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Dawnguard Crash: Volkihar Ruins and Soul Cairn


ErikWithNoC

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I finally got around to playing Dawnguard yesterday and everything up until the quest "Chasing Echoes" has gone fine. I haven't experienced any lags or CTD's (well one, but I fixed that by deleting some script files from mods).

 

However, I've run into a bit of a problem. Without giving away spoilers, I was able to progress through "Chasing Echoes" fine until I needed to enter the Volkihar Ruins. Whenever I go through the door the game switches to the load screen (no rotating object) and then immediately crashes. I've even tried the movetoqt command with the proper quest ID and it still crashes during the loading screen. I've tried unchecking all my mods (not fully deactiving them from NMM, but unchecking all of them) and the crash would still occur. I reinstalled Dawnguard and I don't have any mod scripts running that would cause a problem (there's only one now and I tried deleting it, but it didn't fix anything).

 

I then decided to just use console commands to skip through that section of the quest hoping things would be fine once I got to the Soul Cairn. So after doing various setstage, coc, and other commands I got myself to the Soul Cairn with Serana. Everything seemed to work fine since Serana's script to talk with her mother kicked in and all the dialogue worked. Then i had to go find the Keepers and I managed to kill two of them before the problem set in. Now I'm located near the area where you need to get Arvarks Skull. Whenever I approach the area at the skull my game will immediatly CTD. I tried just avoiding that quest and going around the place (the last Keeper is past it) and it still crashes. Even usng the the movetoqt command results in a crash.

 

I made some crash logs and this is always the last line in them:

 

Line 341
[09/23/2012 - 12:59:06AM] error: Argument variable "::bLooping_var" was not successfully looked up
stack:
[ (000CB03E)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?
[09/23/2012 - 12:59:06AM] error: Argument variable "::bLooping_var" was not successfully looked up
stack:
[ (000CB05E)].critterspawn.OnCellAttach() - "<savegame>" Line ?

 

If anybody has any ideas on what may be causing this it would be greatly appreciated.

 

EDIT: looking at the objectid (I think its object, could be ref) prior to the .critterSpawn it starts out "00" which means its something from the Skyrim.esm file. No idea what "bLooping_var" is though.

 

EDIT2: They're reference ID's. Moving them to my player through console commands show's that they're butterflies. Why would my game be doing anything with butterflies when I'm in the Soul Cairn? Also, spawning them didn't crash my game. The crash log had this at the end though:

Line 57
[09/23/2012 - 10:59:31AM] error: Argument variable "::bLooping_var" was not successfully looked up
stack:
[ (00109D6F)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?

Edited by ErikWithNoC
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You have described my issue EXACTLY. All I have to say is..... BUTTERFLIES? REALLY?

 

So thinking about it, could a mod like "wearable lanterns" with a torchbug in a jar cause problems? That is the only mod I can think of that I have that effects insects. And I'm sure that wouldn't even matter. I'll keep an eye out here. I think we're at the forefront of this issue. So hopefully the more experienced players/modders will start experiencing this and take a look soon. I've been stuck on this for like a month. I just figured out that the unofficial skyrim patch was causing my random exterior CTDs everywhere else so I uninstalled that. This is my last major obstacle, the 'soul cairn'. Cool place but I'm starting to dislike crashing in here all the time. If it ever does get fixed I'm sure I'm going to be nervous all the way through it expecting a crash anyway.

 

-Cheers

UAL002

Edited by ual002
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I have this problem aswel, although it's not happening to me in the Soul Cairn (since I can't actually go back there because of curing Vampire Lord one too many times) I get same error which seems to repeat constantly..

 

 

(0010D531)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:24AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D539)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:24AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D53B)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:24AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D532)].critterspawn.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:24AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D530)].critterspawn.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D52F)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D536)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D53F)].critterspawn.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D534)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D53F)].critterSpawn01.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D52D)].critterspawn.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D533)].critterspawn.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D531)].critterspawn.OnCellAttach() - "<savegame>" Line ?

[09/24/2012 - 11:41:25AM] error: Argument variable "::bLooping_var" was not successfully looked up

stack:

[ (0010D52F)].critterspawn.OnCellAttach() - "<savegame>" Line ?

 

 

 

That is only a small part of it, it continues upwards for around 10 different reference errors per second for the entire during of play time.

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UPDATE: I'm honestly not seeing any reference to the critterspawn papyrus log errors you're getting in my log. I wonder if we are both crashing in the soul cairn for a different reason. Meaning its the same reason for both of us but it has nothing to do with your log errors. What mods are you running?
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I've recently read that the papyrus log files might not be completely useful there could be problems they don't log and are actually causing the crashes. I'm not using any mods that add any "critters" to the game except Birds of Skyrim.

 

I seem to have fixed my crash in the Soul Cairn though. I disabled the Tales of Lycanthropy and Realistic Werewolf sound mods (I'm not going to bother figuring out specifically which of the two it was), waited 31 days for cell resets, used the "pcb" command, saved, reloaded save, and was then able to progress past all the points I was crashing at and finish up the quests in the Soul Cairn. This didn't allow me to enter Volkihar Ruins though. I needed to "coc" to another location and use "setstage" to finish the last part of the quest in the Soul Cairn (exit it).

 

Mod's I'm running that aren't texture mods:

 

 

7K Better Whiterun 
Birds of Skyrim
Breezehome Fully Upgradable
Cities and Towns Enhanced
Crowded Solitude
Friendly Guard Helmets
Immersive Armors
Insanity's Celtic Katanas
Lakeside Hideaway
Landscaped Proudspire Manor
Lanterns of Skyrim
Lost Art of the Blacksmith
Moonpath to Elsweyr
Proudspire Manor Refurbished
Sabre Gear Backpack
Torches for Realistic Lighting
Towns and Villages Enhanced Windhelm
UFO
Unofficial Dawnguard/Skyrim Patch (had to disable the Dawnguard one for the very last quest of the main Dawnguard questline)
Vjarkell Castle
W.A.T.E.R
Weapons of the Third Era
Whiterun Outskirts. 

 

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I would be interested to find a way to compare 'Tales of Lycanthropy' and 'Realistic Werewolf sound mod' to the mods I'm running to see if those mods mess with any of the same things one of my mods might touch. Considering I'm running 'better vampires', I wonder if that has anything to do with it. Cheers.
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I would be interested to find a way to compare 'Tales of Lycanthropy' and 'Realistic Werewolf sound mod' to the mods I'm running to see if those mods mess with any of the same things one of my mods might touch. Considering I'm running 'better vampires', I wonder if that has anything to do with it. Cheers.

 

Its possible. I was also running an older version of Tales of Lycanthropy. The newer one is all module and doesn't modify any scripts (only add's its own) so that may have fixed the problem (assuming it was ToL). Still, it hasn't stopped my game from crashing in the Volkihar Ruins and I have yet to revisit the Soul Cairn because of it. I could coc, but I haven't gotten around to it yet.

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I would be interested to find a way to compare 'Tales of Lycanthropy' and 'Realistic Werewolf sound mod' to the mods I'm running to see if those mods mess with any of the same things one of my mods might touch. Considering I'm running 'better vampires', I wonder if that has anything to do with it. Cheers.

 

Its possible. I was also running an older version of Tales of Lycanthropy. The newer one is all module and doesn't modify any scripts (only add's its own) so that may have fixed the problem (assuming it was ToL). Still, it hasn't stopped my game from crashing in the Volkihar Ruins and I have yet to revisit the Soul Cairn because of it. I could coc, but I haven't gotten around to it yet.

 

Can you name those two werewolf sound mods so i can pick them apart.

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