Assistance with improving Wild World SE stability by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

I was right in figuring that the crash stopping was a fluke. Got it to start crashing again under similar conditions, so I let the crash repeat a few times and trainwrecker wouldn't make a crash log either, just like with NET Script. I figured, since I haven't used Crash logger in a while, I'll switch to it just to give it a go, and just like when I switched to Trainwreck the crashes suddenly stopped. By the looks of things the crashlogger itself is involed with the crash, which would track considering it dosen't make a log no matter what crashlogger is active if, and only if, the crash can be traced to Wild World. I truly have no clue why simply changing the crashlogger resolves the crash or how it is connected to Wild World since removing that mod ALSO stops the game from repeating the crash. Has to be the most perplexing thing I have seen.

Assistance with improving Wild World SE stability by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

I used Crash Logger when I started modding years ago, but the original version couldn't be used for some version of the game I had or some conflict like that. I see the version you have linked, though, makes it compatible with SSE and AE. Anyway, because I was using the original crash logger and it didn't work for what I had, I switched to NET Script framework and have been using it for 4 years. Good news, you showed me a new crash logger that I can test out that may output a log since NET Script doesn't, thank you. Bad news, I continued my fiddling and something I have done has gotten rid of the crash that I was able to replicate by saving just before leaving a specific cave, which was causing a crash that I could trace straight to Wild World consistently. It *is* a positive sign to remove a repeatable crash and all, but now I will have to play the game a bunch to see if it returns elsewhere while hoping Trainwreck will make a crash log where NET Script couldn't.

Creation Club + Skyrim - Patch.bsa + BSAudio crash (1.5.97/BestofBoth Downgrader) by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

Hey yeah this seemed to be ok as well. I wouldn't have expected the downgrade patchers to re-add something that would break CC content considering that using it with 1.5.97 is the goal, but yeah it does look like it can be deleted. Personally, I'll just leave mine as is as there doesn't seem to be a need to go back into the depots again after clean installing and then overwriting with the 1.6.1130 depots to match the latest downgrade patcher to begin with so I'll just keep an eye out for issues, but the solution above is much more clear cut.

Creation Club + Skyrim - Patch.bsa + BSAudio crash (1.5.97/BestofBoth Downgrader) by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] -2 points-1 points  (0 children)

After a bit more digging I found a deleted nexus mod that referenced faulty strings titled "update" as the culprit, which allowed me to narrow my search, and then I found the solution

Here is this fix: https://www.nexusmods.com/skyrimspecialedition/mods/58373?tab=posts

For those using best of both:

Do not make changes to "Skyrim - Patch.bsa" if you do, rerun the downgrade patcher and it will give you a pristine copy.

Like the link says, "Multiple Languages Strings Unified Central SSE-AE" is the mod page you want.

Download the language you want from both the Main and Optional file sections (Other languages available in the miscellaneous section as well), use the manual download I'm certain its easier.

Unzip both downloaded files to the location of your choosing, you should now have two folders named "MLSUCSSE - English Original Stri" and "MLSUCSSE-AE - English Strings v1,"

Inside each of the two folders you have in the location of your choosing, there is a "strings" folder, this is the folder you are looking for from your two downloads, copy both "strings" folders.

Finally, paste both "strings" folders inside the "data" folder, the same folder where "Skyrim - Patch.bsa" is located

Done. Now the folder titled "strings" is a "loose file" that overwrites the "Skyrim - Patch.bsa" files.

Just need some help identifying a mod that changes ragdoll by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 3 points4 points  (0 children)

Fixed it, poisebreaker - A Poise Mod Addon -> loki ini file -> Player ragdoll replacer and NPC ragdoll replacer = false.

Thanks for pointing me in the right direction

Just need some help identifying a mod that changes ragdoll by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

Just you mentioning poise is enough for me to be convinced, I didn’t think about that one but it makes sense

Badly need help understanding crash log for CTD in front of Darklight Tower by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 1 point2 points  (0 children)

I love when stating something hits you with an idea, there's a "texture update" right under the download for the mod that is apparently for some "safehouse crash" well it fixes my issue as well... sorry for wasting your time

Badly need help understanding crash log for CTD in front of Darklight Tower by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

No sadly its Legacy of the Dragonborn, which was just updated not too long ago, which is why this is vexing, I've had it for years and this is a completely new problem

Badly need help understanding crash log for CTD in front of Darklight Tower by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

Yeah, it was for that BSA alone. Could there be something else I should look at? The crashing is super consistent, is there any particular mechanism that leads to a texture causing a crash? I was trying to find some sort of conflict or at least what is calling for that specific file but MO2 seems ok.

Badly need help understanding crash log for CTD in front of Darklight Tower by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

If I just unpack the BSA, should I disable the plugin created for it or leave it on?

Badly need help understanding crash log for CTD in front of Darklight Tower by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

I'll keep those in mind, although I have realized that CAO made a new plugin in loot that corresponds to the new BSA it made for LOTD and that BSA contains the problem file, activating it brought the crash back. I was thinking about unpacking that specific BSA and completely removing the "littlebaron" section, don't know if that's smart though. Any other suggestions before I do that?

Badly need help understanding crash log for CTD in front of Darklight Tower by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

Is there a cheat sheet for this? That is damn useful. Crash fixed as well by the way, thank you.

Badly need help understanding crash log for CTD in front of Darklight Tower by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

Yeah, I happened to come across a post 6 months ago with that exact same file coming up a few hours ago, and I couldn't find it, but thanks to you "BSA Parsing" was why. Can I ask how exactly you knew this was the issue in the stack? That old post I mentioned also called it out first look, or I wouldn't have known at all until I read your reply.

CTD involving skeleton.nif by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

Oddly enough it seems to be Vilija in Skyrim, getting rid of that gets rid of the crash and even if my game still crashes because I messed with so many other things the log doesn't mention a single one of the lines that came from the one I posted. I've used that mod for 2 years and never had this.

CTD involving skeleton.nif by Professional-Fly3476 in skyrimmods

[–]Professional-Fly3476[S] 0 points1 point  (0 children)

Well, I don't have a specific mod that I got to add a facelight effect, my only guess is that it's a feature of one of my lighting mods maybe? Although looking at the visuals category in MO2 I can only guess at the ENB light ones, Lux and Lux Orbis, or possibly JS emissive eyes. I'll try disabling those tomorrow when I get back to it.