Creature framework se не работает

Creature Pack не установлен Skyrim — что это?

Creature Pack не установлен Skyrim — означает что вы установили игру, но не установили специальный пакет для нормальной работы модов серии SLab (пакет анимаций для животных).

Creature Pack например нужно устанавливать для мода Fores New Idles in Skyrim (FNIS). Улучшает работу других модификаций, которые имеют отношение к анимации. Кроме этого мод позволяет собственноручно проигрывать новые анимации, заменять существующие, создавать временные псевдо-рассы, путем создания новых слотов анимации. В общем кому этот мод нужен — тот знает о нем. А кому не нужен — ставить нет необходимости, только если сказано в инструкции к скачанной игре (которую обычно мало кто читает).

Другие советы, которые могут помочь решить ошибку:

  1. У одного пользователя оказалось все просто — был битый FNIS, после замены ошибок уже не было.
  2. Не в той папке лежит, директория tools должна находится в папке data, а не \data\data.
  3. Попробуйте установить галоку в Gender Specific Animations, повторите попытку.
  4. Возможно установлены несовместимые моды.

Собственно сама ошибка:

Надеюсь данная информация оказалась полезной. Удачи и добра, до новых встреч ребята!

Источник

.NET Script Framework

Данный движок Framework для редактирования памяти, подсоединения нативного кода и написания и работы DLL плагинов на любом языке .NET в игре Skyrim SE.

Вступление
.NET Script Framework позволяет авторам модов писать DLL плагины для любой игры или приложения на любом языке .NET. В настоящее время он поддерживает только 64 бит, но в будущем планируется поддерживать 32-битные приложения. На данный момент движок является ранним релизом, причина, по которой мы выпустили его так рано, заключается в том, что авторы модов могут создавать плагины .DLL, а игроки играть с ними, а я как автор надеюсь, что и авторы и игроки смогут мне дать понять где какие недочеты и что нужно исправить, сделать те или иные улучшения, чтобы облегчить разработку плагинов, или если будут найдены какие-либо проблемы. Обычные пользователи также могут извлечь выгоду из логов, чтобы помочь мне устранить проблемы, которые они могут испытывать.

Обновление:17
* Дополнительно улучшено обнаружение вызовов в лог-журналах сбоев.
* Исправлены некоторые проблемы, из-за которых иногда не записывался лог-журнал сбоев (еще остались некоторые, которые я пока не смог исправить).
* Улучшена информация лог-журнала сбоев, когда в настоящее время выполняется перехват кода или событие из этой платформы.

Обновление:16
* Исправлена ошибка, вызванная версией v15, когда перки вообще не снижали расходы маны заклинаний.

Обновление:15с
* Улучшено обнаружение «стека вызовов» в журнале сбоев.
* Некоторые физические объекты «havok» теперь показывают, к каким узлам и игровым объектам они прикреплены в журнале сбоев, это должно помочь диагностировать проблемы, связанные с коллизиями.

Обновление:14
* Исправлен сбой при совместном использовании данного фреймворка вместе с патчем диспетчера памяти которая есть в утилите «SSE Engine Fixes (skse64 plugin)».

Обновление:13
* Журнал сбоев теперь показывает возможные релевантные игровые объекты, найденные в логах сбоев рядом с верхней частью.
* Улучшена некоторая информация, показанная о формах в журнале сбоев.
* Фреймворк больше не будет записывать журнал сбоя при выходе из игры (хотя в некоторых случаях это все еще возможно).
* Исправлена ошибка, из-за которой деактивированные плагины также показывались в журнале сбоев.
* Исправлена ошибка, из-за которой при настройке описания файла конфигурации с помощью новой строки вручную, файл не работал.
* Исправлена ошибка, из-за которой имена NiObject не могли отображаться в журнале сбоев должным образом.
* Исправлена ошибка вылета при использовании NiNode.LookupNode и найденный узел не был унаследован от NiNode.
— Если все написанное выше с списке обновления не понятно, в двух словах поясняю, все эти исправления и изменения никак не отобразятся для игрока в игре нигде, потому что все это работает скрытно и данный Фреймворк всего навсего движок для модов, которые требуют его наличия. Обновляйтесь по любому.

При обновлении до последней версии:
* Если вы обновляетесь с версии 9 до более высокой версии, убедитесь, что вы полностью удалили предыдущие файлы, а затем установите новую версию. Просто замена файлов может вызвать проблемы! После версии 10 вы можете заменять файлы при обновлениях как обычно. Все плагины, использующие этот фреймворк, также должны быть обновлены, если вы обновитесь до версии 10 или выше (только один раз).

Установка:
1. Автор запрещает распространять свои плагины за пределами Нексуса, и тем более они не нуждаются в локализации, поэтому скачивать архив плагина только с Нексусе в разделе MAIN FILES
2. Извлеките содержимое архива (папки DLLPlugins и NetScriptFramework) в папку Data в игре или воспользуйтесь менеджером модов. Вы можете проверить, работает ли он, запустив игру один раз и проверив файл журнала по пути / Data / NetScriptFramework / NetScriptFramework.log.txt

Деинсталляция:
Частичное удаление — удалите файл NetScriptFramework.Runtime.dll по пути / Data / DLLPlugins / NetScriptFramework.Runtime.dll, после этого сам фреймворк или любой из его плагинов не будет загружаться.
Полное удаление — удалите файл, упомянутый выше и удалите папку NetScriptFramework по пути / Data / NetScriptFramework /.

Диагностика
* Вы можете найти любые проблемы в файле NetScriptFramework.log.txt по пути / Data / NetScriptFramework / NetScriptFramework.log.txt. Если файл пустой, это означает, что Framework вообще не загружался.

Framework не загружается:
* Прежде всего, убедитесь, что загрузчик DLL плагинов «DLL Plugin Loader» установлен правильно, создав новый файл под названием binkw64.log в том же каталоге где находится файл игры SkyrimSE.exe. После запуска игры проверьте файл binkw64.log. Если он по прежнему остается пустым, то убедитесь, что вы правильно установили сам фреймворк по пути Data/DLLPlugins/NetScriptFramework.Runtime.dll и этот файл существует. Если он все еще не работает, попробуйте запустить ваш менеджер модов или игру от имени администратора.

Игра вылетает:
* Если вы подозреваете, что фреймворк или один из плагинов вызывает сбой вашей игры, то вы можете проверить журналы сбоев. Убедитесь, что журналы сбоев включены в файле по пути /Data / NetScriptFramework / NetScriptFramework.config.txt (они включены по умолчанию) и после проверки сбоя /Data/NetScriptFramework/Crash/ для журнала. Если вы используете менеджер модов с виртуальной файловой системой NMM менеджер например, файл журнала сбоев может находиться в папке перезаписи вашего менеджера модов или эквивалентной ей. Если он содержит управляемое исключение, то это почти наверняка вина плагина или фреймворка. Проверьте callstack (стек вызовов), чтобы найти, какой плагин может быть причиной сбоя. Если это собственное исключение, оно может быть немного сложнее, прокрутите все вниз и посмотрите, выполняются ли в данный момент какие-либо хуки, которые должны показать вам, какие плагины .NET вызывают запуск кода в данный момент. Если их нет, это может быть обычный сбой игры, но вы все равно можете получить некоторую полезную информацию, проверив callstack, регистры и трассировку стека, которые говорят, что игра делала в то время.

(NotSupportedException): «была предпринята попытка загрузить сборку из сетевого расположения, которое будет.
* Если вы получаете это исключение при запуске, то перейдите по пути /Data / NetScriptFramework/ и щелкните правой кнопкой мыши на всех библиотеках DLL, перейдите в свойства и разблокировать.

Другой вопрос:
* Если вы столкнулись с какой-то проблемой, которая не объяснена здесь, напишите свой вопрос мне на Нексусе.

Хотите помочь развитию этого Framework?
* Было бы неплохо просто сообщать мне (автору) о проблемах или публиковать предложения на Нексусе, но если вы хотите помочь в дальнейшей работе, есть тонна работы, которую необходимо проделать с инженерным анализом и реализацией типов игр, чтобы библиотека типов игр могла быть заполнена больше, включая типы и поля, имена функций, реализации функций папируса, хуки собственного кода для большего количества событий и многое другое. Если вы хотите помочь в этом или написать собственную библиотеку типов для другой игры (например, Fallout 4 или даже 32-битной игры), тогда свяжитесь со мной.

Источник

Creature framework se не работает

Недавно при установке одного маловажного, но требующего FNIS мода я столкнулся с такой проблемой.

ОШИБКА 53: Файл не найден.

Сколько не перезапускал проверку — все одно и тоже.

Хуже всего то, что в игре все НПС разом потеряли все анимации с стали левитирующими манекенами.
При попытке достать оружие или магию игра бессовестно зависает и неотвисает пока незакроешь ее через диспетчер или хардресет (ибо иногда даже на рабочий стол не выйти).

Скажите что это за ошибка, какого файла неможет FNIS найти и как эту проблему решить?

Устанавливай по инструкции, кидай архив в папку дата, и на вопрос о замене — Всегда да. Потом найди там ярлык мода — Data/Tools/Generate FNIS for users/GenerateFNISforUsers.exe

По умолчанию все галочки убраны. Если есть какие-то моды — там патчи совместимости в проге, ставь галочку напротив.
Далее жмякаешьобновить FNIS Behavior и ждёшь пока проштудируют анимации. Это действие в проге нужно выполнять обязательно после каждого добавления новых анимаций, или удаления старых.

Боже мой.
С такими знатоками и играть ненужно — можно с них уржаться.

РЕШЕНИЕ ПРОБЛЕМЫ и ее ИСТОЧНИК.

Эта проблема (ошибка 53) возникает в том случае если в игре присутствует плагин добавляющий уникальную вещь со своей анимацией, текстурой, мешей и что-то одно из этого либо нескопировано, либо замещено.

Решение.
Зайти в игру и проверить корректность работы всех плагинов Брони, анимации, оружия (если таковые разновидности имеются).
Первый попавшийся «нерабочий» плагин и есть вероятный источник проблемы (в моем случае дурака валял ПЛАЩИ СКАЙРИМА)

Ищите этот плагин в списке, качаете с инета по новой если ума нехватило отложить на флешку или сохранить на компе, и просто заново его ставите со всеми папками (в моем случае я забыл про Textures и Meshes для Плащей Скайрима, но поставил псевдофизику).

Следом перепроверка FNIS и все работает как часы.

Ошибка 53 — нехватка важных файлов плагина на уникальную вещь с которой связана какая-либо анимация.
Перепроверить все плагины на работоспособность, переустановить (докопировать если не все перенеслось), перепроверить.
И все путем.

Источник

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  • .NET Script Framework’s Common Crashes and Fixes: Online Version

.NET Script Framework’s Common Crashes and Fixes: Online Version

             GENERAL ADVICE
A key suggestion to eliminate most crashes is to MAKE A BASHED PATCH. Bashed patches help to retain certain data that could be lost from improper conflict resolution from multiple patches and mods. There are many tutorials out there on how to make one, but my favorite is by Wazalang: https://www.youtube.com/watch?v=BVn0VelT-ic. However, please skip the merged patch tutorial. There are better ways of achieving this. Bashed patches should be the FIRST thing you have before assessing your crash log as not having it paints a false picture of what is really causing one’s issue.

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The Famous «Crash on Save» Bug
—————————————————————————————————————————
CTD occurs when saving your game
Possible Relevant Objects: TESLevItem(FormId: xxxxxxxx, File: `Example.esp 1st Method-Player.kill Method: This method is exactly as it is stated. You load your particular save. You then kill yourself(presumably by console command or yeeting off a cliff-your choice) and once you respawn, save your game. For your foreseeable sitting playthrough, you should be able to continue to save without crashing. However, if you have been using this method to delay fixing this issue for quite some time, you could still crash after a cell change, death, sleeping, or exiting and entering back into the game.
2nd Method-Load twice Method: This method has also seemed to work for many others and myself included. Simply load your savefile and once it has loaded, load it again from the start menu. This seems to temporarily end the loop like the first method but is also prone to the same issues.
SLIGHTLY PERMANENT FIX: This seems to work and delays the issue indefinitely(at least for me for the last 50 hours). First and foremost, make sure you have a bashed patch created and enabled. Not having a bashed patch could cause and even exacerbate the issue. Look up tutorials on how to create one. First we need to direct ourselves to the save file for Skyrim. This is usually in the documents file under My Games. In it, you will find temp.ess files for saves that were attempted but CTD. These are created when the save manager is put in sort of a loop. DELETE ALL OF THOSE. You cannot convert them to an actual save file. Having these files will cause the CTD on save to occur more frequently. Once deleted, proceed to use one of the workarounds and this should solve the issue from happening again for a long time.
PREVENTION ADVICE: To prevent this issue from happening, common consensus states it is wise to set the «SaveGameMaxSize» in «SSE Engine Fixes» ini(toml) file to true. I also recommend increase your minimum and maximum paging file size to a decent amount respectively in BethINI under Customs: Section-Papyrus. I personally use 1024 and 3072 respectively. This should help give a reasonable amount of memory to the game when it comes to running scripts. Due note, this is an individualized tweak that works for MY load order. I would always recommend making changes that would help fit yours as you not only have different hardware, but different mods as well. I also suggest getting rid of autosaves and quick saves as the saving procedure for these MAY be a bit different than regular saves(While this has not been documented, I err on the side of cautiousness. It would be nice if someone extensively tested and affirms to this theory once and for all). If you insist on having some sort of quicksave feature, I suggest enabling «Regular Quicksaves» in SSE Engine Fixes that would make the quicksave hotkey make a new save each time. Make sure, however, to regularly delete old saves that you might not load in your playthrough. Another suggestion that I have heard from many people is to set SaveGameMaxSize to true in SSE Engine Fixes(This, however, should already be enabled but verification won’t hurt). Lastly, a reasonable suggestion that goes along with my recommendation for modifying the pagefile size is modifying fUpdateBudgetMS. This is, again, a change that should be personalized and adhere to the performance your hardware is presenting. Here is a statement from tattwood that addresses this nicely: «the objective for the choice of value for fUpdateBudgetMS should be:
1. Small enough to not take away from other game processes, and spread script processing over several game frames (thus reducing stutter during periods of high game activity).
2. Large enough so that all scripts are processed relatively quickly (over a few seconds maximum) thus emptying the script queue, otherwise a backlog will build up which destabilizes your game.»
With any of these changes, make sure that no other mod is modifying the same thing. Mods like SchakenFM or SSE Display Tweaks attempt to modify these settings. So if you change the skyrim ini through Bethini, make sure to make the settings match in both your main settings and the mod in question.
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General Crash on Saves
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Unhandled native exception occurred at 0x7FFFE3A0D365 (MaxsuWeaponParry.dll+xxxx)
*Simple Weapon Swing Parry — Scripts Free(v. .82a) has been known to cause CTDs on save occasionally. He has an experimental version to ameliorate this issue, however it is not noted if it actually fixes it or not.

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Random Crashes
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SkyrimSE.exe+A0D789
*This is a random crash that is associated with animation mods or tweaks in ai. Advice is to look at when it occurs and target mods that you know affect this. Some people have noticed this occurs when certain dragons melee stomped with their tail(Fix on the Ultimate dragons page if used).
FIX: While the fix may vary depending on the situation of your crash, if you have DAR, then it is possible that is a load order conflict within DAR that leads to crash. Specifically, there may be another mod using the same animation folder number or overwriting animations from lower folder numbers. This can easily be fixed by changing the numbers of the folders to a much higher number(higher priority) that isn’t assigned already.

General Animation Crashes (SkyrimSE.exe+Axxxxx)
*This is essentially a general statement highlighting the idea that crash logs with this outline tend to be animation mods. The main way to deal with these crashes are to find whatever animation mod is causing the issue and deal with it accordingly.

Ultimate Dragons Stomp Crash
When combating a dragon with the Ultimate Dragons mod enabled
Stack: NiParticleSystem(Name: `CandleFlame01`) OR CandleFlame generally mentioned

*This is a known crash related to the stomping behavior and animation for Ultimate Dragons.
FIX: As stated previously, this is a known crash with an official fix. However, this fix won’t work if you regenerate Nemesis after installing. Make sure to regenerate Nemesis BEFORE updating the mod with the fix. This will unfortunately have to be done each time you regenerate Nemesis, so keep the file handy in your download tab.

(SkyrimSE.exe+67B88B) on thread xxxx!
Callstack: ‘AnimationGraphManagerHolder’ mentioned somewhere
*People have mentioned this is an animation graph crash. However, I am not really sure what this could entail besides an un-updated FNIS.esp, a broken animation, too many animations, or an improper load order. NEEDS further testing
ADVICE: Make sure to update your animation registry through FNIS or Nemesis. Many forget to do this after getting or updating an animation mod. Additionally, it is vital you enable your FNIS.esp and NOT delete it when using Nemesis. Nemesis, like FNIS, creates a plugin file which are both named FNIS.esp.

SchlongsOfSkyrim.dll+xxxx
*This can occur if you try to change your load order or eslify one of your mods with the Schlongs of Skyrim mod installed.
FIX: Load your save before the change in load order and reschlongify all your armors in the MCM. On the safe side, you can reset the mod as well. Make a save after and proceed with load order change. If you are unable to load your save prior to changing your load order, you can try hiding your schlongsofskyrim.dll file temporarily, loading your game, and proceed with the instructions stated above. Make sure you unhide your dll file right after.

nvwgf2umx.dll+xxxxxx
*This crash is associated with your NVIDIA drivers. Make sure they are up to date. If that doesn’t work, try updating your windows drivers. Some have also said this can occur if you P.C doesn’t fill out all the requirements needed to run Skyrim(P.C too weaksauce). Only assume this after trying out all stated options.

0x0 on thread xxxx
*This is usually associated with an engine issue(out of the scope of what the log could properly read). Certain mods can bring this issue to light but might not necessarily be a bad mod. This would need superb sleuthing to find the issue. So far, this has occurred with face lighting mods. Specifically, Facelight Plus has also been known to have CTDs with this issue and has been recommended to switch to a converted Oldrim version without Autoconversation-Illuminate(one without the facelight feature). Many are pointing to face illumination mods as a probable cause for this specific issue and is likely to get amended by a future update in SSE Engine Fixes!! stay tuned.

Possible relevant objects: ShadowSceneNode(Name: `shadow scene node`) BSFadeNode(Name: `skeleton.nif`) NiCamera(Name: `WorldRoot Camera`)
*This crash(AKA The Shadow Scene Crash) has been known to appear with a combination of lighting, camera, and behavior issues. People have mentioned facelight mods to also be a cause for this issue. I have had this issue numerous times in the past, however, and haven’t used a facelight at all. This issue may be resolved in a future update in SSE Engine Fixes!! stay tuned.
WORKAROUND: Simply deleting any mods with facelight could be of help as that has been a source of multiple types of CTDs in this guide so far

SkyrimSE.exe+D6DDDA
Stack: BSResource::anonymous_namespace::LooseFileStream* OR BSResource::ArchiveStream* OR BSResource::CompressedArchiveStream** mentioned somewhere

*This occurs when you don’t have enough virtual memory on your disk drive OR you have a corrupt texture amidst one of your mods. Many have tested both causes out and they appear to be indistinguishable when observing the crash log. If you think you have enough virtual memory already enabled, then the first line of action would be to sleuth out which mod texture is causing the issue. The stacks mentioned above can help you with this investigation. If it mentions LooseFileStream, it will most likely mention which texture is the corrupt one. This can help funnel down which mod is overwriting this texture. If you are having a hard time finding the mod of question, then you can search in your entire mod folder using windows file explorer to find which mod has this texture. As for the stacks ArchiveStream and CompressedArchiveStream, these refer to a BSA that may have this corrupt texture. This is a bit harder to track down, but there is method you could try attempting. If you suspect a mod of causing this crash, try extracting the BSA and see if the crash repeats with LooseFileStream mentioned rather than the previous ArchiveStream. Once you’ve tracked down which texture may be causing the issue, you can try clean disabling the mod and see if the crash repeats. If it doesn’t, then congratulations. From here, you can try cleaning the mod using CAO or disabling it in general. If it isn’t a texture issue, then you can attempt to increase your virtual memory. This can be done by increasing your pagefile size for your hard disk(Google or Bing how to increase pagefile size). I would recommend creating your pagefile on an SSD as that is significantly faster and less stuttery.

skee64.dll+xxxxx OR skse64_x_x_xx.dll
AND
Stack: Mentions XPMSEWeaponStyleScaleEffect.psc and agud_system.psc somewhere in the log
OR
Possible Relevant Objects: BGSHazard(Name: `Fire`, FormId: 00057A8C, File: `Skyrim.esm`)

*This is a known issue associated with XPMSE or a result of a heavily scripted playthrough while using autosaves or quicksaves. Even if you don’t have all geared up, this crash has been known to occur. Too much information about this bug to list here so I will refer this link: https://www.nexusmods.com/skyrimspecialedition/articles/1372
FIX: Link for fix: https://www.nexusmods.com/skyrimspecialedition/mods/44252?tab=description; Also, make sure SKSE and racemenu is up to date if you haven’t done so already.
If this doesn’t fix your issue, we can assume it is the latter(save/script issue). My prevention advice in the «Famous Crash on Save Bug» largely addresses this issue. Before that, if your game crashed on save, make sure to delete any temp files it may have created in the save folder.

Occurs when starting SKSE(Not found in the NETSCRIPT LOG but rather a popup message)
«SKSE/Trampoline.h (186): Failed to handle allocation request»

*This can occur from a poor installation of SSE engine fixes or simply from the mod organizer not reading the dll properly.
FIX: Restarting mod organizer or your PC can fix this. If it still doesn’t work, try reinstalling SSE Engine Fixes properly or Microsoft Visual C++ again.

SkyrimSE.exe+D02C2C OR SkyrimSE.exe+5999C7
Stacks: Mentions a reference to Monster Mod.esp

*Monster Mod has been known to cause numerous issues, bugs, and CTDs even with the unofficial bug fix. There have been recent updates that try its best to curb any potential crashes. Common advice also notes using the esp rather than the esm as that has not been properly updated (A good rule amongst modders is to always do a full reinstall rather than a merge when you can as a lot I can change and incompatibilities can ensue). However, I would honestly stay away until there has been all possible crashes are fixed for the time being. You have been warned.

SkyrimSE.exe+12FDD00
Probable Callstack: BSShader::unk_12FDCC0+40 mentioned FIRST or with the HIGHEST PRIORITY

*This is associated with a broken nif file. Unfortunately, it is hard to discern which mod is the issue since the log is created after the nif file has been processed. In cases like these, a broken nif can even lead to NO CRASH LOG BEING GENERATED AT ALL!!
FIX: When put in this situation, one can systematically root out the cause of the issue by disabling each mod in one’s load order and starting a new test save to replicate the issue, or running CAO(Cathedral Assets Optimizer) over all your mods. While the second option can fix the issue, it can also bring issues of its own, depending on the level of optimization you choose in CAO. Not only is the first option more accurate, but it will help others be aware of faulty meshes or nif files that plague this mods. The downside is the time it takes to deal with the issue. Therefore, I suggest disabling about 10 mods each test save from the bottom of the load order up. If you are lucky enough to know which surrounding area contains the nif file that is broken, it can be much easier to relocate to that location every save file to ensure the CTD’s appearance.

Dialogue Mods using Honed Metal
*Essentially, certain dialogue mods, most notably Your Own Thoughts or Swift Service, breaks the dialogue mechanics of Honed Metal, causing CTDs
FIX: Simply finding out which dialogue mod is causing the issue and then deleting it would suffice. I recommend switching to the new port of Honed Metal as the old SSE port is an outdated mod with missing dlls and broken scripts (The LE version, on the other hand, I also recommend). Some people have mentioned enabling tbbmalloc as true in SSE Engine Fixes as a way to fix this issue. Unfortunately, this option has since been removed.

Sacrilege and Mods that have crafting without animations
*Essentially, this CTD occurs when feeding as a vampire with Sacrilege enabled. If you were then to craft an item that doesn’t have an animation (mods like Honed Metal, Hunterborn, Campfire, etc.), a CTD occurs. EnaiSiaion describes the situation as follows: «Skyrim seems to have a bug somewhere that causes furniture activations to «remember» things from the previous animation. I imagine there would be no issue if the new furniture plays an animation of its own and overrides the memories. If it doesn’t, it may try to recall the feed animation, but it’s a paired animation and there’s no target, so it crashes.»
FIX: The Mod author has put out an update, reverting the feeding animation back to vanilla. This may fix the issue. Needs Confirmation!!

Skyrim Immersive Creatures(SIC) Pups and Cubs CTD
Possible Relevant Objects: Any Wolf Pup or known Cubs from SIC

*Essentially, this is a crash that occurs when you get near or around these little cute animals. This is a bug that has plagued both SIC and SIC official patch.
FIX: Officially, there is no fix. yet. So far, an unofficial fix has been implemented in HellLizard’s Enemy Variation Wenches(EVW) and Dynamic Customizable Soundtrack(DCS). Further discussion with the mod author points to a problem that arises from the AI packages that the pups refer to. It doesn’t work properly and causes the CTD. Reverting back to vanilla AI fixes the issue and stops it from occurring. I have had EVW since its inception and can confidently state it works, however confirmation from others would be helpful. Until an official fix is uploaded, there IS a way of doing it yourself. Simply edit all the _00LvlWolfPup, _00LvlBearCubs, and _00LvlSabreCatCubs under Non-Player Character(Actor) in xEdit by changing the Template Flag to allow Use AI packages. There should be a total of 8 entries to modify. With these changes, there is no need to turn off additional spawns. There are quite a few other crashes from this mod, so I suggest running both SIC and SIC official patches under CAO with medium optimization to fix any other issues that may arise.

Artesian Cloaks of Skyrim CTD
Stack: mentions «clothes\cloaksofskyrim\xxxx\xxx.nif» somewhere

*If you have Artesian Cloak, chances are you may have had this crash. It plagues multiple of the hdt-modified capes from Cloaks of Skyrim. It is broken and has been recognized by the author to be broken.
FIX: The author has made a patch for Cloaks of Skyrim Retextured that fixes this exact issue. You would need to have Cloaks of Skyrim Retextured, but the crash will stop happening. If you don’t want to get this retexture mod, one suggestion would be to remove the Cloaks of Skyrim patch by Artesian Cloaks of Skyrim. Another suggestion posed by a user Moosmupfel would be to duplicate a similar mesh to the cloak causing the crash and copying the appropriate texture path to the file in Nifskope.

SmoothCam.dll+xxxxx
*This is a CTD involving the mod SmoothCam. I have had this issue occasionally myself and seems to happen quite randomly.
FIX: Since this mod is a beta, there is some issues in terms of compatibility that could be worked out. My suggestion is if you are having this crash, try disabling some of the compatibilities options in the MCM. The compatibility for Improved Camera, at least for me, was the main source of this crash and unticking that patch stopped this from occurring. If you have enabled or disabled anyone of the patches in the MCM, try experimenting to see if one of them may the cause of your crash.

SkyrimSE.exe+7428B1
*This CTD seems to be caused by the Equipment Durability System mod but it is also possible for this to be attributed to other perks/spell mods that interfere or modify characters when holding weapons. Some have noted this occurs when enchanted weapon breaks. It’s also possible that this may have a conflict with another mod, but this would need further testing and input from other users.
FIX: A possible fix involving the mod SSE Engine Fixes has been posted in the comment section of this Crash Compilation and would need further testing to affirm it works.

SkyrimSE.exe+D2B923
*This is a crash that I have seen from many script logs as of late, but no known cause or fix has been found. There seems to be a bigger issue at hand, and I am hoping more people come out with this crash and what attributable scenario or action caused this CTD to occur. So far, my guess is this could be a save issue. Some have reported this to be caused by Save System Overhaul(SSO) while others who don’t have this mod has this CTD occur when going to bed using Alternate Start-LAL after creating their character(a process that ends with the creation of an autosave).

SkyrimSE.exe+12F5590
*This issue, from my experience and multiple testimonies from other members of the community, points to an unupdated facegen file for a specific NPC. Facegen issues can appear in different forms from crashing like this to complete freezing as mentioned below. This crash will be recurrent and as long as the character is present, it will crash.
FIX: The fix is as simple as regenerating the facegen file for that specific npc or the entire mod as a whole using Creation Kit. The difficult part, however, is identifying the mod in question. In Relevant Objects, it will point to a specific head attributed to a specific race. For example, BSDynamicTriShape(Name: `MaleHeadNord`) points to a Nord Male that would be causing the crash. Another method that has been called to my attention is using the HDT-SMP log file in the documents folder. At the end of the log, it will list the last npc that was loaded prior to the crash. This could be a great place to start when identifying the cause of your CTD, should you have the HDT-SMP mod. If you can identify the npc and what mod it originates from or could be affecting their appearance(assuming it is a vanilla npc), then you can use Creation Kit to regenerate the facegen. There are numerous instructions on how to regenerate facegen files on the internet, so don’t be afraid to do some research.

SkyrimSE.exe+132BEF
*This is yet another crash that, from multiple testimonies, seems to be linked with a head mesh. Similar to the crash mentioned above, a face or head mesh from an NPC is corrupted, improperly exported, or is loaded with a malignant conflict and is causing the CTD. Mods like Ordinary Women, for example, require that both the mod order(the mod pane on the left in MO2) and the load order (mod pane on the right) takes precedence when using the mod. This means both should be loaded after any other mods that modify these meshes.
FIX: The fix will vary since the cause of the head mesh corruption or conflict will differ between each mod. The first like of action would be to work out any potential mod conflicts that may arise from the modification of said head part. Like the previous crash entry, to identify which NPC is leading to the crash, simply use your HDT-SMP log located in your documents folder under Skyrim Special Edition and navigate to the bottom of the page. There it would list the name of the NPC the game tried to load but failed. Once identified, figure out which mods modify that character and reorder your load order and mod order accordingly to make sure that absolutely nothing overwrites it. Using a mod like NPC Plugin Chooser can prevent this kind of conflict from occurring as it allows you to responsibly organize the different appearance mods you have assuming you struggle doing this on your own. If it comes out to not being a conflict issue, then it may be corrupted or has not had their facegen properly regenerated through Creation Kit. If there is an update that fixes the mesh for that specific mod, you should try to obtain that first. If that fails, try manually regenerating the mod through Creation Kit. If that doesn’t work, other options would be trying to fix this yourself using CAO or any other methods you may be aware of. If all fails, best line of action would be to disable said mod until further workup is issued by mod author.

SkyrimSE.exe+C0EB6A
This can arise from Skyrim’s native memory manager acting inefficient. This has been replaced in SSE Engine Fixes with the «Use OS Allocators» patch that is part of the Memory Manager entry.
FIX: Enable MemoryManager under Patches in SSE Engine Fixes.

SkyrimSE.exe+8BDA97
*So far, this seems to occur when activating similar tweaks in SSE Engine Fixes and SSE Display Tweaks. In general, it would be a good idea to skim through what you are activating in both mods and make sure to disable one or the other if you find a conflict of interest. This conflict can lead to other issues and has shown evidence of other crashes besides the one just mentioned.

SkyrimSE.exe+5E1F22
*This crash arises before reaching the Skyrim Main menu. This is simply due to a missing master in your load order. Mod Organizer(MO) indicates when a mod has a missing master unlike Vortex, however, sometimes it can malfunction. Simply put, MO can fail to update its system that a mod is missing from the load order. Other times, MO can simply not load up the mod in question even if it is enabled in your load order.
FIX: The main thing to do is to acquire the mod that is missing and verify that it is enabled in your load order. If you have the mod and your problems still persist, try resetting or restarting MO to see if a missing master indication appears. If it doesn’t, sometimes restarting the computer does the trick.

SkyrimSE.exe+C1315C
*This crash occurs before the start menu once again and can arise from messing with the controlmap.txt file associated with the game. Many mods modify this file and it is possible for it to be formatted wrongly, or modified in a way that brings up the crash. If you modify it manually, make sure to check that certain lines are properly formatted to be read as a comment or part of the code.
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Complete Freeze or Hanging
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*This is described as the game freezing for an indefinite period of time with the BGM still playing and no way to move or exit the game. Only way out of this situation would be through task manager. This is a tricky issue that many in the community are still unsure what to make of it. Many have either given up or have found their own solutions to this issue. Granted, solutions and cause of freeze will differ amongst each other, and I therefore invite a conversation regarding this topic.
MY EXPERIENCE: My experience with this issue has, so far, garnered towards FACEGEN FILES that were not generated properly. Usually, this would cause blackface. However, if it is a custom npc, possibly with their own proportions or race like mine did, then this could cause a crash if files were updated but not regenerated through CK by the mod author. Unfortunately, since there is no crash log, the only way to hunt down this issue is to find an area where you can replicate the save, then proceed by disabling plugins in chunks(preferably 10 mods), until the issue doesn’t reappear.
COMMUNITY EXPERIENCE: There has been very few testimonials on what other things could cause this:
Overlay Shaders: Mods like Wet and Cold or R.A.S.S could be the cause of this issue. This could arise from a conflict issue with other mods that have a similar function or possibly the engine unable to handle multiple overlays at once. This is a topic I hope will get more addressed in the community soon.
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Pelagius Wing Freeze: This is a well known issue in LE that hasn’t been fixed in SE. Essentially, upon being transported into the Mad Pelagius mind, having more than a 999 count of a specific item could induce a freeze. This, of course, can be alleviated by reducing the count to a number below this. This type of freeze may also occur in situations or quests that are similar to this one in which your total inventory has to be modified (This specific theory has not been tested but should not come as a surprise if it occurs).
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Overclocking: This is something that can be overlooked when hunting CTDs but overclocking can reproduce this freeze. This tends to present itself with possibly a black screen before returning back to the game with a freeze and background music playing. Sometimes, a black screen may not appear and the freeze will just occur. Obviously, the best way to curb this issue is to decrease your overclock settings and test in game to see if the issue appears again. I have personally always had issues playing Skyrim with an overclocked GPU and the few times that I’ve tried would result in heavy CTDs, PC restarts, or game freezes.

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No Crash Log
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This is a problem that has plagued the community for quite sometime now and there are various, various causes that this could occur. Simply put, this CTD occurs and results in no crash log being created in the process. This CTD has been known to occur a bit differently for most people as some have described a slight 5 second freeze before crash or an abrupt and immediate crash without any forewarning.
Corrupted Nifs: I have stated previously in this compilation that corrupted nifs could result in no crash log depending on what file and how corrupted it is. This is quite unfortunate b/c you have no way of knowing if the nif is the cause or something else.
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Game Dimensions: Others have reported this occurring when enabling both fullscreen and windowed at the same time in the Skyrim preferences. Having BethINI prevents you from doing this, but it doesn’t hurt to check if this is something you think you might have changed manually.
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NPC Spawn Perk: Supposedly, this has also been attributed to this specific crash and the chance increases with larger spawns of npc. I am curious as to know what mod utilizing Spell Perk Item Distributor (SPID) could be causing this.
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