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Freezing and CTD


RxHipster

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VAoNFillWithWater is from Vile Art of Necromancy.

 

ah. i tried removing that one, suspecting it of being a crash culprit. doesnt seem to have helped :C

 

i guess ill put it back . . .

Hey Its me. So I have done some digging. Couple of questions. Do you have any mods that change or add a night eye spell or some variation of the spell?

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[09/03/2012 - 09:06:58AM] error: Unable to call IsInFaction - no native object bound to the script object, or object is of incorrect type

stack:

[ (FF0031B2)].lvlpredatorscript.IsInFaction() - "<native>" Line ?

[ (FF0031B2)].lvlpredatorscript.CheckForDisable() - "LvlPredatorScript.psc" Line 34

[ (FF0031B2)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 23

 

[09/03/2012 - 09:06:58AM] warning: Assigning None to a non-object variable named "::temp4"

stack:

[ (FF0031B2)].lvlpredatorscript.CheckForDisable() - "LvlPredatorScript.psc" Line 34

[ (FF0031B2)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 23

 

[09/03/2012 - 09:06:58AM] error: Unable to call GetLinkedRef - no native object bound to the script object, or object is of incorrect type

stack:

[ (FF0031B2)].lvlpredatorscript.GetLinkedRef() - "<native>" Line ?

[ (FF0031B2)].lvlpredatorscript.CheckForDisable() - "LvlPredatorScript.psc" Line 42

[ (FF0031B2)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 23

 

[09/03/2012 - 09:06:58AM] error: Unable to call Enable - no native object bound to the script object, or object is of incorrect type

stack:

[ (FF0031B2)].lvlpredatorscript.Enable() - "<native>" Line ?

[ (FF0031B2)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26

 

 

These are four errors happening on the same reference ID. They are caused by a mod conflict. Papyrus is reporting that there is no "native" (vanilla) object bound to the script, and yet there is the reference# FF0031B2 attached to it. So there IS an object bound to the script. Basically what I think has happened is that mod(s) are trying to modify the vanilla object that the script was running on WHILE the script was in the middle of doing stuff, and caused the script engine to get somewhat confused. Since LvlPredatorScript has to do with random encounters with wild animals, you probably have TWO (or more) mods that are modifying vanilla creatures (bears, wolves, whatever) in a conflicting manner. Possibly, the mods were installed without following the "clean save" procedure, or the procedure was inadequate to prevent the conflict, or maybe the load order is wrong. SkyMoMod and Realistic Animal Behavior would be possible suspects.

 

[09/03/2012 - 09:06:58AM] error: Cannot call HasForm() on a None object, aborting function call

stack:

[ (FF0031DF)].increasedSpawns.OnLoad() - "increasedSpawns.psc" Line 49

 

[09/03/2012 - 09:06:58AM] warning: Assigning None to a non-object variable named "::temp4"

stack:

[ (FF0031DF)].increasedSpawns.OnLoad() - "increasedSpawns.psc" Line 49

 

Similar problem as the LvlPredatorScript, but in this case, the increasedSpawns script is trying to call a function on some other object (not on itself), probably a creature, that no longer exists. Whichever mod the increasedSpawns mod comes from would be a second suspect, possibly conflicting with SkyMoMod and the vanilla random encounter quests/spawns.

 

09/03/2012 - 09:06:59AM] warning: Property W1 on script ATTBase attached to Item 1 in container (FF0035ED) cannot be initialized because the script no longer contains that property

09/03/2012 - 09:07:27AM] warning: Property W1 on script ATTBase attached to Item 1 in container (FF0034B5) cannot be initialized because the script no longer contains that property

[09/03/2012 - 09:07:27AM] warning: Property W1 on script ATTBase attached to Item 1 in container (FF0034C4) cannot be initialized because the script no longer contains that property

[09/03/2012 - 09:07:28AM] warning: Property W1 on script ATTBase attached to Item 1 in container (FF0034E4) cannot be initialized because the script no longer contains that property

[09/03/2012 - 09:07:28AM] warning: Property W1 on script ATTBase attached to Item 1 in container (FF0034F1) cannot be initialized because the script no longer contains that property

[09/03/2012 - 09:07:28AM] warning: Property W1 on script ATTBase attached to Item 2 in container (FF0034FD) cannot be initialized because the script no longer contains that property

 

Possibly harmless, it usually means that a script has been updated, and the scripter has changed some of the script properties that are used. However, it might also indicate that you are trying to run an older savegame that was using an older version of a mod, but you now have the NEWER version of that mod installed. So the solution might actually be to downgrade the mod so that it matches the version that you were using when the savegame was made, then do a clean save, then upgrade the mod again, then make a new save. That's my theory anyway :)

 

 

9/03/2012 - 09:07:04AM] error: Unable to bind script FistUnequipSheathe to Active effect 2 on (00078781) because their base types do not match

[09/03/2012 - 09:07:27AM] error: Unable to bind script FistUnequipSheathe to Active effect 2 on (000543E6) because their base types do not match

 

Often this means that the mod has been uninstalled. Possibly the mod has loose scripts that haven't been deleted. Deleting the loose scripts might fix this.

 

NB. the scripts themselves are not necessarily causing the CTDs. However, the errors in the log can give clues about which mods are conflicting.

Edited by steve40
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Hey Steve,

Pleasure to see you working ;)

@Elizinator,

When was the last time you have reinstalled Skyrim?

 

two weeks ago =/

 

and i dont THINK i changed night eye . . . but i do recall that there is some mention of it being a power now . . . i think thats from auto-cast racials, or better vampires maybe? why?

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i runn BOSS to get the right order, then rebuild the patch. if im using ASIS, its absolutely last in the order. im not evne using SkyMoMod right now. and yet still, i will get spontaneous freezes and crashes. right now, the thing thats doing it is:

 

[None].MGRitual02EffectScript.OnEffectFinish() - "MGRitual02EffectScript.psc" Line 60

[09/03/2012 - 09:57:34PM] error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type

stack:

[None].AutoCastDarkElf.RegisterForSingleUpdateGameTime() - "<native>" Line ?

[None].AutoCastDarkElf.OnHit() - "AutoCastDarkElf.psc" Line 83

 

When I was trying to come up with my night eye effect in alpha stages, there was a time I was trying to figure out how to make it not to fight with any other night eye mods before creating a brand new standalone effect I used the Effect from the "Ritual spell" it is the one where you will get it when you are looking for the invisible books in mages guild see

. So my assumption would be that someone else actually created a mod using that method. Which messed up that script. Do you have any idea which one of your mods that may be?
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i runn BOSS to get the right order, then rebuild the patch. if im using ASIS, its absolutely last in the order. im not evne using SkyMoMod right now. and yet still, i will get spontaneous freezes and crashes. right now, the thing thats doing it is:

 

[None].MGRitual02EffectScript.OnEffectFinish() - "MGRitual02EffectScript.psc" Line 60

[09/03/2012 - 09:57:34PM] error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type

stack:

[None].AutoCastDarkElf.RegisterForSingleUpdateGameTime() - "<native>" Line ?

[None].AutoCastDarkElf.OnHit() - "AutoCastDarkElf.psc" Line 83

 

When I was trying to come up with my night eye effect in alpha stages, there was a time I was trying to figure out how to make it not to fight with any other night eye mods before creating a brand new standalone effect I used the Effect from the "Ritual spell" it is the one where you will get it when you are looking for the invisible books in mages guild see

. So my assumption would be that someone else actually created a mod using that method. Which messed up that script. Do you have any idea which one of your mods that may be?

 

my load order is on page 5. its a little out of date, but thats only because ive removed some. Better Vampires seems a likely candidate; maybe Higher Magic. the Glowing Eyes should just be an eye mod without any effects involved.

 

more and more, im thinking the papyrus log is USELESS. that is, it isnt a script causing this. often, the last log entry has nothing to do with freezing, and is often different. might just be a deluge of relatively harmless script errors while something else causes the crash. the problem is, what? it almost always occurs in combat, or just as combat begins. it almost never occurs in interior zones. the ONLY exception that has EVER occurred to that is wolfskull cave. most often, the crash happens just at the instant combat starts. second most common time is as i deliver my first attack. it infrequently crashes in the middle of the fight, but it does sometimes. dragons have never caused it, even with DD and SkyMoMod. heck, i even ran PISE for a while and spawned seven dragons. they didnt cause a crash, despite multiple deaths and reloads.

 

im uninstalling Duel to see if that helps. doubt it; nothing does. all of the changes ive made have done nothing.

 

EDIT: ran through a previously crashtastic area with Duel and ASIS disabled. as thec ell had already spawned, i had increased spawns, but NO CRASH! :D

 

killed 2 dragons, about 20 necromancers, a few hunters (accidentally, honest!) across multiple engagements which had previously represented a 100% crash risk. im going to make a clean save there, re-enable ASIS alone, and attempt to re-run the fight from an earlier save. hopefully ill verify!

 

UPDATE: did it with ASIS enabled. a band of hunters helped me destroy some necros, necros did battle with a dragon, all without a freeze (except at the end when i got some kind of menu error and my game didnt freeze or crash, but i couldnt exit the menu :C). i am cautiously hopeful! i tried to enter that same area yesterday 10 times from the same save, and always - ALWAYS - crashed or froze. once i got to attack the second necro group, but instantly froze. now, twice in a row, ive slain both groups, and gone forth to kill a dragon at the shrine behind them!

Edited by Elizinator
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i runn BOSS to get the right order, then rebuild the patch. if im using ASIS, its absolutely last in the order. im not evne using SkyMoMod right now. and yet still, i will get spontaneous freezes and crashes. right now, the thing thats doing it is:

 

[None].MGRitual02EffectScript.OnEffectFinish() - "MGRitual02EffectScript.psc" Line 60

[09/03/2012 - 09:57:34PM] error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type

stack:

[None].AutoCastDarkElf.RegisterForSingleUpdateGameTime() - "<native>" Line ?

[None].AutoCastDarkElf.OnHit() - "AutoCastDarkElf.psc" Line 83

 

When I was trying to come up with my night eye effect in alpha stages, there was a time I was trying to figure out how to make it not to fight with any other night eye mods before creating a brand new standalone effect I used the Effect from the "Ritual spell" it is the one where you will get it when you are looking for the invisible books in mages guild see

. So my assumption would be that someone else actually created a mod using that method. Which messed up that script. Do you have any idea which one of your mods that may be?

 

my load order is on page 5. its a little out of date, but thats only because ive removed some. Better Vampires seems a likely candidate; maybe Higher Magic. the Glowing Eyes should just be an eye mod without any effects involved.

 

more and more, im thinking the papyrus log is USELESS. that is, it isnt a script causing this. often, the last log entry has nothing to do with freezing, and is often different. might just be a deluge of relatively harmless script errors while something else causes the crash. the problem is, what? it almost always occurs in combat, or just as combat begins. it almost never occurs in interior zones. the ONLY exception that has EVER occurred to that is wolfskull cave. most often, the crash happens just at the instant combat starts. second most common time is as i deliver my first attack. it infrequently crashes in the middle of the fight, but it does sometimes. dragons have never caused it, even with DD and SkyMoMod. heck, i even ran PISE for a while and spawned seven dragons. they didnt cause a crash, despite multiple deaths and reloads.

 

im uninstalling Duel to see if that helps. doubt it; nothing does. all of the changes ive made have done nothing.

 

EDIT: ran through a previously crashtastic area with Duel and ASIS disabled. as thec ell had already spawned, i had increased spawns, but NO CRASH! :D

 

killed 2 dragons, about 20 necromancers, a few hunters (accidentally, honest!) across multiple engagements which had previously represented a 100% crash risk. im going to make a clean save there, re-enable ASIS alone, and attempt to re-run the fight from an earlier save. hopefully ill verify!

 

UPDATE: did it with ASIS enabled. a band of hunters helped me destroy some necros, necros did battle with a dragon, all without a freeze (except at the end when i got some kind of menu error and my game didnt freeze or crash, but i couldnt exit the menu :C). i am cautiously hopeful! i tried to enter that same area yesterday 10 times from the same save, and always - ALWAYS - crashed or froze. once i got to attack the second necro group, but instantly froze. now, twice in a row, ive slain both groups, and gone forth to kill a dragon at the shrine behind them!

 

 

 

Can you try to disable and completely uninstall the ASIS then install it again and when you will be editing the spawns lower it bit and do not use the spell distributing for the moment. Tell me how that'll go :)

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It would be better if you would post your whole papyrus script instead of just the last script that ran.

 

ill have to delete papyrus.0 to do that. and i dont know how to put text into the "spoiler" button. ive asked a dozen times in this thread and others, but nobody will tell me.

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