CTDs & Freezing...Trying To Make Sense Of It!

Post » Mon May 28, 2012 4:12 am

Remove ReneersCrimeOverhaul.esp for starters -- half the errors produced are due to it.
throwingweapons.esp - generates 10 errors per minute... which would be easily avoided BTW if the script would not blindly assume its data is always valid.

"Remove" means completely remove everything about a mod (all loose files), then make another log and save. Load that save, and make another log. If any removed mod is still "there", then things will get complicated.
Even if these mods aren't the big issue, it can't hurt the games stability to remove them.

Anyway, generally there's nothing special in the logs. It just shows that people still haven't learned how to use papyrus well. And sadly that they don't bother checking if their mod produces any errors -- they never enable the papyrus log, it seems.

P.S.: Oh.. "Cannot divide by zero" in IMCNqsMain -- classic.
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bimsy
 
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Post » Sun May 27, 2012 9:29 pm

These ones are with the 3 mentioned mods deactivated, removed, COMPLETELY UNINSTALLED..! RGO, AFT, and Throwing Weapons. Also loaded on a previous save 6hours back just before AFT was installed.

http://pastebin.com/xQ1zstYs
http://pastebin.com/PzPNJgnF
http://pastebin.com/iZUgFAhy
http://pastebin.com/cAv7GFiD
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jodie
 
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Post » Sun May 27, 2012 4:53 pm

Even after uninstallation and complete removal of mods the savegame will remember them and continue producing all those errors as you can see. The only way to completely remove all that bad code from your savegame is to restart Skyrim with just mods that produce no errors in the log. More realistically you can try the link I posted above to clean your current game a bit and see if it is enough.
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Daniel Brown
 
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Post » Sun May 27, 2012 8:36 pm

Even after uninstallation and complete removal of mods the savegame will remember them and continue producing all those errors as you can see. The only way to completely remove all that bad code from your savegame is to restart Skyrim with just mods that produce no errors in the log. More realistically you can try the link I posted above to clean your current game a bit and see if it is enough.
That's why I said things will get complicated, but you don't actually have to restart.

You have to trick the system a little bit. The game will throw away any data it doesn't find any association with, meaning if a script from a mod is attached to a quest, you can remove the script by removing the quest.
Then the next time you load your save (with the modified mod loaded) the game will stop the script, throw its stacks (what is saved with your savegame) away and just generally "forget" about it.
In some circumstances you can keep the mod, with just a single (or a few) features deactivated/removed.

I had a troubled setup that produced about 100000 errors every 2 minutes, with that method, all errors are gone.

Of course this requires some knowledge about modding, though destroying stuff is easier than building things, right?
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Fanny Rouyé
 
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Post » Sun May 27, 2012 5:47 pm

Even after uninstallation and complete removal of mods the savegame will remember them and continue producing all those errors as you can see. The only way to completely remove all that bad code from your savegame is to restart Skyrim with just mods that produce no errors in the log. More realistically you can try the link I posted above to clean your current game a bit and see if it is enough.
Well I'm gona give this one a shot now, only thing is even though these three mods are chucking out errors all over the place can we be sure that they are the source of what's causing this freezing and CTDs?
That's why I said things will get complicated, but you don't actually have to restart.

You have to trick the system a little bit. The game will throw away any data it doesn't find any association with, meaning if a script from a mod is attached to a quest, you can remove the script by removing the quest.
Then the next time you load your save (with the modified mod loaded) the game will stop the script, throw its stacks (what is saved with your savegame) away and just generally "forget" about it.
In some circumstances you can keep the mod, with just a single (or a few) features deactivated/removed.

I had a troubled setup that produced about 100000 errors every 2 minutes, with that method, all errors are gone.

Of course this requires some knowledge about modding, though destroying stuff is easier than building things, right?
This one also may be worth a shot, I have not a clue about modding though so might be a little beyond me.
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Hope Greenhaw
 
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Post » Mon May 28, 2012 1:42 am

Even after uninstallation and complete removal of mods the savegame will remember them and continue producing all those errors as you can see. The only way to completely remove all that bad code from your savegame is to restart Skyrim with just mods that produce no errors in the log. More realistically you can try the link I posted above to clean your current game a bit and see if it is enough.
Well unfortunately it looks like this didn't work, followed every instruction (ain't checked the game itself to see if it crashes or freezes) but the papyrus log has come back with a whopping 15000 lines so so it would look like those same errors are still present plus more :(

What's annoying about the while situation is even with said mods which are giving errors removed and one was to starting over who's to say different errors won't occur, without the tools we had for Oblivion at the moment it's almost impossible to win...well that's how it would seem anyway.

Haven't posted the new logs (because they where even bigger then the last ones I didn't see the point) but if anyone want's to cross reff them I'll link them.

Soo the question now is where do we go from here?
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~Amy~
 
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Post » Sun May 27, 2012 4:05 pm

Did you uninstall all your mods and run through the procedure and then reinstall everything and run through it again? Its pretty hard to believe it added more errors, I haven't seen that result once yet.
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R.I.p MOmmy
 
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Post » Sun May 27, 2012 11:46 pm

Noo, to start with I dropped all my gear and and saved then only uninstalled the mods I didn't want, when back in and coc to testing hall then ran through the procedure. I followed exactly what it said, it didn't say to uninstall ALL mods only what you no longer wanted..so that's what I did.
5.If you are uninstalling mod(s) you will need to strip naked and store your gear in a player home (if you don't have one yet, use anywhere that is listed in safe places link above, make a backup save just in case).


9.Uninstall the mod(s) you no longer wish or are upgrading. Or (NOT and), install the mod(s) you would like to have in Skyrim. If doing both first uninstall and then install new mods in two separate passes.

I'm guessing i need to redo it removing all mods yes?
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Madeleine Rose Walsh
 
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Post » Sun May 27, 2012 5:07 pm

You skipped this line I think
For those who are experiencing any ctd's or other issues that they have been unable to resolve I recommend following the procedure and uninstalling all mods, this will ensure the cleanest possible save. This should remove the problem of savegame corruption from previously installed mods still affecting your gameplay (and testing). You can then re-install mods a few at a time and test for the issues to see if they recur, this will help to isolate the mod causing the problem or verify that it was indeed savegame corruption if no recurrence is noted after all mods are re-installed.
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Curveballs On Phoenix
 
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Post » Mon May 28, 2012 4:33 am

If uninstalling all mods fixes things, then a binary search will help track down the problematic mod(s) relatively quickly.
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Amysaurusrex
 
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Post » Sun May 27, 2012 4:42 pm

Uninstalling all mods is the only way to go. No exceptions. Had to do this recently myself so I know it's a real pain. If that does not work, then the problem is with your savegame itself or your .ini files. It's pretty much that simple, at least in my experience. With the CTD you obviously have some sort of inventory issue. The freezing problem is harder to pin down. I still get freezes, but usually only if I reload a savegame where mods were uninstalled, unless I save the game first and reload that. So, report back after uninstalling ALL mods.
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Flutterby
 
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Post » Sun May 27, 2012 4:55 pm

You say no exceptions but what about mods that add just files with no esp, like Categorized Favorites Menu or textures, body replacers..do though's need to go as well.? Also ApachiiHair, Race Compatibility, The Eyes of Beauty and Enhanced Character Edit are what make up my char, even they have to go?
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Jeff Tingler
 
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Post » Mon May 28, 2012 3:10 am

You say no exceptions but what about mods that add just files with no esp, like Categorized Favorites Menu or textures, body replacers..do though's need to go as well.? Also ApachiiHair, Race Compatibility, The Eyes of Beauty and Enhanced Character Edit are what make up my char, even they have to go?

Generally, texture mods wouldn't cause an issue, same goes for interface mods, and body/hair replacers. You should be able to leave those alone. So if you want, you can try leaving those mods installed. ALL gameplay mods or mods that add content to the game world, have to go. Also, just in case you weren't aware of this, .NIF files can be the most common cause of CTD, which is one reason I simply do a Select All -> Uninstall in Wrye Bash. So, I would seriously recommend you leave interface mods installed (to prevent missing strings files and whatnot and CTD on game startup), but uninstall all others, including texture mods.

Another useful method, to test savegame problems, is to not touch your mod installation but do a COC to whatever location you're currently in (this is done immediately upon starting the game -- do NOT load any savegames!) and try to pick that lock again and see if it crashes. If you need help with COC location names, take a look here: http://www.skyrimsearch.com/cells.php. Unfortunately we can't really do the dragon thing on a COC, so the lock picking thing will have to do for now. Let me know if you need help with adding lockpicks to your default character on main menu COC.
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Juliet
 
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Post » Sun May 27, 2012 7:45 pm

You could uninstall everything and it still won't matter. The save will STILL be looking for scripts it knows were there when the game was saved. It will NEVER drop them, no matter how many times you save and reload after stripping down to vanilla. I've long since proven this with my own batch of characters. I've got nothing in my game that has to stay, so it hurts nothing to try it every now and then, and the logs never change. It still looks for stuff I know isn't there to be found, still complains about it, and yes, still attempts to execute anything that's registered for updates.

Also, vanilla scripts are full of errors as well and if you look over the script logs every now and then you'll see a ton of those that are also spamming the logs, and those are just the ones that you can see that are causing errors. One of my saves has 220,000+ suspended stacks jammed into it from vanilla scripts alone. Only a small fraction of which have errors bad enough to get logged.
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kyle pinchen
 
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Post » Sun May 27, 2012 7:21 pm

So basically what your saying is once the games dead that's it...it's dead and there no reviving it?

You are right on the fact it's continuing to look for scripts though, I got another log here..uninstalled everything and loaded up to do the purge and the first log was 17000+ but after the save and then reloading it dropped to just under 2000 but was still looking for IMCN, Warzones, ATF ect. I also removed the actual scripts folder itself (not sure if that made a difference of not).

http://pastebin.com/a0Gy5V2A
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Anna S
 
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Post » Sun May 27, 2012 10:23 pm

[05/20/2012 - 01:29:41AM] Cannot open store for class "CR04BrutePreQuestScript", missing file?[05/20/2012 - 01:29:42AM] error: Unable to bind script CR04BrutePreQuestScript to alias Brute on quest CR04 (00025231) because their base types do not match
That one is a vanilla bug that was caused by Patch 1.5. Nothing to be done about it since the compiled script file has gone missing and its old source file is no good any more.

[05/20/2012 - 01:29:42AM] warning: Property PlayableRaceList on script companionshousekeepingscript attached to C00 (0004B2D9) cannot be initialized because the script no longer contains that property
Stuff like this one happened because someone modified a vanilla quest, adding properties to it. When you see (00xxxxxx) listed for the IDs, those are vanilla. Errors caused by altering vanilla stuff that later gets removed will not go away, ever. They'll log their annoyance on each and every launch of the game.

The 2000 lines or so of junk your pastebin has in it now, you're stuck with it permanently. Skyrim will never remove that information from the save. Fortunately since the scripts are all missing now, their code can't execute, but it's still there.

Until we get someone motivated enough to write a save cleaning utility, there's nothing more you can do.
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James Wilson
 
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Post » Mon May 28, 2012 2:17 am

Yep Arthmoor pretty much got it right except for the complete hopelessness, its just very difficult and takes a whole lot of console commands, time and effort to try and clean up the mess and ultimately it may prove futile, but sometimes it works just enough that you can continue playing. Like I said above the only way to get rid of all that crap is start a new game without all the bad mods, at least the process will give you a good idea as to which mods those are.
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Fiori Pra
 
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Post » Sun May 27, 2012 2:08 pm

I never said it was completely hopeless. I said the log spam he's seeing is permanent and can't be corrected. Factually true. He can continue playing the game in that condition but he needs to be aware that there could still be an impact, and at present, there is in fact nothing that can be done about that.

You can throw console commands at the problem all day if you want, in the end, the save will still look for its missing scripts.
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Steven Hardman
 
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Post » Mon May 28, 2012 2:05 am

Well it looks like the start over is coming again, after adding them back I checked to see what the log would be spitting out this time and wow. It came back with over 1M lines, most of which was from IMCN

[05/20/2012 - 03:50:57AM] warning: Property __food on script imcnasfoodentry attached to (0204FC2F) cannot be initialized because the script no longer contains that property


[05/20/2012 - 03:50:57AM] error: Property flagHot on script imcnasfoodentry attached to (0204FC2F) cannot be initialized because the value is the incorrect type
it did however cut down to 74000 after activating the mod ingame, even on a new game though similar messages was popping up
[05/20/2012 - 04:24:00AM] warning: Property __foodReplacement on script imcnasfoodentry attached to (0204FC51) cannot be initialized because the script no longer contains that property

[05/20/2012 - 04:24:00AM] error: Property flagHot on script imcnasfoodentry attached to (0204FC51) cannot be initialized because the value is the incorrect type
so whats that all about?

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Naomi Ward
 
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Post » Mon May 28, 2012 5:04 am

If you're getting errors on a brand new game, freshly installed, THOSE should be reported as genuine bugs to the author so they can fix it. It means they didn't properly update the quest's properties after making changes.
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cosmo valerga
 
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Post » Sun May 27, 2012 4:46 pm

Not the freshly installed part, reinstalled it again just before these saves started with all there problems but the new game RIGHT NOW not a fresh install just hitting start new game...is it seriously advised to reinstall the game again and every time one plans to start a new game?
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Mark Churchman
 
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Post » Sun May 27, 2012 3:49 pm

something I forgot to ask, it was happening on play through's before this one. Sometimes when saving while in a outdoors in the wilds of even in cities, after saving and exiting the game that same save wouldn't actually load and I'll end up having to go back and load a save in a interior.
What could be the cause of that?
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Ella Loapaga
 
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Post » Sun May 27, 2012 4:54 pm

I feel for you man. I just came back to playing Skyrim again after accepting that this is still in infancy stages when dealing with mods. Still could get a nice long game going though if you stick to a base config. Only thing we really lack is the ability of easily managing multiple copies of game setups for different things (like we did in Oblivion with MOM). May Talos guide you :)
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Ray
 
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Post » Mon May 28, 2012 3:32 am

something I forgot to ask, it was happening on play through's before this one. Sometimes when saving while in a outdoors in the wilds of even in cities, after saving and exiting the game that same save wouldn't actually load and I'll end up having to go back and load a save in a interior.
What could be the cause of that?

Did you mess with Skyrim.ini and SkyrimPrefs.ini??? Backup 'em up, restore default settings and try loading your save again (that's provided you didn't change uGrids, otherwise you'll need other instructions :( ) Stay away from changing uGrids. When I tried it I encountered quest bugs (and reproducible at that). It's possible I did something wrong, but since then, I've just stayed away from modifying uGrids. I also just managed to fix a seemingly random CTD outdoors I've been having for ages. It turned out to be what it looked like: buffer overrun! uExteriorCellBuffer had to be changed, so I restored it to default values and voila, no more CTD! :D So yes, changing ini values can make Skyrim quite unstable.
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Georgine Lee
 
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Post » Sun May 27, 2012 8:49 pm

I did make some changes yeah, but not many what effect the "scenery" uGrids however yes I did change, but only to 7 as that's what's recommended and didn't change it since, the uExteriorCellBuffer always leave it at it's default 36 seen as that changed automatically depending on the uGrid setting. But apart from that the other settings I change are for 3rd person crosshair and for some combat ones. Didn't realize uECB effected what you looked like though.
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Lyd
 
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