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A request for help: I'm out of ideas to fix my CTD's!


OJLMethos

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Hello and I hope you are here to help!

I'll start with an apology for yet another "CTD, plz halp" thread, but I have exhausted my knowledge and can't seem to find the solution on my own, so I'm really hoping someone here can.

I have been "playing" and modding Skyrim (originally LE, now SE) for 5 years and have literally never finished the main quest, not once. Every time I try to tailor the game I get CTDs which I never seem to be able to fix. I then end up CTD'ing more than I play and ultimately give up. A year or so passes and I build up the courage to give it another go... rinse and repeat the cycle.

 

This is my attempt to recruit 3rd party help from some knowledgeable guy or gal to guide me towards a solution so I can finally complete this game!

Issue description:


Concisely (and not very helpfully):

  • I CTD at random points, but the most common occurrences are:
  • Randomly in combat - it has occurred when I am moving, casting, attacking. but nothing consistent, not every combat, not even the same spell / action / weapon or anything reliably causes a crash.
  • Sometimes on area transition i.e. walking into / out of a cave / city / building - but again, not always.
  • Sometimes when I load after a death - yet again, not always.
  • Once even just being outside looking at a Hunter near Helgen I randomly crashed.
  • I have not been able to reliably replicate when, how or why any of these occur. Sometimes one fight I will CTD, reload and do the fight almost exactly the same with no issue. Sometimes I transition areas and CTD, reload and then transition with no issues.
  • I have successfully debugged and fixed other CTD issues I was having by going through and disabling mods 1 by 1 until I found a culprit. Unfortunately that doesn't work anymore due to the sporadic nature of these crashes and the inability to replicate circumstances / environments to "test" against.


Needed information to help diagnose / fix:


Please see my Modwatch page for plugins, load orders and ini's: https://modwat.ch/u/OJLMethos/plugins

You may see it's a relatively comprehensive build, starting with a base of STEP 0.2.0b and then overlaying my own selection of mods beyond that.

 

A note on STEP:

 

  • I followed the STEP guide thoroughly over the course of a week and do not believe I messed it up (but anything is possible!).
  • I also use the STEP conflict resolution (CR) patch and Lighting and Weathers (LW) patches per the guide, so I am told "missing" compatibility patches highlighted in LOOT are actually dealt with by the STEP patches, I am trusting the STEP team are capable and accurate. Mods covered by the merged STEP patches are:
  1. USSEP
  2. Particle Patch
  3. Animated Weapon Effects
  4. Armour and Clothing Extension
  5. Book Covers Skyrim
  6. Deadly Spell Impacts
  7. Elemental Staffs
  8. Enhanced Blood Textures
  9. Improved Closefaced Helmets
  10. Pilgrims Delight
  11. Realistic Water Two
  12. Audio Overhaul
  13. Immersive Spectral Assassin
  14. CACO
  15. CCOR
  16. Immersive Citizen - AI Overhaul
  17. WACCF
  18. Convenient Horses
  19. Relationship Dialogue Overhaul
  20. AS LAL
  21. Cutting Room Floor
  22. Oakwood
  23. Cathedral Weathers
  24. Enhanced Lighting
  • I believe I have downloaded all other patches for mods beyond the STEP guide (but again, happy to be wrong if you spot a gap).

 

 

LOOT / xEdit / FNIS Info:

 

  • My Skyrim SE is up to date
  • My SKSE 64 is up to date
  • All Masters have been cleaned using xEdit
  • Dawnguard.esm has been manually cleaned
  • All ITM and "Deleted" records have been cleaned on all mods per LOOT flags
  • All mods descriptions were read and followed to the best of my understanding, including the appropriate install order (overwrite / overwritten) and load order (plugins order) plus patches.
  • I sort plugins using LOOT, including manually added metadata I add from mod description pages.
  • FNIS is run every time I changed any animation file / skeleton mod.
  • DynDOLOD is run every time I changed anything to do with external models / textures.
  • I do not run a bashed patch because I dont believe I need one.

 

Papyrus logs:

  • I know Papyrus logs are a controversial subject as to whether they are useful, but without anything else I go by I have been reviewing my logs and tried to learn what I can.
  • My interpretation of the logs has been based from this guide [Papyrus guide link]
  • I have been using PowerGREP for windows to scrape script files to understand which mods / scripts are causing what errors.

From all the above I have observed the following (which frankly, may or may not be helpful - maybe you can decide):

  1. Initial errors / lines are compatibility checks from Frostfall / campfire / wet and cold / immersive citizens / DYNDOLOD and can be ignored
  2. CACO and CCO have lots of "form ID" errors relating to properties on scripts attached to references (e.g. 4f000d8a) not initialising because the script no longer contains that property. The guide says "this is an error generated because a script was recompiled, a property was removed, but an ESP that accompanies it was not properly updated to remove the property. It will cause no damage, but it's annoying."
  3. po3_XXX "error: Failed to setup moving reference because it has no parent cell or no 3D" appear often during combat and I think are from Frozen Electrocuted Combustion. The Papy guide linked above suggests these are often false errors "when references are no longer loaded in memory, but when checked, have the correct properties" and so are harmless.
  4. aaaUCEnemyScript Call RegisterForModEvent and Assigning 'None' to temp non-object variables are also some of the more prevalent errors during combat. Again the guide says this are benign.
  5. There are some XPMSE errors which I dont understand, and am surprised to see.

Full Papyrus logs of a few recent crashes are attached for direct reference if someone knows a lot about them. I am still a novice when it comes to properly understanding them.

 

Log 0: crashed soon after exiting Bleak Falls Barrow, coincided with casting a spell from a mod I have installed (Spellsiphon)

Log 1: Crashed in external cell while running upto Whiterun. Whole load of stack dumps in the log which has never happened before. Odd to see a script referencing Spriggan (which I didn't knowingly encounter)

Log 2: crashed in an external cell just after a quicksave and then on trying to enter into a building.

Log 3: crashed in an internal cell during combat, nothing notable to report.

 

 

 

 

Extra Information


System Hardware:

  • Intel Core i7 8700k (@3.7Ghz)
  • 32 GB DDR4 RAM
  • NVIDIA GTX 1080 8GB
  • Samsung 850 EVO SSD (500 GB)
  • Gigabyte z370 AORUS Motherboard

 

Other

  • I do not run an ENB.

 

 

 

I have put a lot of time and effort into trying to properly mod my game but have no more knowledge to try and fix it, so I really really hope that someone out there can help :)

 

It took me two days to compile this post, but if I have missed something you think would be help, please let me know and I will happily include it!

 

Thanks to all who bothered to read :D

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