keeper216 Posted December 18, 2020 Share Posted December 18, 2020 So I am using Oblivion remastered mod pack. I kept crashing so I downloaded a mod that creates a crash log. I have no idea how to fix them. Over 20 or so crashes these three scripts keep crashing me. Full log attached if you want to look at it. 2020/12/18 13:56:48 [004F3313] [ DEBUG ] Expression Error: SYNTAX2020/12/18 13:56:48 [00516FA5] [WARNING] Script 'Tr07q002ZeekScript', line 8: failed to evaluate expression.2020/12/18 13:56:48 [004F3313] [ DEBUG ] Expression Error: SYNTAX2020/12/18 13:56:48 [00516FA5] [WARNING] Script 'GariusScript', line 5: failed to evaluate expression.2020/12/18 13:56:48 [004F3313] [ DEBUG ] Expression Error: SYNTAX2020/12/18 13:56:48 [00516FA5] [WARNING] Script 'E3DremoraLordKvatchScript', line 3: failed to evaluate expression. EDIT: the mods the scripts belong to are kvatch rebuilt, Stirk, and Join the imperial guard. Link to comment Share on other sites More sharing options...
Pellape Posted December 18, 2020 Share Posted December 18, 2020 (edited) Firstly, I would not use any mod that change the landscape to much and may cause conflicts but it sure looks very very nice for sure. :smile: I did some thinking... When does a script fails?? Well if it is an OBSE script and you do not have OBSE installed... I peeked at the requirements and OBSE was nt mentioned but I do hope that someone else can make you a better answer then I can as i do not use this mod and I will never use it, no matter how tempting it do looks like as it does looks extremely nice. :wink: Edited December 18, 2020 by Pellape Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted December 19, 2020 Share Posted December 19, 2020 I'm sure the Tr07q002ZeekScript belongs to the Stirk mod or any mod that includes it like TWMP Hammerfell. Open the relevant mod with the CS (preferably extender) and when you click on the floppy icon, you should get more precise infos about what's wrong. The other scripts seem to come from the vanilla game. To know which mod edits them, you should first create a plugin, modify them without changing their name of course and then check for conflicts using TESmodManager. Link to comment Share on other sites More sharing options...
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