_13() - "QF_AnvilMoonpathQuest_0106A8CA.psc" Line 105 [06/30/2014 - 10:21:05PM] Error: Cannot call Enable() on a None object, aborting function call stack: [AnvilMoonpathQuest (1506A8CA)].QF_AnvilMoonpathQuest_0106A8CA.Fragment_13() - "QF_AnvilMoonpathQuest_0106A8CA.psc" Line 106 You have a number of entries where the author updated a script and removed properties but did not go into the ESP and update the forms using the script. Thus in game the form believes that there are properties that should be there but in actuality are not. Those are the ones with this phrase: cannot be initialized because the script no longer contains that property These will appear in you log at EVERY game load. Meaning when you start a new session, when you die and load the last save, when you manually go backwards in saves. Some of the errors/warnings on the Papyrus 3 log are related to you accessing the MCM menus. Some mods start quests or perform other actions that need to process after the MCM menu has exited. This process will tie up the MCM system and prevent other menus from working properly until the MCM is fully exited. Once the MCM is exited it can be reopened and other mod menus worked with. Immersive Armors and Auto Unequip Ammo are two examples (and neither one states it) This is something you can have control over. Once you learn what each mod does, you can set up mods that do not need to have the MCM fully exited first then start work on the others one at a time. You can read up on what some of the other errors/warnings are here: http://www.creationkit.com/Papyrus_Runtime_ErrorsThat page will give just as good of a description as I can. If you have something that is not listed or you do not understand what you have read, feel free to ask specific questions. All this aside, you may not even be crashing due to scripts. You do have well over 200 mods installed. It could just be too much for your setup to handle. The game is limited in what it can handle due to being 32 bit. Simply because the game supports 255 plugins does not mean that the game can handle 255 plugins. Your only alternative may be to decide to not play some mods this time around. Link to comment Share on other sites More sharing options...
Joedpa Posted July 14, 2014 Author Share Posted July 14, 2014 Well, I was pretty aware that too many mods may harm, so I'll try to uninstall some of them.I use so many mods because I already played Skyrim in PS3, got all the trophies and ended up with a character with no more quests to complete; so I started a new game. So when I got the PC version, of course I have to make my game experience very different. I like to make characters, and each one uses different mods. I also like custom races, I have 3 installed. So well, I'll follow your advices IsharaMeradin. But it's very difficult to not install mods for me :P Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 14, 2014 Share Posted July 14, 2014 Have you considered using Mod Organizer? It is a very handy tool for mod users. Allows you to have different profiles with different mod setups for each. It would help to reduce problems that might arise when you've removed a mod or two for one character and forget to include them for another. Link to comment Share on other sites More sharing options...
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