Jump to content
  • 0

Crashes south, east, and southeast of Whiterun


Question

Posted (edited)

In the vicinity spanning just west of Pelagia Farm, northeast to Battle-Born Farm and southeast to the pathway to Whiterun just beyond the crossing north of Riverwood, I've been experiencing pretty frequent crashes. No ini tweaks, bugfixes, etc. (even a clean Skyrim installation) that I've yet implemented appear to address this problem. Oddly, the crashes don't appear to occur anywhere else in-game. Resource-heavy interiors and exteriors elsewhere in the game have been stable outside of the usual FPS drops.

 

Using information from the Crash Fixes forums on the Nexus, I put together a dump file which pointed to an ID of 0x000aef0c. Looking up the aef0c ID in TES5Edit gives me a tree from Skyrim.esm. I'm not sure how this could be the cause of the crash. I can include the contents of the dump file for more information, if needed. This particular error is one that I have seen other people report, but no research on the matter points to anything in particular being the cause, or anything being a solution.

 

 

Below is my load order, per LOOT:

 

 

  Reveal hidden contents

 

 

Below are Skyrim.ini and SkyrimPrefs.ini, respectively:

 

 

  Reveal hidden contents

 

 

Below is some Skyrim Performance Monitor information:

 

 

  Reveal hidden contents

 

 

Please let me know if there's any other useful information I can provide. This has been going on for over a month now, and the crash is frequent enough that, in spite of my game otherwise being almost perfectly stable and crash-free, the game is practically unplayable since I don't use fast travel and the area around Whiterun is my single most frequent destination on the map. As mentioned earlier, I have yet to see any particular cause/solution to this crash, and if this information (and subsequent information) can be of use in helping others resolve the issue, all the better.

Edited by A_Dim_Mismatch
  • Answers 33
  • Created
  • Last Reply

Top Posters For This Question

Recommended Posts

  • 0
Posted
  On 4/28/2017 at 12:24 PM, TechAngel85 said:

Have you opened up xEdit to look for conflicts?

 

Sent from my XT1575 using Tapatalk

To what end? I did try to resolve conflicts with a merged patch before but that didn't result in any noticeable improvement. I can try it again though.

  • 0
Posted
  On 4/28/2017 at 3:29 PM, A_Dim_Mismatch said:

To what end? I did try to resolve conflicts with a merged patch before but that didn't result in any noticeable improvement. I can try it again though.

I mean manually looking for conflicts. No just running a script for merging. Quickest way is to load your entire plugin list and then right-click and choose Apply filter for conflict losers. That will give you a quick overview of all the conflicts.

  • 0
Posted (edited)
  On 4/28/2017 at 3:36 PM, TechAngel85 said:

I mean manually looking for conflicts. No just running a script for merging. Quickest way is to load your entire plugin list and then right-click and choose Apply filter for conflict losers. That will give you a quick overview of all the conflicts.

Alright, so I've opened TESedit with that load order I posted the screenshot of earlier. There are some conflicts, but nothing that immediately jumps out at me. It's not as if I'm running any poorly-documented mod with this setup so nothing stands out as being troublesome in this context. Oddly, the logs from Crash Fixes almost all point to the same exact reference ID; 000AEF0C, TreeAspen05. But that's from Skyrim.esm and it's not involved in any conflicts.

Edited by A_Dim_Mismatch
  • 0
Posted (edited)
  On 4/28/2017 at 6:59 PM, TechAngel85 said:

Which mod is moving Aspen trees to the Whiterun area?

 

Sent from my XT1575 using Tapatalk

That I don't know. I thought it might result from SFO's Summer Edition (since that places aspen trees in various exterior cells), but even when I start a new game with that deactivated in the left pane, I still get the same crash that points to the same aspen tree at coordinates 43,-25. It doesn't look like anything outside of Skyrim.esm has anything to do with it.

Edited by A_Dim_Mismatch
  • 0
Posted
  On 4/28/2017 at 10:44 PM, TechAngel85 said:

Have you been able to pinpoint that tree in xEdit?

 

Sent from my XT1575 using Tapatalk

Yes, though I couldn't tell you if something was wrong with it looking at it in xEdit. When I open up the game and

cow Tamriel 43,-25
and then move to the three using its reference ID, it looks like an ordinary aspen tree located next to a rocky outcropping in between Riften's outside wall (near the east gate) and the road that runs out of Riften toward Dayspring Canyon and the border with Morrowind. Didn't see anything unusual about it there, either.
  • 0
Posted

There's nothing else using that referenced tree? Just Skyrim.esm? If it's just Skyrim.esm, it'd be interesting to know what Crash Fixes reports if you delete the reference. Before doing that, if you're not running Bug Fixes you should install it and test.

 

Sent from my XT1575 using Tapatalk

  • 0
Posted
  On 4/28/2017 at 11:37 PM, TechAngel85 said:

There's nothing else using that referenced tree? Just Skyrim.esm? If it's just Skyrim.esm, it'd be interesting to know what Crash Fixes reports if you delete the reference. Before doing that, if you're not running Bug Fixes you should install it and test.

 

Sent from my XT1575 using Tapatalk

I do run Bug Fixes, yeah. Had to get that one as soon as I saw it dealt with the Lip Sync bug. :P

 

How do you recommend I delete the reference?

  • 0
Posted

Just remove it using xEdit and save. Test. Then if the crash happens, see what Crash Fixes is saying now. You can restore it by verifying local cache via Steam.

 

Sent from my XT1575 using Tapatalk

  • 0
Posted
  On 4/29/2017 at 12:51 AM, TechAngel85 said:

Just remove it using xEdit and save. Test. Then if the crash happens, see what Crash Fixes is saying now. You can restore it by verifying local cache via Steam.

 

Sent from my XT1575 using Tapatalk

How do I go about that? Right now, if I open Skyrim.esm in xEdit, I don't have an option to remove or edit any records.

  • 0
Posted
  On 4/29/2017 at 1:26 AM, A_Dim_Mismatch said:

How do I go about that? Right now, if I open Skyrim.esm in xEdit, I don't have an option to remove or edit any records.

Sorry, I was unaware that you couldn't do that.

 

Currently your best option to resolve this is to do as Greg suggested since you know it's working in vanilla. Just enabled a group of say...5 mods at a time, sort with LOOT, and test. If there is no crash, then enable another group. Keep doing this until you get the crash. Then you'll know it's most likely to do with one of the last group of mods you enabled. Disable those mods and re-enable one at a time until the crash is produced. The last mod enabled is the culprit. It's either an asset from the mod or a conflict with the plugin.

  • 0
Posted
  On 4/29/2017 at 3:21 AM, TechAngel85 said:

Sorry, I was unaware that you couldn't do that.

 

Currently your best option to resolve this is to do as Greg suggested since you know it's working in vanilla. Just enabled a group of say...5 mods at a time, sort with LOOT, and test. If there is no crash, then enable another group. Keep doing this until you get the crash. Then you'll know it's most likely to do with one of the last group of mods you enabled. Disable those mods and re-enable one at a time until the crash is produced. The last mod enabled is the culprit. It's either an asset from the mod or a conflict with the plugin.

Unfortunately, I've tested the game with all of the mods in the previous load order screenshot disabled via the left pane. The crashes don't appear to be caused by USLEEP or the high-res patch, and it doesn't look like they're caused by SKSE, or FNIS, or any other mods. I can't find any evidence that any mod is directly responsible for the crashes' occurrence.

  • 0
Posted

If you've done all the above as instructed, then unfortunately there's nothing else I can suggest as a solution other than starting over and doing things slowly while testing along the way.

 

Sent from my XT1575 using Tapatalk

  • 0
Posted
  On 4/29/2017 at 4:22 AM, TechAngel85 said:

If you've done all the above as instructed, then unfortunately there's nothing else I can suggest as a solution other than starting over and doing things slowly while testing along the way.

 

Sent from my XT1575 using Tapatalk

What about if I created an esp that loaded after the esm but removed the tree from the worldspace? If I load the game with such an esp active, the game couldn't make a crash refer to a nonexistent world object, could it?

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.