Jump to content
  • 0

Modded Skyrim Crash - Need help in interpreting & Identifying crash logs


Question

Posted (edited)

Hi Step Forum,

 

This is my first post here and i'm not sure if it's in the right place.

I've been modding for a fair bit using NMM.

 

All that changed as of 2 weeks ago, when i got my souped up PC, running windows 10, a 980 TI graphics card and i7-6700k

And yes, the intent for purchase was solely for some extreme modding into this 4 year old game that i love.

 

I followed the step core guide (minus FNIS and Dual sheath... i'd like to think i'm old skool that way), plus i find the animations for sheathing the shileds and staff on the back in such a short timeframe highly unimmersive.

Anyways, i got that, some elements of STEP extended and immersive survival packs.

In addtion, i installed some mods not part of step, like simply knock, TK dodge, CACO, Wiseman303 Flora fixes.... yeah, you get the drift.

 

Turns out, after successfully generating a character whilst using the Live another life mod, the game crashes at some point whilst loading all the mods.

Now, before one goes and says that it's an Load order issue, i have all my mods sorted via loot with no error generated.

Then i tried to run TES5 edit to load all mods to see if there is a crash occuring (least it should give me an idea right?)... no result. All mods successfully loaded without crashes.

 

Giving up, i finally captured the papyrus logs, but only to realize i don't know how to decipher it.

As such, I need help in order to decipher and perhaps even pinpoint the error.

 

TLDR: Modded Skyrim crashes --> Able to generate character --> CTD happens when mods are loading --> Loot doesn't show anything --> TES5 doesnt show anything --> Papyrus logs generated --> Need help on identification and possible resolution.

 

Error Logs in next post below

 

Thank you.

 

Best Regards,

 

Warlocksg

 

 

  Reveal hidden contents

 

Edited by Nebulous112
Added spoiler tags

Recommended Posts

  • 0
Posted

Warlocksg,

 

Did you, or rather can you, test your install minus the additional mods you installed on top of STEP? The fact that you can run loot successfully without error and load your mods in TESVEdit means you don't have any missing masters, but does not indicate that your load order is correct. 

 

Once you are sure the base STEP install is sound, I would suggest slowly adding your additional mods a few at a time until you get your crash. At least then, you are more likely to isolate which mod (or combination of mods) are responsible - there are just too many things that could go wrong in a 100+ mod install, and the papyrus log generally won't help you isolate what it is; log spam is normal in correct installs and unless you are either the mod author or extremely familiar with the code, you won't know what is normal for each mod, or else totally benign. 

  • 0
Posted (edited)

 

  Reveal hidden contents

 

 

  On 2/22/2016 at 12:55 PM, shaunlewis said:

Warlocksg,

 

Did you, or rather can you, test your install minus the additional mods you installed on top of STEP? The fact that you can run loot successfully without error and load your mods in TESVEdit means you don't have any missing masters, but does not indicate that your load order is correct.

 

Once you are sure the base STEP install is sound, I would suggest slowly adding your additional mods a few at a time until you get your crash. At least then, you are more likely to isolate which mod (or combination of mods) are responsible - there are just too many things that could go wrong in a 100+ mod install, and the papyrus log generally won't help you isolate what it is; log spam is normal in correct installs and unless you are either the mod author or extremely familiar with the code, you won't know what is normal for each mod, or else totally benign.

OK, I will try this and come back to you.

Wonder why I never though of this though.

 

Thanks.

Edited by Nebulous112
Added spoiler tags
  • 0
Posted

Hi Warlocksg, welcome to STEP.

 

Please use spoiler tags to hide long strings of text. Such as:

 

[spoiler]text[/spoiler]
Regarding your issue...shaunlewis has a good idea for narrowing down the issue. Personally, I think it is the lack of FNIS that is crashing your game, but I'm not sure. I've always been told it is necessary, or one will crash. I have never played without it.

 

Edit: You can also try installing Memory Blocks Log and seeing what the log says. This will ensure that your SKSE memory settings are correct, as your heap size may be too small.

  • 0
Posted

Papyrus logs, by and large, aren't very helpful. However yours do show that you have a mod loaded that is expecting to see other mods that are not loaded and hence the scripts those mods contain can not be called.

 

I'm assuming you are now using MO? If so could you post your plugins.txt and modlist.txt from the current MO profile folder along with the logs from the logs folder?

  • 0
Posted

@GrantSP: will reply to you when I get back from work.

Yes, you're right in mentioning that the mod ineed is calling on frost fall scripts before ctd.

 

Perhaps I should look into disabling frostfall? Or Ineed?

  • 0
Posted (edited)
  On 2/22/2016 at 9:58 PM, GrantSP said:

Papyrus logs, by and large, aren't very helpful. However yours do show that you have a mod loaded that is expecting to see other mods that are not loaded and hence the scripts those mods contain can not be called.

 

I'm assuming you are now using MO? If so could you post your plugins.txt and modlist.txt from the current MO profile folder along with the logs from the logs folder?

As requested, please find the information below:

 

Plugins.txt:

 

 

  Reveal hidden contents

 

 

modlist.txt

 

  Reveal hidden contents

 

Edited by Greg
Corrected spoiler tag
  • 0
Posted
  On 2/22/2016 at 3:00 PM, Warlocksg said:

 

  Reveal hidden contents

 

 

 

OK, I will try this and come back to you.

Wonder why I never though of this though.

 

Thanks.

 

I tried doing this, but there were too many dependent mods. Seems like elimination may not be the best method for now.

Any other suggestions?

  • 0
Posted

A couple of points that you will need to address.

 

  1. The use of MO requires a clean vanilla Data folder, ie. no mods can be installed into this folder manually.
  2. FNIS is going to make your animation use much easier I believe, but it isn't mandatory based on the mods you have installed. 

Point 1 is critical. Any mod you have in the Data folder will override any choices you make in MO and this will cause issues. Unsubscribe from ALL Steam installed mods and simply grab the archive of each and install into MO's mod folder. Any manually installed mods need to likewise be removed and installed via MO.

 

My advice is to examine the STEP (Extended) guided install and follow that until you get a working platform then make a copy of that profile in MO and add your extras into that profile. If/when problems arise at least you have a working platform to fall back to.

  • 0
Posted
  On 2/23/2016 at 11:42 PM, GrantSP said:

A couple of points that you will need to address.

 

  1. The use of MO requires a clean vanilla Data folder, ie. no mods can be installed into this folder manually.
  2. FNIS is going to make your animation use much easier I believe, but it isn't mandatory based on the mods you have installed. 

Point 1 is critical. Any mod you have in the Data folder will override any choices you make in MO and this will cause issues. Unsubscribe from ALL Steam installed mods and simply grab the archive of each and install into MO's mod folder. Any manually installed mods need to likewise be removed and installed via MO.

 

My advice is to examine the STEP (Extended) guided install and follow that until you get a working platform then make a copy of that profile in MO and add your extras into that profile. If/when problems arise at least you have a working platform to fall back to.

Hi Grant,

 

Point noted on 1.

Point 2... not so much

 

I will try to remove the steam added mods and see what can be done from there.

I will come back for advise if it doesn't help resolve the situation.

 

Thanks.

  • 0
Posted
  On 2/23/2016 at 11:42 PM, GrantSP said:

A couple of points that you will need to address.

 

  1. The use of MO requires a clean vanilla Data folder, ie. no mods can be installed into this folder manually.
  2. FNIS is going to make your animation use much easier I believe, but it isn't mandatory based on the mods you have installed. 

Point 1 is critical. Any mod you have in the Data folder will override any choices you make in MO and this will cause issues. Unsubscribe from ALL Steam installed mods and simply grab the archive of each and install into MO's mod folder. Any manually installed mods need to likewise be removed and installed via MO.

 

My advice is to examine the STEP (Extended) guided install and follow that until you get a working platform then make a copy of that profile in MO and add your extras into that profile. If/when problems arise at least you have a working platform to fall back to.

I'm trying this now. It seems the elimination method is the only choice I suppose.

Will come back with updates.

  • 0
Posted
  On 2/26/2016 at 12:52 PM, Warlocksg said:

I'm trying this now. It seems the elimination method is the only choice I suppose.

Will come back with updates.

Hi Guys,

 

It seems the elimination method has resolved the situation.

Just to ensure we're on the same page and to anyone who would reference this thread for guidance on such matters:

 

Step core was activated as the base

Character was created from scratch in LAL

Saved and exited.

Loaded script intensive mods, 2 at a time or based on dependent files

(ie: CACO + Patches, Frostfall + Ineed, etc)

Rinse and repeat after each activation of script intensive mods.

 

Worked like a charm after that.

Also, another point to note: Try not to activate all the script intensive mods at a single go after loading in game.

Best be outside, load em one at a time and create a save for each mod loaded.

I tried it with the option as a patron in LAL and the minute i exited the door, started crashing.

 

Looking good so far... will monitor and come back to this thread in 3 days post playthrough.

 

Thanks.

 

Best Regards,

 

Rishi Dave Nair

  • 0
Posted

Hi guys,

 

I'd tested out my install yesterday.

A strange thing occured.

 

Every time I try to go into whiterun or river wood, I crash a few seconds after entry.

For whiterun, it's during the scripted dialogue upon entry.

For riverwood, it just happens.

 

I've looked up the papyrus logs (and yes I know it's not a crash log) and constantly found the errors relating to MSO before the crash, which is related to movement stamina overhaul mod, which is part of the epic gameplay overhaul mod from appolodown.

 

As a troubleshooting Mechanic, I'll try to enable only step core file and epic gameplay overhaul, give that I didn't install ego from the start of character creation, like the author says that it should.

 

Also, all my other mods like frostfall, ineed, hunter born, harvest overhaul, etc which are script intensive will be turned off.

If I still crash, I will come back tonight with updates and Technical info on mods, papyrus logs before crash and ink settings.

 

Thanks.

  • 0
Posted

A point to keep in mind about scripts. It's not that certain mods are "script heavy" that is the problem, it's that there are certain places, and times, when a lot of scripts are all trying to fire at once and this is when the Papyrus logs become full of errors. It's the Papyrus engine's way of saying: "look I'm trying as hard as I can but I'm going to have to drop this, this and this if you want me to continue.".

 

You might have one mod with just one script but if it is constantly calling the engine to check on status that may be the culprit. Then you look at another mod with thousands of lines of Papyrus code, but it is all written carefully and only triggers when needed, it will be very easy to say it must be the big mod and not the small one.

 

Have a look at the exact place where the crash occurs, it might be at the junction of a number of cells and what may be happening is the scripts are being triggered by your proximity to ALL those cells at the same time.

There was one mod we looked at, can't quite recall the name, but it was to do with birds and sounds. It suffered from this issue.

  • 0
Posted

I understand this concept.

As a mod user of Skyrim before step, I've had utilised the "extra" mods mentioned without step and a few selected graphic overhauls without issues.

 

The thing about step I love is the idea in which there is a pre-conceived notion that there are a set of functions that are grants to work well together, in the form of step core. I intended to build on the step core by utilizing mods I normally use on top of step core.

 

Now, granted that there are step extended and step packs created for intergration of other form of immersion / quests; should I turn be looking at implementing only the step core, extended and packs to the letter?

 

I could Technically abandon my current intend approach of following step and it' extensions to be letter.

Let me know what you think :)

  • 0
Posted

Always easier to work from a known quantity and add on until it breaks than work from a broken system and remove until it works. But whatever floats your boat, some people just love the whole modding concept and crave for situations like yours. ::):

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.