#Pathing cell crash need help skyrim ae

1 messages · Page 1 of 1 (latest)

chilly smelt
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Man, that is a LOT of stuff hitting 1 spot 🙂 You've got CPR.dll, Northern rd, precision, TDM, Khajit diversity, heights of skyrim, Ryns farm, Ulvenwald, and I've no idea what's in synthesis, but that as well, all slapping that poor kitty 🙂 I would start simple and Disable CPR and see if the crash vanishes. If it does, well, open SEEdit and check your overwrites. You can also disable synthesis and re-enable CPR and see what happens. Thats jsut a lot of items, of which 3 are DLLs so not gonna show in anything but a log file, so you cant zip/slap.patch,done more than likely. But as your issue IS PATHING, start with that and expand, and be patient

pale estuary
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so its not it

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precision cant be a issue too cause the npc that is causing the crash isnt fighting he is standing around windhelm bridge if i am correct

chilly smelt
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No

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It runs

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Sorry, juggling

pale estuary
chilly smelt
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I would start with 1 then the other I mentioned above.

pale estuary
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and this crash olny occurs in windhelm

chilly smelt
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Your thinking of a broad sense of cause. It's script. if it dfoes not run into that handling issue anywhere but there, then it would nto cause the crash. i am not saying that IS or IS NOT it, but you cannot use simplified logic to explainaway a potential cause

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(void* -> TrueDirectionalMovement.dll+0028C19 nop | D:\a\TrueDirectionalMovement\TrueDirectionalMovement\extern\CommonLibSSE\include\RE\B\BSFixedString.h:58 RE::detail::BSFixedString<char> (mangled: ??1?$BSFixedString@D@detail@RE@@QEAA@XZ) D:\a\TrueDirectionalMovement\TrueDirectionalMovement\extern\CommonLibSSE\include\RE\B\BSTSmartPointer.h:109 RE::detail::BSFixedString<char> (mangled: ??1?$BSFixedString@D@detail@RE@@QEAA@XZ)

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Allthings considered, its a small crash log 🙂

pale estuary
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I disabled the synthesis which is the olny thing conflicitng with the npc causing crash

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I will just straight teleport to him

chilly smelt
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good luck

pale estuary
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like i said he is just standing here

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the little one

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nothing happens for now

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parent cell was ryn farms NR patch

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and there it triggered when i was standing close

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so imma go there now

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and it crashed

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yet he was still chilling there

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"Northern Roads - Ryn's Farms patch.esp" repeats alot of times

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my best guess would be this

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and the crashlogs looks almost 1:1

chilly smelt
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Good luck with it

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Torro is pinhittign for Wong, so Im going to watch that for a few moments 😉

pale estuary
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yeah I think I found the reason for crash

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it has to be ryn farms

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running in any other direction dosent cause CTD

pale estuary
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well its not northern roads

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now it goes like "P+48 ] 0x1F6FFF0CA00 (Character*)
File: "Skyrim.esm"
Flags: 0x08420449
Name: "Ma'dran"
FormID: 0x00074345
FormType: ActorCharacter (62)
Object Reference:
File: "Synthesis.esp"
Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp -> Heights_of_Skyrim.esp -> HOS - USSEP Patch.esp -> Project ja-Kha'jay- Khajiit Diversity.esp -> JKJ - USSEP Patch.esp -> Synthesis.esp
Flags: 0x00400009 kDestructible | kInitialized
Name: "Ma'dran"
FormID: 0x0001B1D1
FormType: NPC (43)
ParentCell: ---
File: "Windhelm Bridge Revived.esp"
Modified by: Skyrim.esm -> Update.esm -> ccbgssse001-fish.esm -> unofficial skyrim special edition patch.esp -> Ulvenwald.esp -> Vanilla Landscape Corrections.esp -> AncientLand2.esp -> Windhelm Bridge Revived.esp
Flags: 0x0004000B
EditorID: "Wilderness"
FormID: 0x0000B51E
FormType: Cell (60)
File: "Skyrim.esm""

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it says something about windhelm bridge but i tried it without it before with no result

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might try disabling heights of skyrim

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or it might be jkj ussep patch

pale estuary
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it has to do something with Ma'dran Pathing

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unfortunalty everytime he tries to path somewhere it crashes

chilly smelt
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If you want suggestions, you need to post what you HAVE done to date. You;ve not done that but once, in stating,well inferring, you disabled Synthesis and the issue persisted. You have not added any other info other than thoughts as far as it reads.

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After you try 7 or 8 ideas you are going to end up in the deep end-ish as you;ve not mentioend Seedit, so you;ve not sorted for conflicts, and filtered by record type, to view the navmesh data and see if that is your issue, so post what you have tried and what suggestions you've tried, be more forthcoming 🙂

pale estuary
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oh oh

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I alr did alot of

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troubleshooting

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well I looked in CK

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nothing

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xEdit shows no conflicts

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in that area

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and issue lands in olny this khajitt caravan all other caravans move like they should

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and other npcs can path through this location

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with no problem

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and no crash

pale estuary
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I happend to trigger some vanilla script when fast travelling to solitude

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the caravan did the same

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and they behaved normally in solitude

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with no crashes

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disabling the whole caravan is a band aid fix

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and now with that I disabled all mods that crashlogger suggested

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i was left olny with USSEP

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so all locations mods that modify windhelm were disabled + all mods that touch khajits

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[RSP+2C0] 0x7FF78DF42B88 (void* -> SkyrimSE.exe+1782B88 )
[RSP+2C8] 0x252067EB700 (Character*)
File: "Skyrim.esm"
Flags: 0x08420409
Name: "Ma'dran"
FormID: 0x00074345
FormType: ActorCharacter (62)
Object Reference:
File: "unofficial skyrim special edition patch.esp"
Modified by: Skyrim.esm -> unofficial skyrim special edition patch.esp
Flags: 0x00440009 kDestructible | kInitialized
Name: "Ma'dran"
FormID: 0x0001B1D1
FormType: NPC (43)
ParentCell: ---
File: "unofficial skyrim special edition patch.esp"
Modified by: Skyrim.esm -> Update.esm -> ccBGSSSE001-Fish.esm -> unofficial skyrim special edition patch.esp
Flags: 0x0004000B
EditorID: "Wilderness"
FormID: 0x0000B51E
FormType: Cell (60)
File: "Skyrim.esm"
Flags: 0x08420409 kDestructible | kInitialized
FormID: 0x00074345
FormType: ActorCharacter (62)
[RSP+2D0] 0x2523095CC00 (MovementControllerNPC*)
[RSP+2D8] 0x7FF78D9B6966 (void* -> SkyrimSE.exe+11F6966 inc esi)

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and still with normal navmesh

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i managed to crash

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and they still didnt move

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this is how navmesh looked with all the mods

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it was very chaotic yet other npcs could navigate through it

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and with those mods disabled and vanilla landmesh

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I still crashed

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olny mod suggested now by crashlogger is USSEP

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which I updated

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and started to notice lots of issue

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and this is when I started crashing too

pale estuary
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and I found no navmesh conflict in those cells

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where the caravan is located

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@chilly smelt and that would be it

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this is very bizzare crash

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and nobody can help me

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someone suggested binary searching

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but idk what is that

chilly smelt
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Did you disable combat pathing revolution.