Jump to content


Photo

Troubleshooting Modlist - Plugins showing errors in xEdit


  • Please log in to reply
9 replies to this topic

#1 baronaatista

baronaatista

    Thane

  • Members
  • PipPipPipPipPipPip
  • 480 posts

Posted 26 September 2017 - 12:25 AM

So this'll be my third post on the subject, I haven't gotten any help so I'm trying a different forum.  Apologies for multiple posts, I try not to ask for help at all, I'm just a little stumped here.

 

I have a large self-made modlist, a compilation of things I've learned from the various guides into my own 'perfect' little vision of Skyrim.  I've done a complete manual CR for my LO and spent quite a while doing it, examining every conflicted record one by one and even researching things I didn't understand when possible.
 
I'm really fairly certain I've done things correctly, and my game just runs incredibly smooth - virtually no CTD's, very stable framerate, not noticeable script lag. 
 
Yet on two separate playthroughs - both times right around level 20-27 ish, I wind up running into this wall where my game will begin to crash... not on EVERY savegame or door, but just about.  Both times cycled back through saves to no avail. 
 
On my second attempt, I was very scrupulous to not ever use an auto-save (allowed the game to make them, but never loaded one) and also to exit the game after dying, before it can load any save (SRLE recommendations).  However I did console command player.advskill to level myself back (and gear up) to the point I was when my old game failed.  Not sure if that is a safe practice.
 
Trying to find the source of the problem, I just checked my LO for errors and wound up with some disturbing results.  Just a ton of errors in Skyrim.esm, a navmesh error in USLEEP, lots of tint layer errors in NPC's on various mods, a couple VMAD errors... etc.  I can post the log if that would be helpful.
 
I'm seeing errors in;
USLEEP, Immersive Children, Hunters Cabin of Riverwood, Unique Border Gates, Immersive Citizens, Wet and Cold, Tentapalooza, Immersive Creatures, OBIS, Sacrosanct, 3DNPC, Dwemertech, Forgotten City, Helgen Reborn and Wheels of Lull.
 
I'm relatively certain that a lot of this (specifically the tint layer errors in NPC's) is not really a big deal.  I remember bringing that up to Enai after seeing some in the Apocalypse .esp's I was trying to merge and him attributing it to USLEEP mucking about with tint layers 'again'... in that instance I manually pointed the offending Tint Layers to working (though potentially incorrect, not sure how to determine what would be correct here) TINI values in order to do the merge.  I'd rather not have to manually edit all the NPC's brought up in that error check though.
 
I guess my question is; is most of this stuff a known quantity / to be expected?  Or is it something I should be concerned about?  Navmesh, VMAD, quest-alias errors sound bad to me, but I'm fairly certain they require the CK/scripting knowledge to deal with, and they're all in pretty well-known mods - I've never seen any mention of this in any of the guides that use them.

  • 0

#2 CovertSlinky

CovertSlinky

    Commander

  • Members
  • PipPipPipPip
  • 246 posts

Posted 26 September 2017 - 01:12 PM

Sorry to hear about your plight. I will give my two cents.

 

Yet on two separate playthroughs - both times right around level 20-27 ish, I wind up running into this wall where my game will begin to crash... not on EVERY savegame or door, but just about.  Both times cycled back through saves to no avail. 

I had came into a similar issue, not long after I first started STEP. I had completed a solid and stable 2.8 setup, and felt ready to start tackling adding my own preferred mods to my setup. It took me a pretty long while at first, to get the mods I wanted to all work together with the STEP mods. But after finally getting to what I thought was safe and stable, it being not safe and unstable showed. I can't fully remember anymore, but I know it was around 32 hours of game time, don't recall ever paying attention to my character level. But like you said game would just endlessly crash, any save I had available, the auto saves and like 3 saves I created, one of them was the prisoner save. So of course I could load that and play fine. After digging for answers, I was being told about save game bloat and unsafe saving habitats like the ones you pointed out and more. And yea, whether that was my issue or not I couldn't say because, I was ignorantly doing all the unsafe procedures for saves. I was also told about xedit and error checking. I wound up checking into this and found a ton of errors to mods I chose. Some where so bad, the only option was to pull it out. I remember having to pull out ETAC and and CoT and a couple more. Of course that meant breaking my save game. So I knew I was going to have to pull those out and go back to the drawing board. I did however, get somewhere with my save file, by using the save game script scalpel. After using the cleaning functions, I was able to continue playing that save for a while longer. To be honest I have no idea how much longer cause like I said, I knew what I was ultimately going to be doing, so at some point I just stopped playing that and went on to redoing my mod list. I didn't play for much longer either, I remember I was able to use that save to get back to where I initially couldn't progress, and than played for maybe another 5 or 6 hours, not all at once tho. But even the script scalpel showed me scripting problems I was having.

 

So anyway, that's my long story. I just know now that using console commands in general is viewed as being unsafe, however did using advskill contribute to your problem, maybe, maybe not. You never really can be to sure when it comes to console commands.

 

But to your question, I can't say for sure, whether they can be ignored safely in relation to the mods you have added yourself and whether they conflict with each other. But I do know that, xedit errors, you should not be taken lightly. My rule is to always avoid mods with errors when all possible. However, certain errors are more critical than others, having a hard time remembering off top my head, but DoubleYou, here on the forums was one of the people to initially give me advice concerning tesedit and mod errors and conflicts.

 

Well, that's all I can say at this point, hope it helps or you find something that does. 


  • 0

#3 Astakos

Astakos

    Jarl

  • Members
  • PipPipPipPipPipPipPipPipPip
  • 694 posts

Posted 27 September 2017 - 06:15 AM

Hi baronaatista,

 

I, perhaps, could try to help you but pls bear in mind that I have kissed Skyrim LE (Oldrim) goodbye the very first day that SSE came out (and TBH never going back).

So, I really cannot check in TES5Edit what sort of errors you are seeing but will try to accommodate...

 

Before proceeding any further, pls download the latest version of xEdit found here (first post).

Install it as usual.

 

Then run a "Check for Errors" to your entire load order. Back up all the error messages that xEdit is reporting to a txt file.

Then check if loading all the ESPs individually (one by one) makes xEdit report the same error.

 

 

 

I'm seeing errors in;

USLEEP, Immersive Children, Hunters Cabin of Riverwood, Unique Border Gates, Immersive Citizens, Wet and Cold, Tentapalooza, Immersive Creatures, OBIS, Sacrosanct, 3DNPC, Dwemertech, Forgotten City, Helgen Reborn and Wheels of Lull.

 

I do not have, at least in SSE, all these mods, but from what I have in SSE and from what I remember back from Olrim's days:

 

USLEEP - should not have any errors if checked individually.

Unique Border Gates (All) - should not have any error (btw r u using Bruma? - if yes a patch is needed for these 2 to work together)

 

Immersive Citizens

In case you are seeing this error:

NPCOWindhelmIdesaSadriSleep21x8 [PACK:AAEED402]
PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> Target is not persistent

and you are using a merged version of Snazzy with its patches loaded after ICAIO, then Snazzy is simply undoing the persistence which is absolutely necessary to be patched. Snazzy's patch for ICAIO is outdated, at least in SSE.

 

Wet and Cold - should not have any errors

Tentapalooza - should not have any errors

OBIS - should not have any errors

Forgotten City - I remember it used to have some errors that author could not fix but they seem to not be present in the latest version 1.8.1 published end of August (although the changelog does not mention anything)

 

Helgen Reborn

If you are seeing the following error:

BalokGuardsRadiant05ToKorst [PACK:240DEC04]
PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> <Warning: Quest Alias not found in "BalokRadiant05 "Changing of the Guard" [QUST:24023591]">

As per the author, you can safely ignore it as the package is not even used anyway because a scene takes over in that part of his guard's quests.

I have repeatedly tested this and indeed there is no issue at all.

 

Also...in general, if you are seeing this sort of error, i.e.:

NAVM \ Record Header \ Record Flags -> <Unknown: 11>

just ignore it.

 

Now, about the "TINT index..." errors. The general consensus has many aspects:

 

1. xEdit looks only for the vanilla Tint indexes ignoring the ones altered by mods on the RACE level.

2. They are bening

3. That some Tintmasks even in Skyrim.esm are badly structured; though they do not seem to create any further problems in-game. (such as the Apocalypse errors that you mentioned)

 

I would suggest contacting zilav about the Tint errors...from my tests and by extensively looking into the RACE level of every single NPC that I had errors for; I have found that the vast majority of them are present in the RACE level or edited by another mod. Therefore I have chosen to ignore them and still, after all this time, have not run into any problem.

 

Sorry I cannot be of any further assistance as for me to be extremely specific about an error i would have to replicate your exact load order and see what is going on, which is simply not possible.

 

If you can also post your errors log from xEdit I could have a look to see if any further error does ring a bell from old days or if it is even present in SSE so I can help you in a more straightforward way.


  • 0

#4 baronaatista

baronaatista

    Thane

  • Members
  • PipPipPipPipPipPip
  • 480 posts

Posted 27 September 2017 - 09:10 AM

Hey Astakos,

 

Thanks for popping in.

I'm not using Bruma, or Snazzy... My list is based mostly off Dreadflopps' packs for Oldrim, STEP: Extended and bits of SRLE/SRLE: LOTD, with some personal touches.

 

My LO

*Eternal Skyrim is my CR, *Bashed is lvl lists extracted from a bashed patch, as I couldnt get WB to reliably do what I wanted it to.

 

xEdit Error Check; (minus base game plugins, post was too long)


Edited by baronaatista, 27 September 2017 - 09:12 AM.

  • 0

#5 baronaatista

baronaatista

    Thane

  • Members
  • PipPipPipPipPipPip
  • 480 posts

Posted 27 September 2017 - 09:17 AM

xEdit Error Check in base game plugins;

 

 

Just on my way into work right now but I'll pop in tonight.  Thanks a lot for taking the time.


....damn.  And the rest of Error Check in base plugins;

 


  • 0

#6 baronaatista

baronaatista

    Thane

  • Members
  • PipPipPipPipPipPip
  • 480 posts

Posted 27 September 2017 - 09:31 AM

I will say, as for the save game bug I was describing in the beginning of my post, I did some more reading and apparently it's a fairly well known bug, with a fairly well known 'hack' solution; dying or using player.kill while on a 'good' save.  

 

However I did find multiple people accusing Ineed as being the culprit, and one that said deactivating the mod, clean save, and reactivating seemed to solve the problem.

 

So not sure what to make of that...

 

I'm still concerned either way about these errors I'm seeing in xEdit though.


  • 0

#7 zilav

zilav

    Commander

  • Mod Authors
  • PipPipPipPip
  • 327 posts

Posted 28 September 2017 - 12:57 AM

xEdit checks tint layers using the current winning override of corresponding RACE record.


  • 0

#8 baronaatista

baronaatista

    Thane

  • Members
  • PipPipPipPipPipPip
  • 480 posts

Posted 28 September 2017 - 03:12 AM

I do use both Disparity and Immersive Children which alter the race record, and I've merged the changes into my CR... but looking at the race records, specifically the ones mentioned, nothing appears to be altered in the tint layers... ?


  • 0

#9 baronaatista

baronaatista

    Thane

  • Members
  • PipPipPipPipPipPip
  • 480 posts

Posted 28 September 2017 - 05:40 PM

Okay, so I got a little overwhelmed with just this seemingly large list of errors.  Reducing it down to the individual mods and trying to work out what was happening, I seem to have found most of my answers;

 

* ignoring tint layer errors in general.  I have played this build for 100+ hours and haven't seen any oddities.

 

* in Immersive Children, I really can't explain.  I looked at the specific quest parameters and did indeed find null references (as well as an example of the same condition that did reference an NPC, as the error seems to be indicating they should) but all of that was carried forward from Skyrim.esm.  So I guess this is a vanilla error carried forward?

 

* in Hunters Cabin of Riverwood - again not sure, the mod adds a bow that is an 'upgraded' hunting bow and the error is in it's Critical Data under the 'effect' field;  <Warning: Could not be resolved, but is possibly hardcoded in the engine>.  A post on the mod page from a couple months ago pointed it out ... I think not the author but the maintainer? of the mod said he'd check it out.  I added a comment that I've seen the error as well.  Either way, I don't think anything to be concerned about.  I looked up the vanilla hunting bow and found a null reference in that same field so changed it in the .esp, but xedit still tossed the error.

 

* apparently it is recommended to load ICAIO after 3DNPC.  I mistrust that information as it seems like the consequences of breaking something in 3DNPC are worse, but I'm waiting to hear back on that.

 

* as for Wet and Cold quest alias errors, from SirJesto on the nexus WC forum;

You can keep it as is. 

You'll only get those errors when you're running the ashes esp as well. 
The script in ashes overwrites that one so it's all good. 
 
* Tentapalooza not sure, doesn't appear to be an overwrite issue.  Reported on the nexus page.
 
* Skyrim Immersive Creatures appears to be a 'conflict' with Skyrim Immersive Creatures - Patch.esp, though I'm not sure how to resolve it.  My intuition says it doesn't need resolving.
 
* Sacrosanct Perks, from Enai;
Irrelevant, those perks are not used.
 
* I'm going to guess similar is true for Dwemertech, and Helgen Reborn is the error Astakos mentioned which is again related to unused data.
 
* Forgotten City has a couple different errors, none of which seem to have anything to do with my LO/plugins.  On the mod page forums tab in the authors stickied FAQ;
I scanned the files with tes5edit and...
Nothing in your tes5edit report affects the stability of this game. You can relax. :-)
 
So I'm going to go ahead and say none of this is of consequence.  If I get a definitive answer on ICAIO and 3DNPC I'll pop back here.
 
Doesn't help me with my Save game bug I'm experiencing, but it does reassure me that I've done things correctly.

  • 0

#10 baronaatista

baronaatista

    Thane

  • Members
  • PipPipPipPipPipPip
  • 480 posts

Posted 29 September 2017 - 03:21 AM

* Turns out I was using an old version of Tentapalooza (1.3) current version (1.32) shows no errors.


  • 0


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users