Go Back   Steam Users' Forums > Steam Game Discussions > Q - S > Skyrim, The Elder Scrolls V

Reply
 
Thread Tools Display Modes
Old 05-14-2013, 04:38 PM   #1
SpykeJuggalo
 
 
 
Join Date: Feb 2013
Reputation: 0
Posts: 1
CTD - new game - Few mods - Please Help

So i just started a new game hoping to get it to run better with less mods. I CTD right after helgen....

This is my Mod list:
staticmeshimprovementmod-part2.esp
staticmeshimprovementmod.esp
HighResTexturePack01.esp
HighResTexturePack02.esp
lightplacement.esp
alternate sunglare.esp
dark light templates.esp
dark nightsb.esp
lockpickvision.esp
private_nokillblur_test.esp
dr_bandolier.esp
unusualgemweightless.esp
dungeonquestawareness.esp
ezeworldmap.esp

So here is my log :

[05/14/2013 - 03:09:22PM] Papyrus log opened (PC)
[05/14/2013 - 03:09:22PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[05/14/2013 - 03:09:22PM] Memory page: 128 (min) 512 (max) 1935228928 (max total)
[05/14/2013 - 03:09:31PM] warning: Property pTG05KarliahInvisibilitySpell on script QF_TG05_00021551 attached to TG05 (00021551) cannot be initialized because the script no longer contains that property
[05/14/2013 - 03:09:31PM] warning: Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property
[05/14/2013 - 03:09:32PM] VM is freezing...
[05/14/2013 - 03:09:32PM] VM is frozen
[05/14/2013 - 03:09:32PM] Reverting game...
[05/14/2013 - 03:09:33PM] warning: Property pTG05KarliahInvisibilitySpell on script QF_TG05_00021551 attached to TG05 (00021551) cannot be initialized because the script no longer contains that property
[05/14/2013 - 03:09:33PM] warning: Property TG05KarliahInvisibilitySpell on script tg06questscript attached to TG06 (00021552) cannot be initialized because the script no longer contains that property
[05/14/2013 - 03:10:02PM] Loading game...
[05/14/2013 - 03:10:02PM] VM is thawing...
[05/14/2013 - 03:10:23PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>]
[05/14/2013 - 03:10:24PM] error: Failed to setup moving reference because it has no parent cell or no 3D
stack:
[ (FF00087E)].critterMoth.SplineTranslateTo() - "<native>" Line ?
[ (FF00087E)].critterMoth.BellShapeTranslateToRefAtSpeed() - "Critter.psc" Line 606
[ (FF00087E)].critterMoth.BellShapeTranslateToRefNodeAtSpeedAnd GotoState() - "Critter.psc" Line 639
[ (FF00087E)].critterMoth.GoToNewPlant() - "critterMoth.psc" Line 278
[ (FF00087E)].critterMoth.OnUpdate() - "critterMoth.psc" Line 138
[05/14/2013 - 03:10:40PM] error: (000EC18E): cannot enable an object with an enable state parent.
stack:
[ (000EC18E)].lvlpredatorscript.Enable() - "<native>" Line ?
[ (000EC18E)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>]
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>]
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>]
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>]
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Has a starting weapon
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>]
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Handling Starting Weapon
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Disabling physics on [ObjectReference < (00035514)>]
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] Moving 0 to the SwordMarker
[05/14/2013 - 03:11:10PM] error: (000ACD7E): does not have any 3d and so cannot be moved to.
stack:
[ (00035514)].ObjectReference.MoveToNode() - "<native>" Line ?
[ (000ACD7F)].WeaponRackActivateSCRIPT.HandleWeaponPlacement() - "WeaponRackActivateSCRIPT.psc" Line 395
[ (000ACD7F)].WeaponRackActivateSCRIPT.HandleStartingWeapon() - "WeaponRackActivateSCRIPT.psc" Line 468
[ (000ACD7F)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line 140
[05/14/2013 - 03:11:10PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE
[05/14/2013 - 03:11:32PM] [MQ102ChatterTrigger < (000AC138)>] triggered by [Actor < (0002BFA2)>]
[05/14/2013 - 03:12:12PM] [MQ102ChatterTrigger < (00109C2F)>] triggered by [Actor < (0002BFA2)>]
[05/14/2013 - 03:12:17PM] Info: *Achievement 29 awarded - a winnar is you!*
SpykeJuggalo is offline  
Reply With Quote
Old 05-16-2013, 02:50 AM   #2
xybolt
 
 
 
Join Date: Sep 2012
Reputation: 197
Posts: 1,185
Quote:
Originally Posted by SpykeJuggalo View Post
So i just started a new game hoping to get it to run better with less mods. I CTD right after helgen....

This is my Mod list:
staticmeshimprovementmod-part2.esp
staticmeshimprovementmod.esp
HighResTexturePack01.esp
HighResTexturePack02.esp
lightplacement.esp
alternate sunglare.esp
dark light templates.esp
dark nightsb.esp
lockpickvision.esp
private_nokillblur_test.esp
dr_bandolier.esp
unusualgemweightless.esp
dungeonquestawareness.esp
ezeworldmap.esp
are you sure that you have optimized the load order ? You can do it yourself or with BOSS. Look to SMIM, part2 should be below part 1.

Code:
[05/14/2013 - 03:10:40PM] error:  (000EC18E): cannot enable an object with an enable state parent.
stack:
	[ (000EC18E)].lvlpredatorscript.Enable() - "<native>" Line ?
	[ (000EC18E)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26

--------------------------------------------------------------

[05/14/2013 - 03:11:10PM] error:  (000ACD7E): does not have any 3d and so cannot be moved to.
stack:
	[ (00035514)].ObjectReference.MoveToNode() - "<native>" Line ?
	[ (000ACD7F)].WeaponRackActivateSCRIPT.HandleWeaponPlacement() - "WeaponRackActivateSCRIPT.psc" Line 395
	[ (000ACD7F)].WeaponRackActivateSCRIPT.HandleStartingWeapon() - "WeaponRackActivateSCRIPT.psc" Line 468
	[ (000ACD7F)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line 140
you are free to ignore Daryl's debugging message. he's a developer from bethesda and forgot to comment his debugging lines before publishing the game. I also strongly suggest to add USKP, either from workshop or from nexus. It fixes mayor vanilla game bugs and removes also the debugging codes from Daryl in papyrus log.

Here above are two events which should have looked into it. That predator script comes from SkyTEST but you don't have that mod. Probably from this mod ( private_nokillblur_test.esp - need to check - )

And the 3d issue is that you have an item which is missing a mesh to display that particular item. Check what for item is linked at this ref ID ; 000ACD7E (it comes from one of your mods, my guess is this one, dr_bandolier.esp ) because it triggers before the CTD. Use the console command (the tilde key above the tab key and left to 1 key) and put "help 000ACD7E".
Don't forget that if you change the load order, the ref ID might change.
xybolt is offline   Reply With Quote
Old 06-20-2013, 03:01 PM   #3
sajberkg
 
Join Date: Feb 2010
Reputation: 0
Posts: 9
I have the EXACT problem as the guy above, a missing mesh

Code:
[06/20/2013 - 09:50:45PM] Error:  (000ACD7E): does not have any 3d and so cannot be moved to.
stack:
	[ (00035514)].ObjectReference.MoveToNode() - "<native>" Line ?
	[ (000ACD7F)].WeaponRackActivateSCRIPT.HandleWeaponPlacement() - "WeaponRackActivateSCRIPT.psc" Line 393
	[ (000ACD7F)].WeaponRackActivateSCRIPT.HandleStartingWeapon() - "WeaponRackActivateSCRIPT.psc" Line 491
	[ (000ACD7F)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line 140
[06/20/2013 - 09:50:58PM] [MQ102ChatterTrigger < (00109C30)>] triggered by [Actor < (0002BF9E)>]
But when i type "help 000ACD7E" in the console, it doesnt work....please help me!

Last edited by sajberkg: 06-20-2013 at 03:04 PM.
sajberkg is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > Q - S > Skyrim, The Elder Scrolls V


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off



All times are GMT -7. The time now is 01:38 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2014, All Rights Reserved.