Shadriss Posted March 1, 2019 Posted March 1, 2019 You say crashing before it even starts... can you be clearer on when it's crashing? Do you see the menu start to appear, and then CTD, or does it not even get that far? Did you verify it loaded with SKSE loaded and no other mods at the beginning of your build, as recommended?
fcandries Posted March 1, 2019 Posted March 1, 2019 Hi, I have continued with the guide after solving the issues with the merges with your advice. I now have an error when applying the zEdit patchers (lines 16-21 in the zEdit section of the Finishing Line page) to the Lucien Merge.ESP. See log: Patching 0 Cell records from Better Skill and Quest Books Names SE.espPurgatory (1+)Dumzbthar (0)Dumzbthar Animoculotory (0)Dumzbthar Core (0)Patching 6 Cell records from Lucien Merged.espError[ERROR] Error: Failed to get winning override record for: 0 ERROR: Cannot resolve NULL reference. (00000000002447DC){XEditLib.dll} [00000000006457DC] JclDebug.TJclStackInfoList.Create + $10C (00000000002443C8){XEditLib.dll} [00000000006453C8] JclDebug.JclCreateStackList + $48 (00000000002442D7){XEditLib.dll} [00000000006452D7] JclDebug.DoExceptionStackTrace + $77 (0000000000245C42){XEditLib.dll} [0000000000646C42] JclDebug.DoExceptNotify + $92 (0000000000237285){XEditLib.dll} [0000000000638285] JclHookExcept.TNotifierItem.DoNotify + $35 (00000000002374CB){XEditLib.dll} [00000000006384CB] JclHookExcept.DoExceptNotify + $BB (000000000023761D){XEditLib.dll} [000000000063861D] JclHookExcept.HookedRaiseException + $6D (000000000000F366){XEditLib.dll} [0000000000410366] System.@RaiseAtExcept + $106 (000000000000F391){XEditLib.dll} [0000000000410391] System.@RaiseExcept + $11 (000000000066DB5A){XEditLib.dll} [0000000000A6EB5A] xeElements.RemoveElement (Line 1312, "xeElements.pas" + 8) + $0 (0000000000006B1C){xelib.node } [00007FFA9D647B1C] (00000000000003A6){xelib.node } [00007FFA9D6413A6] (0000000000433040){node.dll } [00007FFA3AC34040] Unknown function at ?CreateFrameStateFunctionInfo@CommonOperatorBuilder@compiler@internal@v8@@QEAAPEBVFrameStateFunctionInfo@234@W4FrameStateType@234@HHV?$Handle@VSharedFunctionInfo@internal@v8@@@34@@Z + $3650 (0000000000381223){node.dll } [00007FFA3AB82223] Unknown function at ucal_equivalentTo_59 + $1763 (0000000000380053){node.dll } [00007FFA3AB81053] Unknown function at ucal_equivalentTo_59 + $593 (000000000037FF3B){node.dll } [00007FFA3AB80F3B] Unknown function at ucal_equivalentTo_59 + $47B (00000000002037A1){ } [0000005C75E047A1] at helpers.Fail (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:58:15) at C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:75:21 at helpers.GetHandle (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:75:9) at Object.GetWinningOverride (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:73:20) at patch (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), <anonymous>:32:34) at eval (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), <anonymous>:570:17) at Array.forEach (<anonymous>) at patchRecords (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), <anonymous>:568:28) at filesToPatch.forEach.filename (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), <anonymous>:594:28) at Array.forEach (<anonymous>) If deactivate the 4 Lucien related mods, I can build run the process successfully. For the moment I am continuing without Lucien. However, I would like to see him in the build. Hope you can help me with this one as well.
DarkladyLexy Posted March 1, 2019 Author Posted March 1, 2019 Hi, I have continued with the guide after solving the issues with the merges with your advice. I now have an error when applying the zEdit patchers (lines 16-21 in the zEdit section of the Finishing Line page) to the Lucien Merge.ESP. See log: Patching 0 Cell records from Better Skill and Quest Books Names SE.espPurgatory (1+)Dumzbthar (0)Dumzbthar Animoculotory (0)Dumzbthar Core (0)Patching 6 Cell records from Lucien Merged.espError[ERROR] Error: Failed to get winning override record for: 0 ERROR: Cannot resolve NULL reference. (00000000002447DC){XEditLib.dll} [00000000006457DC] JclDebug.TJclStackInfoList.Create + $10C (00000000002443C8){XEditLib.dll} [00000000006453C8] JclDebug.JclCreateStackList + $48 (00000000002442D7){XEditLib.dll} [00000000006452D7] JclDebug.DoExceptionStackTrace + $77 (0000000000245C42){XEditLib.dll} [0000000000646C42] JclDebug.DoExceptNotify + $92 (0000000000237285){XEditLib.dll} [0000000000638285] JclHookExcept.TNotifierItem.DoNotify + $35 (00000000002374CB){XEditLib.dll} [00000000006384CB] JclHookExcept.DoExceptNotify + $BB (000000000023761D){XEditLib.dll} [000000000063861D] JclHookExcept.HookedRaiseException + $6D (000000000000F366){XEditLib.dll} [0000000000410366] System.@RaiseAtExcept + $106 (000000000000F391){XEditLib.dll} [0000000000410391] System.@RaiseExcept + $11 (000000000066DB5A){XEditLib.dll} [0000000000A6EB5A] xeElements.RemoveElement (Line 1312, "xeElements.pas" + 8) + $0 (0000000000006B1C){xelib.node } [00007FFA9D647B1C] (00000000000003A6){xelib.node } [00007FFA9D6413A6] (0000000000433040){node.dll } [00007FFA3AC34040] Unknown function at ?CreateFrameStateFunctionInfo@CommonOperatorBuilder@compiler@internal@v8@@QEAAPEBVFrameStateFunctionInfo@234@W4FrameStateType@234@HHV?$Handle@VSharedFunctionInfo@internal@v8@@@34@@Z + $3650 (0000000000381223){node.dll } [00007FFA3AB82223] Unknown function at ucal_equivalentTo_59 + $1763 (0000000000380053){node.dll } [00007FFA3AB81053] Unknown function at ucal_equivalentTo_59 + $593 (000000000037FF3B){node.dll } [00007FFA3AB80F3B] Unknown function at ucal_equivalentTo_59 + $47B (00000000002037A1){ } [0000005C75E047A1] at helpers.Fail (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:58:15) at C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:75:21 at helpers.GetHandle (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:75:9) at Object.GetWinningOverride (C:\My Games\Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:73:20) at patch (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), :32:34) at eval (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), :570:17) at Array.forEach () at patchRecords (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), :568:28) at filesToPatch.forEach.filename (eval at value (file:///C:/My%20Games/Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:18), :594:28) at Array.forEach () If deactivate the 4 Lucien related mods, I can build run the process successfully. For the moment I am continuing without Lucien. However, I would like to see him in the build. Hope you can help me with this one as well. delete the merge i zMegre and do it again. 9 times out of 10 that solves issues
mizaru81 Posted March 1, 2019 Posted March 1, 2019 (edited) You say crashing before it even starts... can you be clearer on when it's crashing? Do you see the menu start to appear, and then CTD, or does it not even get that far? Did you verify it loaded with SKSE loaded and no other mods at the beginning of your build, as recommended? I'll run SKSE through MO2, but when it tries to load SkyrimSE.exe, it just quits like the program closes and unlocks MO2. I did verify SKSE at the beginning of the guide. Edited March 1, 2019 by mizaru81
Novu Posted March 2, 2019 Posted March 2, 2019 Hi Lexy, installed your guide about 1 month ago, and having a strange problem. Didn't realize it till now because I've been playing a 2Handed character. When I equip bows, I think any kind of bow, I CTD. Any idea on where to start debugging this? Thanks.
Memoso Posted March 2, 2019 Posted March 2, 2019 I'll run SKSE through MO2, but when it tries to load SkyrimSE.exe, it just quits like the program closes and unlocks MO2. I did verify SKSE at the beginning of the guide.Try setting everything run as admin in skyrim main folder. Skse and skyrim.exe and launcher. Maybe it could be solved. Also set mo2. Exe as admin
DarkladyLexy Posted March 2, 2019 Author Posted March 2, 2019 I'll run SKSE through MO2, but when it tries to load SkyrimSE.exe, it just quits like the program closes and unlocks MO2. I did verify SKSE at the beginning of the guide.first thing I would check is make sure every mod from LE is loose and not inside a BSA as LE BSA are not compatible with SE.Hi Lexy, installed your guide about 1 month ago, and having a strange problem. Didn't realize it till now because I've been playing a 2Handed character. When I equip bows, I think any kind of bow, I CTD. Any idea on where to start debugging this? Thanks.A CTD using a weapon is usually one of 2 things you to redo FNIS or you have a corrupted mesh.
mizaru81 Posted March 2, 2019 Posted March 2, 2019 first thing I would check is make sure every mod from LE is loose and not inside a BSA as LE BSA are not compatible with SE.You hit it on the head Lexy. There were two LE BSAs I had forgotten to extract. Now I've ran into a new problem, an infinite loading symbol at the main menu. The spinning Skyrim emblem pops up, but the main menu will not show.
xxPYROxxJONESxx Posted March 2, 2019 Posted March 2, 2019 Hey can someone tell me what I have to do to get dragons to start spawning. Lvl 17 and I've only seen one, it flew over helgen when I first arrived. Isn't there some quest with white run where you absorb your first soul? Take it that triggers the spawning?
DarkladyLexy Posted March 2, 2019 Author Posted March 2, 2019 Hey can someone tell me what I have to do to get dragons to start spawning. Lvl 17 and I've only seen one, it flew over helgen when I first arrived. Isn't there some quest with white run where you absorb your first soul? Take it that triggers the spawning?youneed to get the dragon stone from bleak falls barrow and deliver it dragonsreach which is part of the actual main quest when you found out you are Dragonborn.
Genadine Posted March 2, 2019 Posted March 2, 2019 @ Lexy Should we be using the Compatibiity Patch for LOOT v0.14 Masterlists that came out in Feb for MO2 ?
DarkladyLexy Posted March 2, 2019 Author Posted March 2, 2019 @ Lexy Should we be using the Compatibiity Patch for LOOT v0.14 Masterlists that came out in Feb for MO2 ?what LOOT Compatibily patch?
Genadine Posted March 2, 2019 Posted March 2, 2019 what LOOT Compatibily patch?https://www.nexusmods.com/skyrimspecialedition/mods/6194?tab=files Update Files Compatibiity Patch for LOOT v0.14 Masterlists Date uploaded04 Feb 2019, 5:41AMFile size2.3MBUnique DLs4.7kTotal DLs5.4kVersion0.14 The latest LOOT versions (v0.14.x) have incompatible masterlists when run alongside the packaged 'lootcli' within MO2. This patch provides compatibility with those masterlists. Replace the files inside the 'loot' directory in your MO2 installation.
DarkladyLexy Posted March 2, 2019 Author Posted March 2, 2019 https://www.nexusmods.com/skyrimspecialedition/mods/6194?tab=files Update Files Compatibiity Patch for LOOT v0.14 MasterlistsDate uploaded04 Feb 2019, 5:41AMFile size2.3MBUnique DLs4.7kTotal DLs5.4kVersion0.14 The latest LOOT versions (v0.14.x) have incompatible masterlists when run alongside the packaged 'lootcli' within MO2. This patch provides compatibility with those masterlists. Replace the files inside the 'loot' directory in your MO2 installation. ah no, that for internal MO2 LOOT which we don't use besides our Masterlist updates when we sort. 1
jaymo Posted March 2, 2019 Posted March 2, 2019 (edited) I'm not sure what I've done wrong - when I go to test the game as per the "finishing line" instructions I cannot load in. I have a long load time and then a CTD if I try and COC into Riverwood, the Azura statue, anywhere.I was using the wrong version of zEdit but I rebuilt all my merges with the correct version and that has not fixed it. I reinstalled Stunning Statues and followed the directions to the letter so that's not it either.EDIT: Forgot to add on - when I try and start a New Game at this testing stage it just immediately CTDs without a loading screen. Edited March 2, 2019 by jaymo
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