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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Crash
Assigned To: Nobody
Platform: PC
Severity: Critical
Votes: 0
Watching: N/A
Opened By Nitross on Nov 13, 2016 3:54 pm
Last Edited By Arthmoor on Nov 19, 2016 8:55 pm
Closed By Arthmoor on Nov 19, 2016 8:55 pm
Resolution: Mod Conflict

Issue #21504: Approaching some NPCs crashes / freezes the game

 
I was just given the "Retrieval" (http://www.uesp.net/wiki/Skyrim:Retrieval) quest as my second radiant quest to complete the Companion quest line and the location it picked is Treva's Watch.

Going there, I can barely get close to the fort as the game freezes - everything but the music stops responding - whenever I get close to an un-alerted NPC. For instance, if I sneak to Stalleo's camp the game will crash as soon as I get within greeting range. But if there are hostiles around (i.e. the archers from the fort shooting at me) the game will not freeze until they enter combat.

Tying to approach Treva's Watch from another direction using stealth has the same problem, possibly triggered by the guards in the fort idle chatter?

I noticed Stalleo is young and has red hair in my game, instead of looking like on the wiki http://www.uesp.net/wiki/Skyrim:Stalleo

Also, it is the first time I go to Treva's Watch; I have not completed any quests there. Could the Retrival and Infiltration quests have conflicts? http://www.uesp.net/wiki/Skyrim:Infiltration

Approaching Stalleo reproduces the crash every time for me, but I also had a similar - unreproduced - freezing of the game while approaching Kodlak Whitemane while he was sleeping (right after getting the Retrival quest from Aela at night).

I tried disabling the mods to see if it prevented the crash without success.

Mods used (order optimized with LOOT) :
unofficial skyrim special edition patch.esp
cutting room floor.esp
static mesh improvement mod se.esp
fpsboost.esp
dd - realistic ragdoll force - realistic.esp
beltfastenedquivers.esp
point the way.esp
bring out your dead.esp
shor's stone.esp
ivarstead.esp
kynesgrove.esp
soljund's sinkhole.esp
storefront.esp
relationship dialogue overhaul.esp
open cities skyrim.esp
immersive citizens - ai overhaul.esp
immersive citizens - ocs patch.esp

Comments

9 comment(s) [Closed]
BlackPete said:
 
I noticed that you're using a "fpsboost" mod. Those are often not needed unless you have a low end PC. What are your computer hardware specifications?


Do they at least meet the minimum required to run the game? (see below)

OS: Windows 7/8.1/10 (64-bit)
CPU: Intel i5-750/AMD Phenom II X4-945
RAM: 8 GB
HDD: 12 GB free space
GPU: Nvidia GTX 470 1 GB/AMD HD 7870 2 GB

Nitross said:
 
Just answering this question makes me realize I don't know why I picked up this mod in the first place; I guess it just made sense to me to use low res textures on stuff I can't even see most of the time, even if my computer can handle it.

My game runs on recommended settings for my PC : Ultra.

Specs
Windows 10 Pro 64 bits
i5-3570 @ 3.40GHz
24 GB RAM
GTX 1060

Game is installed on SSD.

There is no degradation of performance before the freeze; it is instantaneous as I come near the NPC.

NightStar said:
 
I doubt the quests you mentioned have anything to do with your crashes.

I took a look at your mods and the likely suspect is Immersive Citizens. Mainly due to the fact that you describe archers only causing a crash after they enter combat. From the mod's description: "this plugin deeply overhauls the AI used by NPC citizens when they are in a “standard state” and in a “combat state”. The “alert state” is left untouched." That perfectly describes what you're seeing, your game is fine until they enter combat.

Also, as you pointed out, Stalleo shouldn't be a red hair, and if a mod changed that, they may well have changed other aspects of him too. Something that the SSE doesn't like and which leads to crashing.

I'm tempted to close this out as a mod conflict.

Nitross said:
 
Immersive Citizens was the first on I thought of as well but, as mentioned in the ticket, one of the first thing I tried before opening a ticket was disabling mods.

The first one to go was Immersive Citizens. When that didn't work, I also tried disabling all of them, but the game still freezes.

Now, I'm new to Skyrim and mods, and maybe there something I don,t know about disabling mods. Is there some of the changes still linked to the save game even if I disable them?

Also, unless approaching Stalleo causes another NPC to enter combat, the freeze doesn't happen on combat state (or JUST on combat state). In fact, if Stalleo is in combat with another creature when I come close, there is no freeze.

Nitross said:
 
More information after some tests : the freeze seems to be related to an object loading near the rear of Treva's Watch.

I remembered I had tried changing the uGrids value in the ini and was playing at 7 without issues.

Since it is related to loading assets on the map, I tried approaching Stalleo's camp with a lower value. With a value of 5, I was able to get close to Stalleo. But, going near and around Treva's Watch cause the game to crash to desktop.

The location I crashed was on the left side - opposite to Stalleo's camp - of the fort.

I'll try an even lower lower value and see how close I can get. Maybe I can pinpoint a location...

Nitross said:
 
At 3 uGrids, I was able to go around Treva's Watch completely.

Considering how I was crashing approaching from the east or west, I suspected the item causing the problem was behind the fort.

I began moving north from Treva's Watch and the game froze again as I was getting near
Sarethi Farm.

Nitross said:
 
3 uGrids again.

In order to see if the game would crash if I approached the farm from the north, I went around Sarethi Farm by going straight north from Stalleo's camp.

Along the way, I had a random encounter with a mad woman http://www.uesp.net/wiki/Skyrim:Madwoman even though I havent started the quest "The Mind of Madness".

I then proceeded to get to the farm without any crash, even walking back to Treva's Watch.

Could the freeze / crash have been because of the game attempting to spawn a random encounter at an invalid location?

Nitross said:
 
Well, I was able to complete the quest without a crash.

Being a dev - altough a web dev and not a game or mod one - I know how hard it is to troublshoot something random. I opened the ticket because I could reproduce the crash over and over, but now its not the same.

There definitely was an asset loading that caused the crash, even at the regular uGrids setting of 5. But, now I seem to be able to move without a crash (but at uGrids 3).

I don't know what would be best to do with this ticket; keep it opened but lower the severity? Is that possible? Or just close it and I would open a new one if it happens again?

I still have a save game at the right place to reproduce the crash and do some tests if needed.

If not, thanks for everyone who took the time to read and chime in!

Arthmoor said:
 
Based on the information you've provided, we've checked in game. No issues whatsoever when approaching this location.

Altering your uGrids setting is not supported, nor is using mods which have not been cleanly ported to SSE either. Last available information suggests RDO has not been cleanly ported. Plus you're having crashes relating to archery and have a mod tailored toward it installed which may also not have been cleanly ported.

In the end, this definitely looks like a mod conflict and not something we can address.

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