AnkhAscendant Posted September 23, 2012 Share Posted September 23, 2012 So, I'm guessing that if there is a mod throwing up 40 or more pages of errors in my papyrus logs, I should probably not use it, huh? I never actually had any bugs or crashes or freezes before I added mods. Granted, I hadn't installed the patches or DLC either, but it was stable for me. Now I freeze, anywhere between a minute and n hour of playing. I decided to try and run down the cause of my freezing tonight, now that I had my mod list basically finalized and I was going to start my official new character, and I turned on logging... First I tried it on a save that had already had some mods activated on it and had some I'd removed there... that was 1066 pages (in OpenOffice). Yeah... so I decided to be smart and try it on a save that had never had a mod touch it. 190 pages - much better. In going through this I found several mods that are giving Papyrus issues for multiple tens of pages, most of which I have now deactivated. (Now I have an 80 page log [about 5 or 10 minutes after launch] and a new CTD... but no freezing I've found ^^; ) Anyway, I'm wondering how many errors before you should start going "get that the ^%$# off your system!". And what kind of errors, does it matter? Currently the worst offender left is ICMN, which I don't imagine is causing the crash... most of it is errors saying "the script no longer contains that property"... also different mods saying they are unable to assign scripts because base types don't match, or unable to open stores, possibly because of missing files. (I'll try to redownload to fix that.) Is any recurring error a bad error that's going to break my game, or can I, say, live with ICMN and its broken spoilage system? Link to comment Share on other sites More sharing options...
steve40 Posted September 27, 2012 Share Posted September 27, 2012 Good practice when uninstalling mods. Errors that say "the script no longer contains that property" mean that the mod creator needs to load their mod in the CK, remove the problem script, save the mod, close the CK, restart CK, reload the mod, reattach the script, refill the properties, then save the mod once more. Those errors should then be no more. Link to comment Share on other sites More sharing options...
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