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Frequent freezes


CaptainPatch

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I'm currently playing Skyrim with 70+ mods installed. Not surprisingly, the game freezes on average about every 5 minutes. (Most often when I've just fast traveled to a new location, or passed through a portal from one location to the adjacent location. Most, but not all by any means.) Bringing up Task Manager (Alt-Ctrl-Del) can produce a window that informs me that the current application has encountered problems and has shut down. (No s***, Sherlock.) The "View problem details" button provides this information:

 

Description:

A problem caused this program to stop interacting with Windows.

 

Problem signature:

Problem Event Name: AppHangB1

Application Name: TESV.exe

Application Version: 1.7.7.0

Application Timestamp: 4feb471e

Hang Signature: 2cf5

Hang Type: 2048

OS Version: 6.1.7601.2.1.0.768.3

Locale ID: 1033

Additional Hang Signature 1: 2cf5d290cba97123eea449a5ae0b8a22

Additional Hang Signature 2: 60a2

Additional Hang Signature 3: 60a2e96b3ae80b07133c11e6c4f66194

Additional Hang Signature 4: 2cf5

Additional Hang Signature 5: 2cf5d290cba97123eea449a5ae0b8a22

Additional Hang Signature 6: 60a2

Additional Hang Signature 7: 60a2e96b3ae80b07133c11e6c4f66194

 

******

I'm pretty sure that somewhere in that programmer technospeak the specific mods that are consistently causing the crash are identified. Buttttt, I pointedly do not comprehend technospeak. Does anybody here comprehend what this message is telling me, in detail?

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Actually, since that's a Windows message and not a Skyrim message, it very likely doesn't identify the problem mods. However if you want to try to find the problems, enable Papyrus logging and see if there are broken scripts running. (I'll update this with instructions when I get home if no one else has given them.)
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Thank you for responding! And the offer to provide instructions as well, as I haven't the foggiest idea what "Papyrus logging" means. (Reeds as big as trees? Hmm. Thor Heyedahl _did_ build the Ra out of papyrus...)

 

Here's a guide to follow to enable papyrus logging

http://wretchedcalx.blogspot.nl/2012/04/broken-mods-papyrus-debugger-and-you.html

 

Papyrus is the underlying scripting language used by skyrim. Turning logging on will cause it to record events in a text file which you could theoretically use to find what mods are causing the crashes/hangs. I say theoretically because just as often it won't show anything useful at all.

 

What mods do you have installed at the moment?

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Hmm. Thor Heyedahl _did_ build the Ra out of papyrus...)

 

Haha that made me laugh. :biggrin:

 

In addition to the previous suggestions, I just want to add that if you haven't already, downloading and running BOSS for load order may solve your problem. Also the BOSS log will generate messages that may help you determine the issue. If you've already done this, the other useful thing is that if you open the BOSS log as text, it makes it easy to copy/paste your mods in their load order.

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Thanks a heap, peeps! ("peeps" being gender neutral) I'll give the Papyrus a go first (I just modified the INI file). It should only take about 5 minutes before it generates a file that I can Clipboard over to here (or whatever portion seems relevant).

 

NMM shows 73 plugins and 47 Mods. I can't seem to Clipboard either list, which means I would have to manually type out each to post a list. 5-10, I would do it, but 120 is a bit much.

 

Hmm. Never noticed this before: 20 of the Mods have an "!" yellow triangle (traffic Caution sign) in the "Latest version" column. Does that mean "problems" or "Newer version available"? I'm leery of updating Mods because when I did that with the Steam Workshop Mods, I couldn't continue a Saved game (in Civ5) because some parameters changed.

 

[Another "hmm": My label under the avatar reads "Stranger". Amazing how the software knows me sooooo well!]

Edited by CaptainPatch
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The ! in NMM means that the version you have doesn't match the version that the mod author has recorded as "latest version" but - that doesn't necessarily mean a new version is available, more than 50% of the time I find it's due to authors either not changing the "latest version" or not being consistent, since it reads "1.0" and "1" as different numbers. But anyway, in theory it means there's an update, so you should at least check.

 

The nice thing about Nexus mods is that if the update doesn't work, the old files are still there to roll back to. More often than not they're there to fix problems rather than create them, so I'd advocate at least looking at the updates and seeing if you think you should get it.

 

[Just think, in another few posts the board will do an about-face and deem you quite "regular". :P ]

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Well, it seems that Papyrus is rather... verbose. Here's just the <1 minute before the CTD [whereas what I usually get is just a freeze ("hang")]:

 

 

04:07:57PM] error: Cannot call Stop() on a None object, aborting function call

stack:

[ (001073FD)].FXCameraAttachScript.OnTriggerLeave() - "FXCameraAttachScript.psc" Line 44

[10/12/2012 - 04:07:58PM] error: Cannot call Play() on a None object, aborting function call

stack:

[ (001073FD)].FXCameraAttachScript.OnTriggerEnter() - "FXCameraAttachScript.psc" Line 26

[10/12/2012 - 04:08:02PM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False

[10/12/2012 - 04:08:05PM] error: Property pTweakStables on script TweakMonitorHorse attached to Active effect 1 on (00098491) cannot be bound because stables (00068D73) is not the right type

[10/12/2012 - 04:08:05PM] error: Property pTweakStables on script TweakMonitorHorse attached to Active effect 1 on (0009848C) cannot be bound because stables (00068D73) is not the right type

[10/12/2012 - 04:08:05PM] error: Property pTweakStables on script TweakMonitorHorse attached to Active effect 1 on (25005E44) cannot be bound because stables (00068D73) is not the right type

[10/12/2012 - 04:08:06PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0001B096) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:06PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0001B098) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:06PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00107C8D) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:06PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (000B10CF) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:06PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (000B10D0) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:06PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0001B097) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:06PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0001B095) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:07PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00074345) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:07PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0009B7C8) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:07PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0001B099) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:07PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0002899F) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:07PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 2 on (00106687) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:07PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00085952) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:07PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00106686) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:07PM] RNPC: Periodic update check.

[10/12/2012 - 04:08:08PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00074342) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:08PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 2 on (0009848C) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:08PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 2 on (25005E44) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:08PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00107C7A) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:08PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00085953) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:08PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00074344) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:08PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0009B7BC) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:09PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (000FF0B1) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:09PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (000FF0B0) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:10PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 2 on (00098491) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:10PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (0001B145) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:10PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (31013982) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:13PM] error: Cannot call Stop() on a None object, aborting function call

stack:

[ (001073FD)].FXCameraAttachScript.OnTriggerLeave() - "FXCameraAttachScript.psc" Line 44

[10/12/2012 - 04:08:31PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (31013983) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:31PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 2 on (31012EAD) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:31PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (31013981) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:31PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00085954) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:31PM] [DLC1VampireSleepScript <DLC1VampireSleep (02008E3B)>]PlayerActivateBed() IsCoffin =False

[10/12/2012 - 04:08:31PM] error: Property BloodFX on script zbloodnpcbleed attached to Active effect 1 on (00085956) cannot be bound because <NULL form> (0102DF26) is not the right type

[10/12/2012 - 04:08:37PM] RNPC: Periodic update check.

 

 

*****

Now, if this were a chicken sandwich and each error = a chicken bone that was NOT removed beforehand, I really can't blame the OS for choking so often!

 

Soooo, you think I should update the ! mods? Not quite certain how that is manually done. [How do you like my hat? The big paper cone with a big "D" on it.]

Edited by CaptainPatch
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If Mod manager tells you a mod can be updated, you click on the text in the column "latest version" - it shows the current version + little yellow triangle with an exclamation mark. This will open your browser and take you to the mod's homepage. From there you can download, either with the mod manager or manually. If you do it via the manager, you just need to activate it after it's been added. If you do it manually, you will have to use the "add mod from file" button (top-left, looks like blue puzzle piece with green + symbol)

 

"zbloodnpcbleed attached to Active effect"

 

Do you have any "enhanced blood" mods or "crimson tide" mod perhaps? Because a lot of people have been experiencing trouble with those.

 

Another thought, if you have all these mods installed, have you done anything with load order? If you just activated the lot of them through NMM, you should read this:

http://forums.nexusm...-order-and-you/

and then grab a copy of BOSS

http://oblivion.nexusmods.com/mods/20516

 

Some mods will not play nice with others, unless mod A is loaded before mod B. The BOSS program tries to keep a master list of which mods should be loaded when and will sort them to the best of its knowledge. Some manual ordering is usually still needed, and this is often a trial-and-error process.

 

All this may seem a little overwhelming at first, but hey, that's life when you start messing with user-created content for a game :)

Edited by acidzebra
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Thank you, AcidStripedHorsey! [Hmm. Wouldn't it be interesting to add zebras to the mix of horses available in Skyrim? After all, if they can add lions....]

 

Are there ever any mismatch problems if a mod gets updated during a game-in-progress? That seemed to be the case with Steam's Civ5 mods: Change _anything_ concerning the selected mods and the game refused to continue from the last Save.

 

In regards to load order, how is a user with ZERO mod-tinkering ability supposed to know in what order the mods _should_ be loaded? All that I know about a mod is that, "That looks neat! It would be cool to add that feature to the game!" and that X number of people have used and like that given mod. The implication is that for that many people to Recommend the mod, it must function without causing problems.

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