capella6707 Posted May 11, 2018 Share Posted May 11, 2018 I started getting CTDs when the game was trying to load saves. Removing all saved games from the Saves folder allowed the game to load and start a new game. So I disabled all of my mods and then re-enabled them, testing each as I went. Yes, I had XP32 v4.31 installed previously, but the group of saves I have now are using the reverted v4.2. Anyway, as I was re-enabling each mod and testing as I went, I narrowed it down to two mods that caused CTDs before the saves are loaded: Enhanced Vanilla Trees and Lightweight Potions and Poisons. Both of those mods were working previously, but during my reload process they were causing the CTDs. But oddly enough: now, after reloading all of my mods except those two, when I enable either of them I get the infinite loading screen - not a CTD. That's with or without saves in the Save folder. So I'm wondering what I can/need to do at this point to try to get those to work again. I have tried deleting and redownloading/installing each of the problem mods to no avail. Admittedly, one thing I haven't done is to disable all mods except either of those and see if the game will load, but frankly, I'm finally back to a stable game and really don't want to go that route if I can avoid it. My tools and modding experience:I'm using Vortex and am familiar with using it to set dependencies and manual load ordering.Every time I add a mod I run Wrye Bash to rebuild the bashed patch.I know how to use SSEEdit to clean files and to sort masters (when they have an orange box in Wrye Bash).I use Fallrim Tools to clean save files.That's the extent of my knowledge, so verbose explanations would be appreciated! Also, if there are some good articles/tutorials that would help me with this particular issue (which there quite possibly are), please let me know. I'm willing to do the research to figure this out (I really want Lightweight Potions and Poisons back!), I'm just not sure where to start other than using the tools above the way I know how. Here's my current working load order (working without those two mods): Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmLanterns Of Skyrim - All In One - Main.esmUnofficial Skyrim Special Edition Patch.espRaceCompatibility.esmApachiiHair.esmLegacyoftheDragonborn.esmFalskaar.esmApachii_DivineEleganceStore.esmTravellersOfSkyrim.esmClimatesOfTamriel.esmCutting Room Floor.espSMIM-SE-Merged-All.espImproved Eyes Skyrim.espSunDaytimeNorth_MM_default.espKKSDrBWeightFix.espFNIS.espXPMSSE.espFNISSexyMove.espEnhancedCharacterEdit.espCharacterMakingExtender.espChesko_LoreBasedLoadingScreens.espCustomizable Camera.espiHUD.espSkyUI_SE.espSimpleAutoSaveManager.espnordicsnow.espFootprints.espAMatterOfTime.espBotox.espSerana Hood Removal.espIntriguante's Wear NO.espClimatesOfTamriel-Interiors-Warm.espThaneWeaponsReborn.espFemale Mannequins SSE.espBetterDoomstoneDescriptions.espDawnguard Delayed - Level 20.espRealistic-Voice.espRealisticSpeedMovementWalkingSE.espUnreadBooksGlow.espHearthFire Display Case Fix.espNo NPC Greetings.espRichMerchantsSkyrim_x5.espBelievable Crime Report Radius.espTorch Brightness Radius.espImproved Gauldur Amulet Locked.espMA-DiversifiedDivines.espGIST soul trap.espGIST-RusticSoulGems-patch.espTravellersOfSkyrim - Vanilla.espTravellersOfSkyrim - Dragonborn Addon.espClimatesOfTamriel-Falskaar.espFalskaar_ASM-SSE-2017.espNo Vampire Attacks In Towns.espAnotherSortingMod_2017-SSE.espCollegeOfWinterholdImmersive.espVerdant - A Skyrim Grass Plugin SSE Version.espJKs Skyrim.espSkyrim Immersive Creatures Special Edition.espDBM_CWIPatch.espDBM_ASM-SSE.espBetterQuestObjectives.espBlues Skyrim.espJKs Skyrim_Dawn of Skyrim_Patch.espBlowing in the Wind SSE.espDBM_ImmersiveCreatures_Patch.espSkyrim Immersive Creatures_ASM-SSE.espJS Armored Circlets SE.espBijin Warmaidens.espSerana.espShiva's Vanilla Clothing Replacer.espFullBootForKKSA.espImmersive Sounds - Compendium.espBlowing in the Wind - Lanterns of Skyrim Patch SSE.espMoreBanditCamps(SSE Explorer'sEdition).espForgotten DungeonsSSE.espBlackthornManor.espSolitude Expansion.espHelgen Reborn.espLegendary Skyrim Crossbows.espBlackthorn_SRB&LOS.espSettlements Expanded SE.espSkyrim Better Roads - The Rift.espMan Those Borders!.espInns and Taverns.espOrdinator - Perks of Skyrim.espskyBirds_SSE.espSkyrim Better Roads - EastMarch.espMajesticMountains_Moss.espDragonbridgeSouthSide.espDogs-of-Skyrim.espSkyrim Better Roads and Bridges - All In One - Merged.espJKs Skyrim_Arthmoor DS DB IV_Patch.espSkyrim Better Roads - Winterhold.espDawnstar.esplakeviewdock1.2.espDBM_HelgenReborn_Patch.espWindstadMine.espTrees in Cities.espSkaal Village.espImmersive Wenches.espBannered_Mare_Inn_Rooms.espPopulated Cities Towns Villages Legendary.espShor's Stone.espBetter Harvesting (animal loot version).espFloraRespawnFix.espSAPatch-skyBirds_SSE-Better_HarvestingAL.espArs Metallica.espLeftHandRings.espcrimsonquestmarkers.espMajesticMountains.espCrittersAintSnitches.espLightweight Scrolls.espBarenziahQuestMarkers.espKKFur.espRUSTIC SOULGEMS - Sorted.espLeveledItemsLevelWithYou.espArs Metallica - LSC Patch.espLrsamwaysExpandedSkyrimWeaponry.espDHuntress.espKKSDGWeightSliderFix.espIvarstead.espCrossroads Inn.espKarthwasten.espApachii_DivineEleganceStore_Patch.espSettlements Expanded SE - Blackthorn Patch.espRorikstead.espJKs Skyrim_Skaal Village_Patch.espSkyfallEstateBuildable.espDragon Bridge.espSettlements Expanded SE - Lanterns of Skyrim Patch.espJKs Skyrim_Cutting Room Floor_Patch.espJKs Skyrim_Rorikstead_Patch.espDBM_CRF_Patch.espThe Paarthurnax Dilemma.espMap Markers Complete.espSettlements Expanded SE - Skyrim Better Roads and Bridges Patch.espJK's SkyHaven Forge.espCC'sEnhancedOreVeinsSSE-HearthfirePatch.espFlameAtronachArmor.espBetterQuestObjectives - BCS Patch.espDBM_ISC_Patch.espCWICRFSEPatch.espCureDiseaseSpell.espAmazingFollowerTweaks.espsandboxcylinderheight.espBlowing in the Wind - Helgen Reborn Patch SSE.espBlowing in the Wind - SMIM Merged All Patch SSE.espGildergreen Regrown.espFNISspells.espDawnguard&VolkiharArtifactsQuests.espmcCampingLite.espEzEWorldMapSE.espMoreColorfulRobes.espTES5SE NPCs Travel.espDBM_DGE_Crossbow_Patch.espDGE_PCIorLSC_Patch.espDragonborn Delayed - After Dragonslayer.espBetterQuestObjectives-CRFPatch.espBetterQuestObjectives-PaarDilemmaPatch.espfastermining6-3.espNQS_NamedQuicksave.espImmersive Citizens - AI Overhaul.espMore idle markers.espWhistling Mine.espImmersive Wenches -Immersive Citizens AI Overhaul Patch-.espMy Home Is Your Home.espAlternate Start - Live Another Life.espAlternate Start -- New Beginnings.espRelationship Dialogue Overhaul.espRDO - AFT v1.66 Patch.espRDO - CRF + USSEP Patch.espConvenient Horses.espBetterQuestObjectives-AlternateStartPatch.espBashed Patch, 0.espicepenguinworldmapclassic.esp Link to comment Share on other sites More sharing options...
capella6707 Posted May 12, 2018 Author Share Posted May 12, 2018 Bump. Please help! I can't use the Lightweight Potions mod so I'm carrying around 50 lbs of potions now! :ohmy: Link to comment Share on other sites More sharing options...
capella6707 Posted May 15, 2018 Author Share Posted May 15, 2018 Okay, despite the fact that I'm being ignored, :tongue: I've actually made a bit of progress. I ended up doing two things that actually got the game to load with the Lightweight Potions mod enabled:I set the plugin's priority in Vortex to load right before the bashed patch (Vortex automatically set Bashed Patch, 0.esp priority at 80/0, I set Lightweight Potions.esp to 80/-1) I didn't allow the mod to get merged into the bashed patchAnd viola! The game loaded and the potions are all at weight 0.1. But now, every time I rebuild the bashed patch I'm going to have to make sure to uncheck Lightweight Potions.esp beforehand. So I'd still like to know if I can allow the mod to get merged into the bashed patch and not break the game - or some alternative that would be a more permanent solution or fix to this weird situation. Link to comment Share on other sites More sharing options...
QuagaarWarrior Posted May 15, 2018 Share Posted May 15, 2018 The only way I know of is what you have already done. There are several mods i have experienced issues with after including them in my bash patch. Rich Skyrim Merchants is one of them. I found that the mod didnât function when included in my bash. Have you checked RSM post bash?Personally I no longer use that function when creating a bash patch (I no longer allow it to merge/disable plugins) and just use it for the tweaks and levelled lists Link to comment Share on other sites More sharing options...
BaronofHe11 Posted May 15, 2018 Share Posted May 15, 2018 I currently have 246 mods including Rich Merchants as part of my bash patch. The mod works perfectly. If I would hazard a guess you either have a messed up load order or you are not using a merged patch. With a large number of plugins the merchants are probably getting hit by multiple edits. Without a merge patch from Xedit only the last edit will take effect. The OP probably has the same problem. Regardless the direct cause should be obvious if you look at the mod in Xedit. Link to comment Share on other sites More sharing options...
capella6707 Posted May 15, 2018 Author Share Posted May 15, 2018 Thanks, guys for chiming in! The only way I know of is what you have already done.There are several mods i have experienced issues with after including them in my bash patch. Rich Skyrim Merchants is one of them. I found that the mod didnât function when included in my bash. Have you checked RSM post bash?Personally I no longer use that function when creating a bash patch (I no longer allow it to merge/disable plugins) and just use it for the tweaks and levelled lists I have RSM merged into my Bashed Patch by WryeBash and it's working fine. Odd that mine works merged and yours doesn't. Must be load order... How do you "no longer allow it to merge/disable plugins"? Do you simply uncheck the mods when it lists them? Or is there a way to tell WryeBash to ignore them completely whenever it's run? I currently have 246 mods including Rich Merchants as part of my bash patch. The mod works perfectly. If I would hazard a guess you either have a messed up load order or you are not using a merged patch. With a large number of plugins the merchants are probably getting hit by multiple edits. Without a merge patch from Xedit only the last edit will take effect. The OP probably has the same problem. Regardless the direct cause should be obvious if you look at the mod in Xedit. I agree, Baron. Probably the vast majority of issues and ways to fix them in these games is load order. The only thing I know how to do with SSEEdit is to Resort Masters and Clean mods when LOOT says they need to be cleaned. How do I use SSEEdit to look for possible issues? That may be a big answer, so feel free to point me to a good relevant walkthrough/tutorial if it's not a matter of "do this, do that, do another thing and you're done". :) Link to comment Share on other sites More sharing options...
BaronofHe11 Posted May 15, 2018 Share Posted May 15, 2018 So with your potion mod you would go to the mod in Xedit. Then you would go to one of potions probably listed under potions or items. The mod just changes the weight of potions so one should be easy enough to find just by expanding all the trees. When you click on the potion you will see every mod that messes with the potion. Each mod will be some color probably red or green. Red means the records are being changed by another mod or that mod is changing the records of another mod. Green means that mod changes aren't being overwritten. So just by looking at Xedit you will be able to see which modes mess with the potion and the load order they are in. The mod on the far right is the last mod loaded and it's changes are what you will see in the game. So if that mod on far right doesn't have the potion changes in it then you you have a couple of option. You can move the potion lower than mod that was on the far right in Xedit. You do this is mod manager. You can't change load order in Xedit. You could copy the weight changes into the mod on the far right. You could delete all the potions from the mods that are to the right of the potion mod. You could copy the potion into a new plugin and make sure it is lower in load order than the mod on the far right. If all the mods to right of potion mod records are exactly the same as the master then you can just clean them. Which fix you pick depends on the situation. Link to comment Share on other sites More sharing options...
capella6707 Posted May 15, 2018 Author Share Posted May 15, 2018 So with your potion mod you would go to the mod in Xedit. Then you would go to one of potions probably listed under potions or items. The mod just changes the weight of potions so one should be easy enough to find just by expanding all the trees. When you click on the potion you will see every mod that messes with the potion. Each mod will be some color probably red or green. Red means the records are being changed by another mod or that mod is changing the records of another mod. Green means that mod changes aren't being overwritten. So just by looking at Xedit you will be able to see which modes mess with the potion and the load order they are in. The mod on the far right is the last mod loaded and it's changes are what you will see in the game. So if that mod on far right doesn't have the potion changes in it then you you have a couple of option. You can move the potion lower than mod that was on the far right in Xedit. You do this is mod manager. You can't change load order in Xedit. You could copy the weight changes into the mod on the far right. You could delete all the potions from the mods that are to the right of the potion mod. You could copy the potion into a new plugin and make sure it is lower in load order than the mod on the far right. If all the mods to right of potion mod records are exactly the same as the master then you can just clean them. Which fix you pick depends on the situation. Wow. Thanks for the walkthrough! I'll give this a shot. Link to comment Share on other sites More sharing options...
QuagaarWarrior Posted May 16, 2018 Share Posted May 16, 2018 @BaronofHellYou are probably correct. I have NPC overhauls near the bottom of my load order so they may be editing the same records. I suspect however that unless you intend to surpass the 255 plugin limit that there is no real performance benefit in disabling plugins through the bashed patch. This is just a guess based on my experience with Mators merge plugin script in Oldrim (I know it performs a different function than a bashed patch). Happy to be corrected on this though. @OPWhen you create a bashed patch there is an option to merge plugins into the bashed patch. Simply untick the option. Bashing will still take care of your level lists which is what I primarily use it for Link to comment Share on other sites More sharing options...
capella6707 Posted May 16, 2018 Author Share Posted May 16, 2018 @OPWhen you create a bashed patch there is an option to merge plugins into the bashed patch. Simply untick the option. Bashing will still take care of your level lists which is what I primarily use it for Thanks, Quagaar Is there any way to tell WryeBash to ignore a mod for merging so it doesn't have to be checked every time I go in to rebuild the bashed patch? Link to comment Share on other sites More sharing options...
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