I'm not entirely able to confirm if this mod is the culprit of my CTD's after death, but the Skyrim Crash Decoder website is telling me me this-
== Skyrim Crash Decoder v1.0 Report == Unable to identify a clear cause for the crash. (thanks bud, you sure love telling me this a lot) Crash was likely caused by one of the following mods: Dawnguard.esm -> Unofficial Skyrim Special Edition Patch.esp Probably one of them accessing or clashing with this mod: "lootspillagemcm.esp". (which is why i'm posting here) The following record might have been involved in the crash: name: "exploding dwarven bolt of shock" formid: 0x0400f1b9. (But I don't have any??) To fix the issue, you can try disabling one or more of the mods mentioned above. If the crash still happens, try again with a new log. If you are an advanced Skyrim modder, you can use a tool like SSEEdit to see more information about what record the FormID contains and which mods are accessing it. ------------------------------------------------------------ So a little more context, I'm playing the VR version- which this mod is amazing for, thank you. Whenever I die, and a moment has passed, the game tends to hang up before hard crashing. My guess is that the mod is trying to drop everything in my inventory and cant handle the consequences of my hoarding lol. I've noticed this specifically seems to happen when the death animation runs for a second or two longer than normal, like from rag dolling as opposed to it passing quickly if the death animation was really short- it's probably that second or two difference in time that allows the mod to drop all of the players items, if that's what's happening, as I've read in the comments that the player is essentially supposed to be filtered from it.
as for the "exploding dwarven bolt of shock" part. I'm not near any of the dawn guard stuff, and I don't have any crossbow bolts in my inventory, let alone the exploding dwarven ones. So I haven't the slightest clue as to why it's bringing that up.
Good morning Monitor144hz. I'm really enjoying this mod so far, but I did have a question for you. Rather than individually highlighting the objects when they are dropped, would it be possible to create an effect around the bodies similar to the recently released Souls Style Looting? I think I like the overall "Hey dummy, you missed this one" effect when searching for them. I also use Shining Treasure that gives me the individual glow on certain item types I can adjust in the MCM. I don't know how the mods would effect each other, but I do have a bad habit of missing bodies to plunder. Plus I'm not sure if this covers everything Shining Treasure covers (ie barrels) so I don't want to fully disable that mod yet, either. Would it be as simple as loading this after SSL to get the body effect while still retaining the 'drop loot' effect this one enables? Or are they basically one-or-the-other mods? I would think a few varieties in how you're notified that a body has dropped loot would be nice for those that might be using something like Shining Treasure. Just ideas, though. It's not like I plan on removing this mod anytime soon.
Now imagine the immersion of combining this mod and making it work with Destructible Skyrim so when you destroy barrels for example the loot comes "out of" it
@ mycathasasword & LeatherKing6688, you are both not using the MCM Addon? this fixes some CTD problems and adds in-game adjustment functionality to the mod, if you're not using this MCM addon then you may want to install it, otherwise it would be helpful if you could check your crash logs ( assuming you have crash logger installed ) and post the contents of it to pastebin and then post that link in the Bug Report section.... someone may be able to help, and if it's directly a cause of the mod itself, then the author can also look into it when they are actively working on updates.
But so far... no CTD with the Loot Spillage MCM addon....it works great in my experience, give it a try when you can.
Thank you for this awesome mod Monitor144hz, it was just added to my Diablo themed SkyrimVR Wabbajack modlist, and obviously matches the theme perfectly, it looks & functions great in VR.
I have very extensive modlist and i just blidnly added this wonderfull thing on top of my modlist. Got CTD when bandits drop their stuff. I changed settings in .ini file to drop only weapons.
I am not sure that my modlist related or this mod itself a problem. Just wanna mod author to check if it works as intended.
I get these every so often as well, sometimes i try to narrow it down to a specific items then eventually I get fed up with troubleshooting and just reset their inventory through the console.
My latest one though I narrowed it down to a Steel War Axe [00013983]. The only changes to the form I can tell from xEdit is from USSEP to the block impact data sounds and changes to its object bounds. Neither of which prevented the CTD when reverted. I also double checked and there is nothing overriding the nif or the textures... so really not sure why it's causing an `EXCEPTION_ACCESS_VIOLATION` error.
EDIT A CLUE! I just removed 1 axe from the npc who was causing the CTD and discovered she was actually dual wielding two identical Steel War Axe's. Removing a single axe and then killing her did not trigger a CTD and it spilled her loot as it should. @Monitor144hz this is probably the root cause. Identical items held in each hand.
i guess i just got this problem with allow only weapon drop. It is a bandit with dual wield I killed before CTD, can't tell if that bandit is dual wielding the same weapons, it just happened so suddenly XD
Hi there, I encountered today a CTD for the first time in a forsworn cave... It was persistent, meaning that every time I killed a specific forsworn, CTD was there... Trainwreck pointed towards the dll of this mod. Had no other issues until now, so I got curious.
The solution? Moved the esp as low as possible in MO2 right pane (only true directional movement and the 3 patches I use are lower).
I identified what's happening here. There are two possibilities:
1. The world models form Bandoliers - Bags and Pouches (specifically the imperial pouches) caused a CTD when the effect shader was applied. There could be other mods out there with bad world models that could have the same issue. I haven't identified any others though and I have a mod load of 3107 plugins.
2. Items spilling out of the actors during death animations can cause a CTD specially if they are dual wielding. I think the problem comes with the death animation conflicting with the actor trying to unequip items where those items while equipped were supposed to be given physics to fall out of their hands. The death event triggers twice, once when the actor is "dying" and once when the actor finally "dies". Loot Spillage is triggered on both events. The first one I believe is where this CTD occurs. I have a version I made for myself with an MCM that corrects this by only spilling loot if the actor is dead dead. I have yet to have a CTD after making this change.
My mod fixes the issue described here and a few others I've found. I've been using it for about a month now and I've not had any CTDs from Loot Spillage since. I'm sure there are still some mod combo's out there that could cause a CTD but none that I've found in my list so far.
Do you use any mods that hide items that would otherwise be stolen? Like Better Third Person Selection?
Depending on where items are dropped sometimes their "ownership" isn't set correct by the game, so mods that prevent you from picking up stolen items can cause issues with picking up spilled loot.
First of: Love this mod! It's such a small thing, but it makes a big difference to how the game feels by cutting down on time spend looking at menus to loot. Works really well with Better third person selection! Second: I have some ideas!
1. Armor drop changes Currently, when armor spills are turned on and you go through a bandit camp, you leave pile of naked corpses behind. While thats pretty metal, it seems a bit ... over the top. Instead, killed enemies could spill a copy of their armor along with their other stuff, and then become non interactable. I think this might mess with some mods (like N.U.D.E. option a) that add stuff to corpses, as items added on a delay after death would then become unavailable... i think? I don't actually know how any of that works.
2. Glimmer The glow that dropped items have is really helpful to spot spilled items in dark places, but adding a colored glimmer effect would be cool! What i have in mind is a quickly fading orb of light (like a small version of the vanilla magelight) floating up out of spilled items. This would stop items getting hidden under corpses or other objects. This could either trigger on a timer (with slight randomization for sparkling fields of loot) and/or when pressing a hotkey. Only when the player is not in combat/doesn't have a weapon drawn, as all the lights might be distracting while you're busy spilling more loot.
3. Glow/glimmer duration Right now, items glow for a certain time and then stop. In bigger fights that take longer than the timer, items might stop glowing before the player has seen them and in dark places some smaller spilled items can be pretty hard to spot without the glow. How about having them glow (and glimmer) until the player looks at them (by that i mean when "take [item name]" appears on screen) for a certain duration? This way the player would be able to easily determine if they have checked all the loot before moving on.
4. Alternative colors White: Ingredients, food, misc. items, arrows, bolts Green: Weapons, armor, potions Blue: Rings, necklaces, gems, spellbooks, books that raise skills Purple: Enchanted items, charged soul gems Gold: Unique/Quest items These colors could then have different timers for the glimmer, gold items glimmer more often(or glimmer stays?) than purple, purple more often than blue, etc.
5. General item highlighting (probably beyond what this mod was made for, but still a good idea i think) The glow and glimmer effects could be applied to not just spilled loot, but to all items in a radius around the player when pressing a hotkey. And used to highlight the highest level of loot in unlocked containers, while placing a different color (red?) glow/glimmer on locked containers.
6. MCM (the least important, but most obvious way to improve this mod) All the config options!
I have a version of Loot Spillage that addresses most of these, I've sent Monitor some messages to get permission to upload it or merge it with this one. But just gotta wait to hear back from him about it. It's called `Loot Spillage - MCM Expansion`.
1. Armor drop changes Keeping the armor on the NPC as hidden is a MUCH bigger undertaking than it sounds like. Changes to forms even through SKSE to make them hidden or "unplayable" happen at the base form and not just that one reference. So EVERY item in the game would need an exact duplicate base created and set to unplayable for this to work. I'm not sure of any other way around this.
My MCM Expansion does introduce a keyword filter though that can be applied with KID and SPID. I made a few patches, one specifically for underwear like the ones from NUDE. So it'll spill anything except items or actors with the keyword `DisableLootDrop`.
2. Glimmer I was actually very heavily looking into this. Currently Loot Spillage applies a Shader Effect to the item to give it the "Glow". Shader Effects do allow addon models which I was hopeful for. Unfortunately there is an Engine limitation where attempting to apply new models as addons to items does not work. It works for actors, but it's a no go on items. I started looking into alternative solutions but I have yet to figure any out.
3. Glow/glimmer duration MCM Expansion will allow you to completely disable glow, have it adhere to a duration (same as the current version), or set it to "Never Fade". Due to more engine limitations the never fade option will leave the shader on the item but once the player leaves the cell and comes back they will no longer have their glow shaders. Picking the item up also removes the shader on the reference.
4. Alternative colors MCM Expansion allows you to customize the color of each of the shader types. I have plans to add a few more colors as well which will be applied to items with specific loot spillage keywords but I haven't gotten around to adding those yet. I want to publish the current version first, after I get the permission from Monitor of course.
5. General item highlighting That's a cool idea, it is very possible. It's kind of like the Unread Books Glow mod but for gear.
6. MCM As I've said it's called `Loot Spillage - MCM Expansion` so of course it will have a full MCM :) It requires MCM Helper so all of the settings will also be saved and shared between saves. In addition to the same settings you can change in Loot Spillage INI I added a few more settings.
- Keyword Exclusion toggle on/off - Additional Shader Control - with Disable and Never Fade options - Shader Color Configuration - Drop Limits - Limit the number of drops per actor - Quest Item Drop Control - Additional Actor Drop settings - Set loot to only spill for specific actors (Everyone, Player Kills only, Player or Follower Kills)
7. Bug Fixes I also included a few bug fixes that Monitor himself hasn't had time to look into yet. Like the dual wield CTD, CTD connected to shaders being applied to `Bandoliers - Pouches and Bags`, DropUnplayable being ignored if DropAll is enabled, etc... I'll give a full list when I can release the mod.
83 comments
== Skyrim Crash Decoder v1.0 Report ==
Unable to identify a clear cause for the crash. (thanks bud, you sure love telling me this a lot)
Crash was likely caused by one of the following mods: Dawnguard.esm -> Unofficial Skyrim Special Edition Patch.esp
Probably one of them accessing or clashing with this mod: "lootspillagemcm.esp". (which is why i'm posting here)
The following record might have been involved in the crash: name: "exploding dwarven bolt of shock" formid: 0x0400f1b9. (But I don't have any??)
To fix the issue, you can try disabling one or more of the mods mentioned above. If the crash still happens, try again with a new log. If you are an advanced Skyrim modder, you can use a tool like SSEEdit to see more information about what record the FormID contains and which mods are accessing it.
------------------------------------------------------------
So a little more context, I'm playing the VR version- which this mod is amazing for, thank you. Whenever I die, and a moment has passed, the game tends to hang up before hard crashing. My guess is that the mod is trying to drop everything in my inventory and cant handle the consequences of my hoarding lol. I've noticed this specifically seems to happen when the death animation runs for a second or two longer than normal, like from rag dolling as opposed to it passing quickly if the death animation was really short- it's probably that second or two difference in time that allows the mod to drop all of the players items, if that's what's happening, as I've read in the comments that the player is essentially supposed to be filtered from it.
as for the "exploding dwarven bolt of shock" part. I'm not near any of the dawn guard stuff, and I don't have any crossbow bolts in my inventory, let alone the exploding dwarven ones. So I haven't the slightest clue as to why it's bringing that up.
I also use Shining Treasure that gives me the individual glow on certain item types I can adjust in the MCM. I don't know how the mods would effect each other, but I do have a bad habit of missing bodies to plunder. Plus I'm not sure if this covers everything Shining Treasure covers (ie barrels) so I don't want to fully disable that mod yet, either.
Would it be as simple as loading this after SSL to get the body effect while still retaining the 'drop loot' effect this one enables? Or are they basically one-or-the-other mods? I would think a few varieties in how you're notified that a body has dropped loot would be nice for those that might be using something like Shining Treasure. Just ideas, though. It's not like I plan on removing this mod anytime soon.
Just by default drop is limited to 10 items but you can increase it in MCM.
Great mod though!
But so far... no CTD with the Loot Spillage MCM addon....it works great in my experience, give it a try when you can.
I am currently having other CTDs with a different mod (which is troubling me a lot) so I don't think I can post the CTD for loot spillage right now
Thanks!
I am not sure that my modlist related or this mod itself a problem. Just wanna mod author to check if it works as intended.
My latest one though I narrowed it down to a Steel War Axe [00013983]. The only changes to the form I can tell from xEdit is from USSEP to the block impact data sounds and changes to its object bounds. Neither of which prevented the CTD when reverted. I also double checked and there is nothing overriding the nif or the textures... so really not sure why it's causing an `EXCEPTION_ACCESS_VIOLATION` error.
EDIT
A CLUE! I just removed 1 axe from the npc who was causing the CTD and discovered she was actually dual wielding two identical Steel War Axe's. Removing a single axe and then killing her did not trigger a CTD and it spilled her loot as it should. @Monitor144hz this is probably the root cause. Identical items held in each hand.
I encountered today a CTD for the first time in a forsworn cave...
It was persistent, meaning that every time I killed a specific forsworn, CTD was there...
Trainwreck pointed towards the dll of this mod.
Had no other issues until now, so I got curious.
The solution?
Moved the esp as low as possible in MO2 right pane (only true directional movement and the 3 patches I use are lower).
Hope it helps.
1. The world models form Bandoliers - Bags and Pouches (specifically the imperial pouches) caused a CTD when the effect shader was applied. There could be other mods out there with bad world models that could have the same issue. I haven't identified any others though and I have a mod load of 3107 plugins.
2. Items spilling out of the actors during death animations can cause a CTD specially if they are dual wielding. I think the problem comes with the death animation conflicting with the actor trying to unequip items where those items while equipped were supposed to be given physics to fall out of their hands. The death event triggers twice, once when the actor is "dying" and once when the actor finally "dies". Loot Spillage is triggered on both events. The first one I believe is where this CTD occurs. I have a version I made for myself with an MCM that corrects this by only spilling loot if the actor is dead dead. I have yet to have a CTD after making this change.
My mod fixes the issue described here and a few others I've found. I've been using it for about a month now and I've not had any CTDs from Loot Spillage since. I'm sure there are still some mod combo's out there that could cause a CTD but none that I've found in my list so far.
Depending on where items are dropped sometimes their "ownership" isn't set correct by the game, so mods that prevent you from picking up stolen items can cause issues with picking up spilled loot.
One question, are there any values I can enter in the ini that would disable the shader effect completely?
For that sweet, sweet immersion;)
Second: I have some ideas!
1. Armor drop changes
Currently, when armor spills are turned on and you go through a bandit camp, you leave pile of naked corpses behind. While thats pretty metal, it seems a bit ... over the top. Instead, killed enemies could spill a copy of their armor along with their other stuff, and then become non interactable. I think this might mess with some mods (like N.U.D.E. option a) that add stuff to corpses, as items added on a delay after death would then become unavailable... i think? I don't actually know how any of that works.
2. Glimmer
The glow that dropped items have is really helpful to spot spilled items in dark places, but adding a colored glimmer effect would be cool! What i have in mind is a quickly fading orb of light (like a small version of the vanilla magelight) floating up out of spilled items. This would stop items getting hidden under corpses or other objects. This could either trigger on a timer (with slight randomization for sparkling fields of loot) and/or when pressing a hotkey. Only when the player is not in combat/doesn't have a weapon drawn, as all the lights might be distracting while you're busy spilling more loot.
3. Glow/glimmer duration
Right now, items glow for a certain time and then stop. In bigger fights that take longer than the timer, items might stop glowing before the player has seen them and in dark places some smaller spilled items can be pretty hard to spot without the glow. How about having them glow (and glimmer) until the player looks at them (by that i mean when "take [item name]" appears on screen) for a certain duration? This way the player would be able to easily determine if they have checked all the loot before moving on.
4. Alternative colors
White: Ingredients, food, misc. items, arrows, bolts
Green: Weapons, armor, potions
Blue: Rings, necklaces, gems, spellbooks, books that raise skills
Purple: Enchanted items, charged soul gems
Gold: Unique/Quest items
These colors could then have different timers for the glimmer, gold items glimmer more often(or glimmer stays?) than purple, purple more often than blue, etc.
5. General item highlighting (probably beyond what this mod was made for, but still a good idea i think)
The glow and glimmer effects could be applied to not just spilled loot, but to all items in a radius around the player when pressing a hotkey. And used to highlight the highest level of loot in unlocked containers, while placing a different color (red?) glow/glimmer on locked containers.
6. MCM (the least important, but most obvious way to improve this mod)
All the config options!
Again, thank you for this awesome mod!
1. Armor drop changes
Keeping the armor on the NPC as hidden is a MUCH bigger undertaking than it sounds like. Changes to forms even through SKSE to make them hidden or "unplayable" happen at the base form and not just that one reference. So EVERY item in the game would need an exact duplicate base created and set to unplayable for this to work. I'm not sure of any other way around this.
My MCM Expansion does introduce a keyword filter though that can be applied with KID and SPID. I made a few patches, one specifically for underwear like the ones from NUDE. So it'll spill anything except items or actors with the keyword `DisableLootDrop`.
2. Glimmer
I was actually very heavily looking into this. Currently Loot Spillage applies a Shader Effect to the item to give it the "Glow". Shader Effects do allow addon models which I was hopeful for. Unfortunately there is an Engine limitation where attempting to apply new models as addons to items does not work. It works for actors, but it's a no go on items. I started looking into alternative solutions but I have yet to figure any out.
3. Glow/glimmer duration
MCM Expansion will allow you to completely disable glow, have it adhere to a duration (same as the current version), or set it to "Never Fade". Due to more engine limitations the never fade option will leave the shader on the item but once the player leaves the cell and comes back they will no longer have their glow shaders. Picking the item up also removes the shader on the reference.
4. Alternative colors
MCM Expansion allows you to customize the color of each of the shader types. I have plans to add a few more colors as well which will be applied to items with specific loot spillage keywords but I haven't gotten around to adding those yet. I want to publish the current version first, after I get the permission from Monitor of course.
5. General item highlighting
That's a cool idea, it is very possible. It's kind of like the Unread Books Glow mod but for gear.
6. MCM
As I've said it's called `Loot Spillage - MCM Expansion` so of course it will have a full MCM :) It requires MCM Helper so all of the settings will also be saved and shared between saves. In addition to the same settings you can change in Loot Spillage INI I added a few more settings.
- Keyword Exclusion toggle on/off
- Additional Shader Control - with Disable and Never Fade options
- Shader Color Configuration
- Drop Limits - Limit the number of drops per actor
- Quest Item Drop Control
- Additional Actor Drop settings - Set loot to only spill for specific actors (Everyone, Player Kills only, Player or Follower Kills)
7. Bug Fixes
I also included a few bug fixes that Monitor himself hasn't had time to look into yet. Like the dual wield CTD, CTD connected to shaders being applied to `Bandoliers - Pouches and Bags`, DropUnplayable being ignored if DropAll is enabled, etc... I'll give a full list when I can release the mod.