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CTD When Loading Save - Detailed


Viridian598

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Alright, so, I've been trying to fix this for 4 days in a row. Maybe even 5. I haven't tried a whole lot outside of starting from scratch a few times and removing a few mods, because frankly, I can't seem to get my Papyrus logs to work and I have no clue how to deal with this. Usually, when I modded Oldrim, the crashes were easily identifiable, found the culprit easy. This time, I've got no clue. I suspect it's RaceMenu because of the intricate process I had to partake in to port it over to SE, combined with the fact the SKSE plugins used to support RaceMenu are in alpha development, but I want to see what you guys think before I start taking action. I've been spending so much time on this that I would just like it fixed. It's so annoying.

 

To reiterate, the problem is I will get to a certain point in my game, somewhere past the introduction where you visit Riverwood and then are sent to Whiterun to talk to the Jarl, and if I happen to die around that point, or exit the game then try to load a save, my game will load for a few moments, act like it's about to let me play, then crash. I've tried loading into a new game and proceeding to load that save as well, doesn't work.

 

When I'm just starting the game, I can load a new save as much as I want and it won't crash, which leads me to believe it's a mod of mine that takes some time to set up before it starts 'working', or in this case, screwing up my game. But that doesn't sound like a RaceMenu problem, does it? So..

 

Here are my specs:

 

GPU: NVIDIA GeForce GTX 960

CPU: AMD FX-8350 8 Core Processor

Memory: 8 GBs

My drivers are currently fully updated, by use of Nvidia Geforce Experience.

 

As of a few moments ago I deleted my Skyrim.ini and SkyrimPrefs.ini to generate new ones as previously, I had been using BethINI. I was testing to see if it was the problem. It was not. Still crashed

I use Mod Organizer 2, version 2.1.3 currently. Through MO2 I've used SSEDIT to clean the base files (Update.esm, Dawnguard.esm x2, etc) and create and use a Merged Patch. I've used Wrye Bash as well, afterwards, to create a Bashed Patch. I also use LOOT to manage my load order, which is how I am about to copy & paste my load order.

Here is my mod load order.

 

0 0 Skyrim.esm

1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 Lanterns Of Skyrim - All In One - Main.esm
6 6 Unofficial Skyrim Special Edition Patch.esp
7 7 Campfire.esm
8 8 UnlimitedBookshelves.esp
9 9 Cutting Room Floor.esp
10 a SMIM-SE-Merged-All.esp
11 b SkyUI_SE.esp
12 c FNIS.esp
13 d IcePenguinWorldMap.esp
14 e Hothtrooper44_Armor_Ecksstra.esp
15 f EnhancedLightsandFX.esp
16 10 Immersive Sounds - Compendium.esp
17 11 Book Covers Skyrim.esp
18 12 iNeed.esp
19 13 iNeed - Extended.esp
20 14 JKs Skyrim.esp
21 15 Skyrim Immersive Creatures Special Edition.esp
22 16 OBIS SE.esp
23 17 Ordinator - Perks of Skyrim.esp
24 18 Hothtrooper44_ArmorCompilation.esp
25 19 Point The Way.esp
26 1a FloraRespawnFix.esp
27 1b Immersive Music.esp
28 1c Ars Metallica.esp
29 1d Immersive Weapons.esp
30 1e Unique Uniques.esp
31 1f Wildcat - Combat of Skyrim.esp
32 20 dD - Enhanced Blood Main.esp
dD-Medium Script Range.esp
33 21 KS Hairdo's.esp
34 22 AcquisitiveSoulGemMultithreaded.esp
35 23 Simple AUA.esp
36 24 Frostfall.esp
37 25 TrueStormsSE.esp
38 26 Andromeda - Unique Standing Stones of Skyrim.esp
39 27 Footprints.esp
40 28 WetandCold.esp
41 29 Skyrim Flora Overhaul.esp
BetterQuestObjectives.esp
42 2a JKs Skyrim_Cutting Room Floor_Patch.esp
43 2b The Paarthurnax Dilemma.esp
44 2c Gildergreen Regrown.esp
45 2d Apocalypse - Magic of Skyrim.esp
46 2e TheEyesOfBeauty.esp
47 2f Apocalypse - Ordinator Compatibility Patch.esp
48 30 RaceMenu.esp
49 31 RaceMenuPlugin.esp
50 32 XPMSE.esp
51 33 Bijin_AIO 2018.esp
52 34 DeadlySpellImpacts.esp
53 35 HarvestOverhaul_Redone.esp
54 36 HarvestOverhaul_Redone_Creatures.esp
55 37 iHUD.esp
56 38 imp_helm_legend.esp
57 39 No NPC Greetings.esp
dD-No Spinning Death Animation Merged.esp
Paralyze.esp
BetterQuestObjectives - BCS Patch.esp
BetterQuestObjectives-CRFPatch.esp
BetterQuestObjectives-PaarDilemmaPatch.esp
58 3a HOR_OrdinatorPatch.esp
ISC Enhanced Blood Patch.esp
USSEP-Immersive Weapons Patch.esp
Wildcat-Immersive Weapons Patch.esp
HOR-Flora Respawn Fix Patch.esp
59 3b MergedPatch.esp
60 3c Imperious - Races of Skyrim.esp
61 3d Immersive Citizens - AI Overhaul.esp
62 3e ELFXEnhancer.esp
63 3f CFTO.esp
64 40 Immersive Citizens - ELFXEnhancer patch.esp
65 41 CFTO-JK-Patch.esp
66 42 Alternate Start - Live Another Life.esp
67 43 Relationship Dialogue Overhaul.esp
68 44 TheChoiceIsYours.esp
69 45 Convenient Horses.esp
BetterQuestObjectives-AlternateStartPatch.esp
70 46 RDO - CRF + USSEP Patch.esp
TCIY_BCS Patch.esp
71 47 RealisticWaterTwo.esp
RealisticWaterTwo - iNeed.esp
RealisticWaterTwo - Watercolor.esp
72 48 JKs Skyrim_RWT_Patch.esp
73 49 Bashed Patch, 0.esp
Let me know if there is anything I can do to provide more information or make things clearer. Any help is appreciated and thank you in advance.

 

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The only thing that I see is that XPMSE needs to be near the top of your load order. I'd put it in between FNIS and SkyUI. However, I don't think that's necessarily the cause of your bug. Failure to load is usually associated with a borked save, and your port of RaceMenu could indeed be the problem. SKSE and SKSE64 are two very different things. I do not understand everything that goes into them, as I am not a scripter, but I do know that the SKSE64 team basically had to start from scratch to create the SSE script extender.

 

Disable RaceMenu first, start a new game and see if you can get past Riverwood. If that fails, then you're going to have to disable your mods in small blocks (3-5 mods at a time) until you run down which mod it might be. It's a painstaking process, but one that anyone who uses mods is familiar with. Good luck!

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Good chance itâs RaceMenu but you can easily test that by starting a play through without it.

How come your merged patch is so high in your load order. Pretty sure it should be just above your bashed patch.

General load order should be ESMs, ESPs, merged patch, bashed patch, skyproc patches, dyndolod. Not that you use all of those but you get the idea

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The only thing that I see is that XPMSE needs to be near the top of your load order. I'd put it in between FNIS and SkyUI. However, I don't think that's necessarily the cause of your bug. Failure to load is usually associated with a borked save, and your port of RaceMenu could indeed be the problem. SKSE and SKSE64 are two very different things. I do not understand everything that goes into them, as I am not a scripter, but I do know that the SKSE64 team basically had to start from scratch to create the SSE script extender.

 

Disable RaceMenu first, start a new game and see if you can get past Riverwood. If that fails, then you're going to have to disable your mods in small blocks (3-5 mods at a time) until you run down which mod it might be. It's a painstaking process, but one that anyone who uses mods is familiar with. Good luck!

Thank you, I will try that. I am hoping and praying that it's just RaceMenu, and I'll move XPMSE around as well. As for the possibility of a messed up save, I've tried it at least 4 times with fresh saves. Sadly, all ended up doing the same thing.

(edit: just occurred to me that the XPMSE thing won't***be an issue since it requires RaceMenu lol woops)

Good chance itâs RaceMenu but you can easily test that by starting a play through without it.

How come your merged patch is so high in your load order. Pretty sure it should be just above your bashed patch.

General load order should be ESMs, ESPs, merged patch, bashed patch, skyproc patches, dyndolod. Not that you use all of those but you get the idea

I usually just let LOOT sort it (despite the many warnings that LOOT can't solve everything!!! :tongue:) but I will make a metadata rule to ensure it's right above the Bashed Patch from now on - it could be an issue as well. Thanks, you two, for the swift responses. I'll come back and let you guys know how things go.

Edited by Viridian598
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If you read the XPMSSE comments for the past few weeks, you will realise that skee64.dll is problematic. If you have that present in your Data\SKSE\Plugins folder, delete it. Some sliders in RaceMenu may stop working but at least you will be able to load your saves without crashing.

Unfortunately I never thought to look there, damn. Well -

 

As it stands now, I deleted RaceMenu stuff entirely, including the Preset folder I had set up for .jslot files. I started a brand new save with a khajit male appropriately named a series of random letters and went through the usual introduction I did through use of Alternate Life thing - camping in woods > investigate Helgen > go to cave > rescue Hadvar > go to Riverwood > go to Whiterun and talk to Balgruuf > Talk to Farengar. I saved a few times along the way, loaded right after and it worked just fine. I finally got to the furthest point I'd ever gotten to even in the past attempts, being assigned the Bleak Falls Barrow quest, walked away, saved there and loaded my save. It worked, much to my hopefully-not-too-quickly-placed joy, without crashing.

 

I also closed the game and loaded from the main menu just to be sure. Worked. I am hoping that this is truly fixed, but I will report back if it happens again.

 

For now, anyone who is having issues with load CTDs and uses RaceMenu, there is a chance that doing as OldMansBeard said and removing skee64.dll from your Data\SKSE\Plugins folder may help. There is also a chance that removing the RaceMenu you ported over entirely will help.

 

I did see quite a few other posts involving crashing on loading saves on the forum, so that is why I'm just trying to let anyone know what might have worked for me.

 

Thanks all, nonetheless.

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