Every single crash log posted here comes from an xNVSE bug (which is what I suspected - you'd know that if you had actually read the comments you are complaining about), where it incorrectly handled comments in scripts. This issue has been fixed this week in xNVSE 6.4, so if you are affected, please update.
Dear users, please put some trust into modders producing the slop you consume - most of us do know what we are doing, and which issues are possible or not to happen with our mods (yes, edge cases are still possible). I know you love to operate on a "last mod installed corresponds to the last issue found", which is usually wrong and no amount of trying will get you out of that mindset, but when reporting such issues, please do not act uncivilized when it turns out you are wrong.
I wanna say thanks for the extensive, super informative description. It's super interesting getting to read how and why these things work the way they do, and it doesn't leave room for doubts that this mod is BS. Thank you!! <33
I think my performance just doubled, idk whats up with ppl complaining about crashes i slapped this on Viva New Vegas modlist which has over 140 mods + weapon/armor skin mods i downloaded outside the modlist and it works really well
Can I just say thank you for your work, and I thoroughly enjoyed your description text (that I read through because I wanted to learn stuff) that ended up being one of my favorite funny texts on this site. So thank you twice.
Getting the same reproducible crash with the same calltrace in Crash Logger, 100% of the time after the Obsidian logo but before the main menu options show up if Cell Offset Generator is active. Game launches to main menu just fine if it's deactivated.
One thing to note, if the CellOffsets folder isn't present then Cell Offset generates the offsets just fine. It's only after they are generated that the game crashes 100% of the time. Makes me think there's a mod somewhere in my list that, when offsets are generated for it, is causing the crash.
My question: Is there a way to prevent Cell Offset from generating offsets so I can delete the offsets inside the CellOffsets folder one by one to see if I can prove that one of my mods is to blame? I know deactivating the mods themselves is also an option, but it would be faster to just delete the offsets if I can. As I said, the game launches to main menu with no issues if Cell Offset is deactivated so if there's an issue with one of the mods I'm using then Cell Offset Generator is the only thing that seems to make it crash the game...
Will do in a sec, but in the meantime I did start what I thought was gonna be a long debug process of unticking ESMs and ESPs until it stopped crashing and immediately landed on what appears to be causing the crash: ZL_Armaments_Remastered.esm
EDIT: Sorry for the wait, was toggling a lot of stuff to try and figure this out. I don't think it's ZL Armaments and I have no idea why toggling that off lets the game get to the main menu normally when all other mods I have are active. I *think* it might be Weapon Smith ( [NVWO]Editor.esm ), but only when other seemingly random mods in random combinations are active... when it's on by itself, no crash. The calltrace in every crash I get remains the same as shown in the log below.
Yes, the offset functionality is universal across all other games. (The fact that Skyrim players are so dogmatic about cleaning game's masters and removing offsets, is really funny to me.)
So one could port this functionality to other games.
254 comments
Compatible with everything. This is an automated process, no user interaction required (besides installing it)."
many messages about various incompatibilities, random errors and crashes. the author's answer is "meh, not my bug".
uhh, ur really nice.
This issue has been fixed this week in xNVSE 6.4, so if you are affected, please update.
Dear users, please put some trust into modders producing the slop you consume - most of us do know what we are doing, and which issues are possible or not to happen with our mods (yes, edge cases are still possible).
I know you love to operate on a "last mod installed corresponds to the last issue found", which is usually wrong and no amount of trying will get you out of that mindset, but when reporting such issues, please do not act uncivilized when it turns out you are wrong.
Crash log here
https://pastebin.com/ZwqhTe9g
One thing to note, if the CellOffsets folder isn't present then Cell Offset generates the offsets just fine. It's only after they are generated that the game crashes 100% of the time. Makes me think there's a mod somewhere in my list that, when offsets are generated for it, is causing the crash.
My question: Is there a way to prevent Cell Offset from generating offsets so I can delete the offsets inside the CellOffsets folder one by one to see if I can prove that one of my mods is to blame? I know deactivating the mods themselves is also an option, but it would be faster to just delete the offsets if I can. As I said, the game launches to main menu with no issues if Cell Offset is deactivated so if there's an issue with one of the mods I'm using then Cell Offset Generator is the only thing that seems to make it crash the game...
EDIT: Sorry for the wait, was toggling a lot of stuff to try and figure this out. I don't think it's ZL Armaments and I have no idea why toggling that off lets the game get to the main menu normally when all other mods I have are active. I *think* it might be
Weapon Smith ( [NVWO]Editor.esm ), but only when other seemingly random mods in random combinations are active... when it's on by itself, no crash. The calltrace in every crash I get remains the same as shown in the log below.
https://pastebin.com/15w1VjFS
*Me, an utter chud who has no idea what he is talking about*
*Downloads mod because, shut up, that's why*
So one could port this functionality to other games.