phillipjohnmc Posted January 27, 2019 Share Posted January 27, 2019 i had posted in mod troubleshooting, but maybe it's more appropriate here. at any rate...I have a problem with ctd'ing near dragon mounds.load order: Reveal hidden contents # This file was automatically generated by Mod Organizer.Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmLanterns Of Skyrim - All In One - Main.esmRSkyrimChildren.esmUnofficial Skyrim Special Edition Patch.espDucks and Swans.espSkyUI_SE.espVerdant - A Skyrim Grass Plugin SSE Version.espLandscape Fixes For Grass Mods.espPrometheus_No_snow_Under_the_roof.espSMIM-SE-Merged-All.espWhiterun Forest Borealis.espHotsprings of Skyrim.espHothtrooper44_Armor_Ecksstra.espRLO - Effects.espRLO - Interiors.espRLO - Illuminated Spells.espBook Covers Skyrim.espCutting Room Floor.espRLO - CRF Patch.espObsidian Mountain Fogs.espWinterhold.espRLO - Exteriors.espEli_Breezehome.espOBIS SE.espHearthfireMultiKid.espHearthfireMultiKid_LastName.espDawnstar Overhaul.espMan Those Borders!.espSkyTEST-RealisticAnimals&Predators.espHothtrooper44_ArmorCompilation.espWeightLessLegacyAll.esp360WalkandRunPlus-RunBackwardSpeedAdjust.espHigh Level Enemies - Dragonborn.espPopulated Lands Roads Paths Legendary.espHolidays.espPoint The Way.espAmazingFollowerTweaks.espImmersive Weapons.espHigh Level Enemies.espMore idle markers.espBetter Vampire NPCs.espRSChildren.espHigh Level Enemies - Dawnguard.espYggdrasil Music.espTheChoiceIsYours.espBirdsAndFlocks_SSE.espDogs-of-Skyrim.espMorning Fogs SSE.espCloaks.espDarkwater Crossing.espfallentreebridgesSSE.espImmersive Patrols II.espImmersive Horses.espShor's Stone.espCats-in-SkyrimSSE.espA Better Magelight - Enhanced.espVivid WeathersSE.espicepenguinworldmapclassic.espAnimated Eating Redux.espCommon Clothes and Armors.espIvarstead.espVigilant.espmoresmelters.espBook Covers Skyrim - Lost Library.espProvincial Courier Service.espFlowerGirls SE.espElysiumEstate.espafewtreesinwhiterun.espBells of Skyrim.espLandscape Fixes For Grass mods - Cutting Room Floor Locations.espDragon Bridge.espNSUTR_bugfixes.espNSUTR_groundsnow_mesh_fixes.espThe Paarthurnax Dilemma.espNSUTR_improvements.espRLO - IC Patch.espUndriel_FallingGildergreenPetals.espBells of Skyrim - ICAIO Patch.espBells of Skyrim - Reduced Volume.espNo Snow Under The Roof - CRF Patch.espArgis eyes.espArs Metallica.espBrighter toggleable Candlelight and Torches.espRLO - VIS Patch.espDiverseDragonsCollectionSE.espErik clear skin.espFootprints.espFaendal face.espFNIS.espGoToBed.espHigh Level Enemies - Increased Max Resists.espHigh Level Enemies - Raised Ability Caps.espUSSEP-Immersive Weapons Patch.espImproved Eyes Skyrim.espLeave Combat.espmintylightningmod.espVivid Weathers SE - LightingDuringStorm Patch.espChesko_LoreBasedLoadingScreens.espFPSBoost.espMove it Dammit - Less Wait Time.espsandboxcylinderheight.espOBIS SE - Immersive Weapons Patch.espReal Roads.espSimple AUA.espShocksCookingSkillHF.espSkyrimIsWindy.espogSplendorDragons.espUnique Uniques.espUNP Vanilla Outfits.espWetandCold.espSGEyebrows.espWondersofWeather.espXPMSSE.espVividWaterFix.espWet&Cold - WaterFix - Addon.espAnimallica.espSkytest Animallica.espRSC CRF Patch.espRSC WT Patch.espPickUpBooksSimple.espSleepTight.espRUSTIC SOULGEMS - Unsorted.espSavage Wolves - Fox Fix.espPC Head Tracking - MCM.espPC Head Tracking - Patch.espLandscape For Grass Mods -Provincial Courier PATCH.espLandscape For Grass Mods - Arthmoor's Dragon Bridge PATCH.espTCIY BCS Patch.espLandscape For Grass Mods Arthmoor's Shor's Stone PATCH.espRealistic Falkreath Graveyard.espMy Home Is Your Home.espOBIS SE Patrols Addon.espQw_ArsMetallica_SMIM_MergedAll Patch.espQw_BookCoversSkyrim_CRF Patch.espQw_DucksAndSwans_USSEP Patch.espBook Covers Skyrim - Immersive Horses Patch.espCloaks - Dawnguard.espQw_CloaksOfSkyrim_CRF Patch.espVigilant Voiced.espOrdinator - Perks of Skyrim.espApocalypse - Magic of Skyrim.espApocalypse - Ordinator Compatibility Patch.espWildcat - Combat of Skyrim.espWildcat-Immersive Weapons Patch.espRealisticSpeedMovementWalkingSE.espAlternate Start - Live Another Life.espLandscape Fixes For Grass mods - Alternate start Locations.espRealisticWaterTwo.espRealisticWaterTwo - Watercolor.espRWT Lod Fix.espSSEMerged.espBashed Patch, 0.esp textures etc. (in reverse order): Reveal hidden contents +Water HD+Ultimate HD Fire Effects SSE+Realistic Aspen Trees SE+SLF Hair - Rough Hair - Lite 1K+SSE - Skyrim Sun Enhanced+Skyrim Flora Overhaul SE Trees Only v2.72a+RUSTIC WINDOWS - Special Edition - 2K+RUSTIC CLOTHING - Special Edition+Pretty Sit Idle v1.41d+High Poly Project v4.8+Nordic Snow (aka HQ Snow Texture)+Lockpicking Interface Redone+LeanWolf's Better-Shaped Weapons - All in One Installer+Immersive Animations+Detailed Rugs+NobleSkyrim - SMIM Patch+Authentic Mountains and Rocks+B. Noble Skyrim - FULL PACK Performance Edition+Ruins Clutter Improved+ELECTRIFY S.E+D13 Faster Get Up Stand Up SSE+Common Clothes and Armors - 1k Textures+Better MessageBox Controls+Better Males Erect - Update Addon+Better Males Remesh for Skyrim SE+Better Falmer Cave Ceiling Glow+Better Dialogue Controls+Battle Ready Candlelight Fixes+Ash Pile Retexture Version 2 Fire Glow I had maybe 2-3 mods that I removed and then cleaned save with resaver. maybe this issue is baked into my save. if anyone has a fix, i'm all ears. I've gone with Delphine to kynesgrove without problems. the particular mound is on the way to rorikstead from whiterun, just to the right of the road near the falkreath/markarth junctions(I've also cleaned masters/sorted with loot and all that from the beginning. i'm seeing multiple lines of this at end of papyrus log, not sure what it means or if it's a prob...Error: Cannot call StartCombat() on a None object, aborting function callstack:[ (FF000EA2)].WitchlightActorScript.OnDying() - "WitchlightActorScript.psc" Line 106[01/27/2019 - 01:40:37AM]) Link to comment Share on other sites More sharing options...
jjb54 Posted January 27, 2019 Share Posted January 27, 2019 The mound you are talking about is part of the Alduin encounters where Alduin resurrect a dragon. Now, the problem is: I'm guessing you are using SKSE 64? IF YES: Make sure that ALL the mods you are using are compatible with it? I say this, because I had some mods that were NOT and thus caused CTD's around various areas that the mods related to. Thus, I do not use SKSE 64 yet .... I'm waiting for 4 specific mods that used SKSE for Oldrim and are ' .. not there yet, as they are not comfortable with SKSE 64 yet. '. So just make sure your mods are indeed SKSE 64 friendly, even if they do NOT use it, they might have scripts that SKSE is picking up on, that it should not. Link to comment Share on other sites More sharing options...
phillipjohnmc Posted January 27, 2019 Author Share Posted January 27, 2019 thanks for responding. yes i use skse64. so i have a lot of checking to do. i use 150+ mods. should I only check the ones that use scripts? i wonder if there's a way to troubleshoot, for example, loading the game up through the regular launcher and not through skse64, then running around the mound, see if it crashes. if it doesn't, then that's a good clue. if it does, then i'll sigh and keep trying lol Link to comment Share on other sites More sharing options...
phillipjohnmc Posted January 28, 2019 Author Share Posted January 28, 2019 playing without skse64 enabled didn't help. oh well, it doesn't crash if i don't walk near it, so i'll live it for now and keep searching... Link to comment Share on other sites More sharing options...
jjb54 Posted January 31, 2019 Share Posted January 31, 2019 On 1/28/2019 at 4:05 PM, phillipjohnmc said: playing without skse64 enabled didn't help. oh well, it doesn't crash if i don't walk near it, so i'll live it for now and keep searching... Did you start a brand new clean game? If you did not, this test would not work .... sorry. . o O ( Speaking from too many personal experiences on this one! :wink: ) And no, any and all mods could be the problem child and/or it could be more than 1. Basically this is what you should do: Turn OFF all MODS - ( DLC's are not mods. ) - Then go to the dragon mound in question to insure that all is good before you turn on 1 mod at a time. Save the game at the mound and * MAKE A BACK UP COPY OF IT * ( The clean save ... ) just in case you save over it. Again, a clean save with zero mods installed. Then add 1 mod at a time, first starting w/those that are not SKSE dependent, but do NOT save the game, just exit without saving, add the next mod, load and repeat, until the problem comes up. Hope this helps ... and yes, I totally understand that this is indeed a P.I.T.A. ... but sadly there is no easy path / route to take. . o O ( Again, speaking from too many personal experiences on this one! :wink: ) Link to comment Share on other sites More sharing options...
phillipjohnmc Posted February 1, 2019 Author Share Posted February 1, 2019 (edited) thanks for the detailed method. i have done that method before, to discover why, with a dawnstar overhaul, there were big gaps in the land in the northwest corner (i found out it was immersive citizens; load dawnstar overhaul after IC and all was good). i haven't done this method for the dragon mound ctds. i did run around a dragon mound near kynesgrove. sort of directly south of windhelm and in that marshy area. i didn't ctd. and, i killed the dragon near the mound by the falkreath/markarth crossroads mound in whiterun hold, where I was having ctds, and so that mound might be OK now. not feeling up to a big PITA for just this. damn it I wish there were a program that would just tell you...this is your skyrim problem, this is your skyrim solution. oh well. Edited February 1, 2019 by phillipjohnmc Link to comment Share on other sites More sharing options...
jjb54 Posted February 2, 2019 Share Posted February 2, 2019 On 2/1/2019 at 6:09 PM, phillipjohnmc said: thanks for the detailed method. i have done that method before, to discover why, with a dawnstar overhaul, there were big gaps in the land in the northwest corner (i found out it was immersive citizens; load dawnstar overhaul after IC and all was good). i haven't done this method for the dragon mound ctds. i did run around a dragon mound near kynesgrove. sort of directly south of windhelm and in that marshy area. i didn't ctd. and, i killed the dragon near the mound by the falkreath/markarth crossroads mound in whiterun hold, where I was having ctds, and so that mound might be OK now. not feeling up to a big PITA for just this. damn it I wish there were a program that would just tell you...this is your skyrim problem, this is your skyrim solution. oh well. True story - 2013: I had some floating land mass West of Whiterun. I first tried all the " common sense " mods and ZERO. The floating land mass was still there. So I finally turned OFF all my mods and when with the P.I.T.A. 1 @ a Time mod. It was the strangest thing: A very simple house mod in Winterhold was the issue. This mod was just a ' warm up ' mod, had no real frills, just bed, fireplace and cooking spit. It was not intended to be a " home ". Turned the mod off, land mass gone. Turned it back on, Land Mass was there. Brought it up with the Mod Author in the forum and sure enough, those using this mod all had the same issue, even the creator. But no one thought it would / could be this mod. The creator had to pull it, as he could not figure out what he had done and thus could not fix it. :( Good Luck! Link to comment Share on other sites More sharing options...
phillipjohnmc Posted February 2, 2019 Author Share Posted February 2, 2019 the mod author may have clicked something in whiterun accidentally and moved it, although that means they would have loaded that cell for some reason, even though they were in winterhold. it's very easy to move things in ck without realising it. Link to comment Share on other sites More sharing options...
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