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Are you having constant exterior CTDs? I've FINALLY found your sol


yafi

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The intro bug happens with either a mod that alters beginning events or you're using a mod that adds things like carts throughout the world or changes the way actors behave, the vanilla game and my modded game work flawlessly.

 

Could I get some examples of these? I know I dont have anything that alters the beginning. Im not entirely sure what "actors" mean, and some elaboration on suggestion no.2 would help. Sorry if I sound incompetent. Well, I probably am <_<,,

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Well it looked for a little bit like my problem was solved, but sure enough the freeze eventually came. My papyrus log is.....unbelievable is the only way to describe it. I think I am beyond help, and am going to have to do a full uninstall...AGAIN. Just not sure if it's really worth it to go through all this again. So frustrating.
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Here are some examples of things that show up over and over in the latest log:

 

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 149

[06/19/2012 - 09:10:15PM] error: Cannot call HasKeyword() on a None object, aborting function call

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 149

[06/19/2012 - 09:10:15PM] Warning: Assigning None to a non-object variable named "::temp5"

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 149

[06/19/2012 - 09:10:15PM] error: Cannot call HasKeyword() on a None object, aborting function call

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 156

[06/19/2012 - 09:10:15PM] Warning: Assigning None to a non-object variable named "::temp5"

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 156

[06/19/2012 - 09:10:15PM] error: Cannot call HasKeyword() on a None object, aborting function call

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 156

[06/19/2012 - 09:10:15PM] Warning: Assigning None to a non-object variable named "::temp2"

 

and:

 

 

[06/19/2012 - 09:16:51PM] MC1: Polling Script Running V2

[06/19/2012 - 09:16:56PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:01PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:06PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:12PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:21PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:26PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:31PM] MC1: Polling Script Running V2

 

and:

 

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE

 

That's a tiny sample of stuff over and over and over. I mean seriously, wtf?

 

One thing I'm noticing is casting spells really increases the chance of a freeze.

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does anyone know what these refer to?

 

[06/20/2012 - 09:46:44AM] warning: Property ShockConvulseToken on script zBFSEffectsScript attached to Active effect 1 on (000812FD) cannot be initialized because the script no longer contains that property

[06/20/2012 - 09:46:44AM] warning: Property ShockToken on script zBFSEffectsScript attached to Active effect 1 on (000812FD) cannot be initialized because the script no longer contains that property

[06/20/2012 - 09:46:44AM] warning: Property IceToken on script zBFSEffectsScript attached to Active effect 1 on (000812FD) cannot be initialized because the script no longer contains that property

 

[06/20/2012 - 08:59:29AM] warning: Could not find type TorchTokenScript in the type table in save

 

update: turns out first 3 are from BFSEffects, gna try with the other version now and the last one may come from People Have Torches or the torches for realistic lighting addon, turned them off lets see if I can play more then 30mins now..

Edited by accapulco
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Could I get some examples of these? I know I dont have anything that alters the beginning. Im not entirely sure what "actors" mean, and some elaboration on suggestion no.2 would help. Sorry if I sound incompetent. Well, I probably am <_<,,

Actors = NPCs, so any mods that change and edit their AI. Also try disabling/enabling v-sync and multithreading can solve bug problems. You can learn more about multithreading here.

 

As i said,i disabled it to no luck,also,my sound is on 24 bit 48k

 

Any idea?

Well, change the sound? lol. Or try disabling it via a clean save then try again.

 

Here are some examples of things that show up over and over in the latest log:

 

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 149

[06/19/2012 - 09:10:15PM] error: Cannot call HasKeyword() on a None object, aborting function call

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 149

[06/19/2012 - 09:10:15PM] Warning: Assigning None to a non-object variable named "::temp5"

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 149

[06/19/2012 - 09:10:15PM] error: Cannot call HasKeyword() on a None object, aborting function call

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 156

[06/19/2012 - 09:10:15PM] Warning: Assigning None to a non-object variable named "::temp5"

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 156

[06/19/2012 - 09:10:15PM] error: Cannot call HasKeyword() on a None object, aborting function call

stack:

[Active effect 2 on (000977F6)].zBFSEffectsScript.OnHit() - "zBFSEffectsScript.psc" Line 156

[06/19/2012 - 09:10:15PM] Warning: Assigning None to a non-object variable named "::temp2"

 

and:

 

 

[06/19/2012 - 09:16:51PM] MC1: Polling Script Running V2

[06/19/2012 - 09:16:56PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:01PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:06PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:12PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:21PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:26PM] MC1: Polling Script Running V2

[06/19/2012 - 09:17:31PM] MC1: Polling Script Running V2

 

and:

 

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE

[06/19/2012 - 09:13:58PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE

 

That's a tiny sample of stuff over and over and over. I mean seriously, wtf?

 

One thing I'm noticing is casting spells really increases the chance of a freeze.

WeaponRackActivateSCRIPT is completely harmless and so is Polling Script Running V2. Does the zBFSEffectsScript.OnHit log give you immediate CTD straight after?

 

I did what you said, waited for my CTD then checked the logs folder.

There is nothing in there.

 

So here is a list of my mods, are any of these confirmed to break the game?

Also, do we know if Bethesda knows about this issue and is working on it?

http://puu.sh/CfUQ

What do you mean "nothing in there"? There's got to be something in there, and I'll need it.

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Ok I managed to fix most of my crashes and freezes by updating many mods and disabling few.

 

But still I have constant interiors problem. Some areas either won't load (I can see blue void all around, some textures and doors I entered through) or cause instant CTD and enter.

Confirmed locations:

- Treva's Watch

- Helgen's Keep (including starting a new game and makes it impossible to complete start game quest)

- Cruel Sea hourse in Windhlem

 

It's most annonying because I DON'T have any mod that modifies or alters interiors and problems happens ONLY in interiors (world is ctd free, especially on new saves).

Out of desperation I tried to delete Skyrim.ini and SkyrimPrefers and... it helped. I could enter all of these areas but after some time ([??] maybe game reload, I'm not sure) it's back to the start and I can't enter them.

 

I'll attach these files, please take a look if you got a moment.

EDIT: For whatever reason I'm getting "Error You aren't permitted to upload this kind of file" so I'll just put them on pastebin.

 

Skyrim.ini

SkyrimPrefers

 

With that said I want to add I'm unaware of any changes to SkyrimPrefers (haven't changed anything there by my self) so only option is some mod might mess with this, and only changes in Skyrim.ini are related to archery. How could this affect interiors maps and cells?

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In your skyrimprefs.ini:

fMeshLODLevel2FadeDist=1e+007

fMeshLODLevel1FadeDist=1e+007

Did you manually change what I highlighted? Perhaps you should restore that to default because your skyrim and skyrimprefs.ini are as normal as they come otherwise.

 

I know what the "blue void" glitch you're talking about is but I've never encountered it by myself.. sorry, but I think it might be related to how the Portals work in interior cells.

 

skyrimprefs.ini again:

fShadowDistance=8000 < I would change it to fShadowDistance=8000.0000 just to be sure (basically add .0000 at the end of it).

fSpecularLODStartFade=2000 < Same as above

fLightLODStartFade=3500 < Same as above

fGrassStartFadeDistance=7000 < Same as above

fTreeLoadDistance=75000 < Same as above

fBlockMaximumDistance=250000 < Same as above

fBlockLevel1Distance=70000 < Same as above

fBlockLevel0Distance=35000 < Same as above

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