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CTD when loading for no apparent reaon


LukeSmolders

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I've attempted to make a mod pack, that'll stay fun for a long time. As a result, I have 400 mods (around 350 plugins, 233 of which are active). This means I've had to merge plugins using XEdit. All went well, until I actually tried to play. When either loading a game, or creating a new one, Skyrim loads normally and then suddenly crashes to desktop without giving any errors. After some tests, I've noticed it's not to do with the plugins, since I can disable all plugins and it'll do the same. It worksed after disabling all the mod files (I'm using ModOrganizer 2) though. Every time, I disable a certain amount of mods, the game loads regardless of what mods. This made me think, that it was an issue to do with memory. However, now I don't know. I'm using skse, Crash Fixes and EnbBoost though. I have set UseOSAllocators=1 and properly configured both EnbLocal.ini and SKSE.ini. The game crashes regardless of how much memory I allocate even, if only 40% of my CPU and Memory are being used. Using MemoryBlocksLog, I can confirm, that they're working correctly. This made me believe it may be something else, since I myself have been able to load roughly the same amount of mods a year ago, when I was still using NMM (I know my computer can handle it). Additionally, the game sometimes works with all the ESP's and missing some files, while it still crashes with just the vanilla ESP's and all of the files. I've tried various different settings, fixes and plugins, but none work. I do have some log files though. Most notably the CrashFixes/Sksedump, that state, that an exception occured with adress: 00be6dd3. I can't find this exception online though. Maybe ModOrganizer can't run properly with 403 mods? I've looked on the internet, but I'm stumped. I've tired to upload files, but it would let me. Ask, if you need anything.

SKSE crashdump

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Mods and Load order

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Any help would be grealy appreciated, since I'd really like to play the damn game. I've tested it thoroughly and no one mod is causing the problem.

P.S. Anyone, who is about to tell me to just use less mods, don't. I could've figured that out by myself, if I thought, that to be a viable option.

 

 

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400 merged mods.....

 

An amazing accomplishment using MO or whatever mod manager you use to make that insanity work. Especially since the game engine has a limit on the number of scripts it can run on a 64 bit OS. Assuming you're running the game on this and not 32 bit that is.

 

It seems you've reached the max limit of your game/hardware system tolerance?

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  • 1 month later...

You don't want to start over just yet....

I would test each plugin separately. Literally* (I know you said thoroughly, but literally) load only one at a time, and see if it works. If each one works alone, you know you didn't mess up the merge (or essentially have a bad plug). The normal human lifespan isn't long enough to test every combination to find the incompatibility, so if the whole shabang doesn't work when you know each plug is good, you're dead in the water.

Even still, I'm confused about why you're running (oldrim?) or even sse 32 bit(is that even possible?). You made it sound like you're on 64 bit OS, but using 32bit exe, which is fine, but it matters. It seems like you know you can't use oldrim mods with sse, but just in-case, you cant. Make sure you're using the current versions and such.

 

I don't care if you're pirating, but your pack may not run correctly with mods designed to run on the legit copy. Furthermore, I have no idea how much of a difference there is between your version and/or setup of the game and mods now and the setup you used "a year ago". Things like pirated games, different version of the game, patches to mods since a year ago, even windows updates, can all affect how it runs.

 

All organizer programs do is control how skyrim reads data. You can put the files in the data folder yourself. Idk fully how SKSE technically works, but the plugin unlimiter should still work for manually copied files, no? So just put the mods directly into your data folder and try it. This eliminates if MO2 is the stinker.

Speaking of SKSE, if I had to make a random guess from the crashlogs (and I'm no programmer so...) I would GUESS the issue is you're on a 64-bit OS, using a 32bit exe, and you downloaded SKSE for 64 bit, and its f*#@ed the whole thing. I don't use SKSE, but things like this matter A LOT to that program and any mod using it. Idk what parts are backwards compatible or not, but it seems to me if you're not using 64 bit OS with 64bit game, and SKSE designed for SSE, then its going to crash. Just make 100% sure that whatever version of skyrim you're using it's getting the correct SKSE and correct version of the mods.

In essence, there are many variables to account for, so start by checking the easiest ones. Checking for a bad plug is easy and quick, hopefully you find one, fix it, and can play. If not keep moving down the list of variables until you reach a point you don't have enough time or knowledge to solve....

 

then start over from scratch, preferably with a legit 64 bit copy of SSE.

 

Best of luck, sounds like you'll need it!

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Thank you for your response. I have fixed this problem a while ago, but forgot to mention that. I apoligise for any inconvenience. I actaully do own a legitimate copy of Skyrim. I bought it, because at that time there were barely any mods for the special edition. The problem was the tropical island mod. For some reason, it works fine on it's own and with a couple mods, but makes the game crash with about the half of my animations. Without this mod, however, I could run twice that amount (so all of them) without any problems whatsoever. This is why I could find the problem, as my game wpuld run normally with just this mod, so I assumed it wasn't the cause. I don't know how this happenend, but I removed the mod and my game runs like a charm.
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