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Found 7 results

  1. This is the most actual stability guide that will help you to fix known crashes, technical problems, bugs and improve overall gaming experience as much as the old 32-bit game engine allows. Philosophy of Crashes Complete text TL;DR Part I - Memory Patches Skyrim's memory model was designed to work with fixed sized memory blocks. There're a lot of memory blocks in the game process, but we're insterested in 2 main blocks. These blocks hold dynamic in-game data such as NPCs, quests, items and models of everything you see in the game together with script data and something else. It's obvious, the more you mod your game the more data will be stored inside these blocks. But, their sizes are fixed and if stored data overflow crash happens. We have 2 ways to fix the problem: - SSME: Largely increase their size to fit appetite of modern skyrim. - OSAllocators: Remove these blocks and store its data in shared area using OS allocations. Both ways work, both ways have its pros and cons, and both ways will be shown here. You can choose yourself what path to go: SSME (Recommended): + Found by me as the most stable way + Uses default alloc method that engine supposed to work with - Block size increased but still limited (enough for vast majority of players) - Size of Block 2 cannot be modified (but it's very hard to overflow the block even with a hardly modded game) OS Allocators: + Blocks completely unlimited, all data stored in shared process area + Supposed to be faster - Less stable by my tests and much more sensitive to resource data - May require additional calibrations Opinion: I always prefer SSME way. for me it behaves more stable and less buggy, however, if your game is very very extremely modded limitations of SSME way may affect. However, I met only one person yet who was able to mod the game to such condition. If you still don't know what to choose go SSME way, it will fit 99% of players. SSME way: OS Allocators way: Part II - Animation Fixes Installing too many animations may bring unwanted consequences, in the worst case you'll not be able to load or start a new game. Even if you don't have additional animations it's still recommended to go through the part. FootIK Solution Animation Limit Solution Part III - Optional This part is not strictly required, however can improve overall game quality and/or stability under specific circumstances. HDT Physics Extensions Crash Fix Papyrus performance High FPS Patches Windows 7 users warning Critter Spawn Fix Dangerous Mods PlayerSuccubusQuest (https://www.loverslab.com/files/file/667-psq-playersuccubusquest-for-sexlab/) - cum inflation feature of this mod produces infinite threads what eventually breaks papyrus script engine together with your game save. Disable this feature if you want to play the mod safety. Simply Knock & StorageUtil (https://www.nexusmods.com/skyrim/mods/73236) - this mod uses StorageUtil on gamesave loading to get configuration with relative access "../SimplyKnockData/Common.json". The path is converting by StorageUtil with codecvt function which in that case may work incorrect on Windows OS and access null ptr what crashes the game. It is not really a Simply Knock or PapyrusUtil problem, however are triggering by them. Crash is platform dependent and not guaranteed to pop up for everybody. Dragonborn In Distress (https://www.loverslab.com/files/file/8215-dragonborn-in-distress/) - may cause CTD while save attempt in active quest stage for unknown reasons (I didn't investigate it). Since ver 2.03+ seems to be fixed. Recommendations - Don't alt-tab from the game. It's simply not supported by Bethesda even with vanilla game. But if you really need to alt-tab at least make a savegame, because returning back you may meet a CTD. - Do not disable your mods from load order during game time. It may break your scripts, quest and gamesave completely even if clean it up. - Always make backups. For everything. For example some mods replace vanilla scripts and if you turn off a mod like this it may break the script completely. So it is very important to do a proper clean up and restoration after deletion. Backups saved my Skyrim many times. - Keep your main save away from new mods and even mod updates. You cannot know will you like this mod or not, will it bring any problems and so on. If you want to try a new mod i recommend to start a new game and try it out. And after some time if everything looks good include the mod to your main save. - If you pack your mods into BSA be careful with seq files. BSA archive should have proper flags if contains a seq file. Otherwise it will be unable read and break the mod. Furthermore, new game will be required even if you fixed it. - If you want to try a new mod, at first better to put it at the end of the load order. If you do it this way the new mod will override everything it needs and it will be less chances to break something for the new mod because of incompatibility with others. However, with this action you still can break old mods in case of incompatibility. Useful Game paths Links Wide collection of guides and useful links to solve many game related problems by @worik https://www.loverslab.com/blogs/entry/6768-patchwork-how-do-i-fix-this-and-that-a-link-collection/ Well done blog about how to properly setup and mod the game by @donttouchmethere https://www.loverslab.com/blogs/entry/7521-conglomerate-01-basic-setup-for-modifing-skyrim-le-well-my-skyrim-got-messy-now-i-have-to-clean-it-up-so-i-thought-to-myself-why-not-start-a-blog-about-that/
  2. Animation Limit Crash Fix View File SSE version released About The patch fixes the crash on game loading when you install too many animations with FNIS. The one mentioned in the article by Fore. May also give you increased fps and loading speed by skipping a redundant part of code. More technical information you can find in the Developers section below. Requirements - SKSE - (SSE only) Supported runtime versions*: 1.5.73, 1.5.80, 1.5.97. Others can be supported too, but wasn't tested. It's safe to try, you'll get an appropriate message in case of incompatibility. Installation Just copy the dll to Data/SKSE/Plugins Recommended Continue Game No Crash (LE) or analogs to fix FootIK error CrashFixPlugin (LE) for other stability patches EnbSeries for additional memory patches You can also check my topic for additional fixes and information related to game stability for LE version of the game. Incompatibility - Animation Loading Fix [LE only] - does the same job and (since ver 1.1) edits the same instruction. This solution does not skip, but doubles the existen limit, also preload animations what helps to skip FootIK error. Version 1.0 is compatible. - SSE Engine Fixes [SSE only] - has the same change to the patching instruction as Animation Loading Fix v1.1 for LE. To make it compatible you need to disable AnimationLoadSignedCrash option in EngineFixes.ini file. Notes - There're several limits related to animations, this article will help you to understand them. - If you want to know more about performance impact by the patch, you can find more info in the article. - The patch successfully passed the beta test with several thousands of downloads with no negative feedback (LE version), however, side effects not yet completely discovered. If you find something weird and you sure that it's related to the patch, please, inform me and other users with a post in the topic. F.A.Q. Q: I'm getting "Invalid segment" error on game startup, what should I do? A: It means to the place, that should be patched by the plugin, changes was already made. Please, check the compatbility section. Q: I'm getting CTD on loading / My game doesn't load after installation, what should I do? A: Highly likely it's caused by incompatibility. Please, check the compatbility section and be sure you're using the latest version of the patch. Q: Will the patch really give me a performance boost? A: The question was very detailed explained here: https://www.nexusmods.com/skyrim/articles/52477 Q: How to understand do I need the patch or not? A: If you have installed several thousands of animations another bunch of new anims may break your game in a state where you'll always get CTD on loading or starting a new game. In that case the patch will help you to cure the CTD. If you have no installed animations by FNIS you can try the patch just for performance purpose. Q: What's the difference between the patch and SSE Engine Fixes (SSE) or Animation Loading Fix v1.1 (LE)? A: SSE Engine Fixes and Animation Loading Fix (since v1.1) changes movsx -> movzx instruction, what doubles the existen limit of numStaticNodes. A crash or unpredicted behavior still may happen when you will have more than 65535 numStaticNodes (instead of 32767) using the Engine Fixes or Animation Loading Fix solution. This patch always put 0 instead of incorrect value to the numStaticNodes register, what always help to cure the CTD and frees CPU from additional work. Q: (SSE) I'm getting "does not appear to be an SKSE plugin" message in skse64.log, is it okay? A: Yes, it's okay, just ignore it. The message notifies that the plugin was loaded not through SKSE64 API, but classical way with dllmain. I didn't find yet a proper solution to attach the plugin through classical SKSE API for 64-bit version. Q: (SSE) Will the patch work with 1.5.XX runtime version? A: I have personally tested its work on 1.5.73, 1.5.80 and 1.5.97 versions, everything works good. If you have a different runtime version you can just try it, it's safe. In case of incompatibility you'll get an appropriate message. Q: But the limit still exists in FNIS? A: Please, check the article for better understanding of animation limits: https://www.nexusmods.com/skyrim/articles/52476 Permission Contact me for permission if you want to reupload the fix somewhere or want to include it in your project. For Developers If you're interesting in the technical part of the fix here you can find useful information: Reverse info for LE version Render impact finding Animation affection tests SSE Reverse info Updates 25-Dec-2019 (SSE Only) Pattern matching added. Now it should be compatible with any SKSE and runtime version, including future official patches (unless Bethesda will do their own changes to the patching segment). 23-Dec-2019 Added segment checking for both LE and SSE. Now it's safe to use with any SKSE and runtime version. If something incompatible you'll get an appropriate message. 21-Dec-2019 SSE version released 8-Dec-2019 No internal changes in the mod. Restructured download archive, for comfortable installation with mod managers. Source file now in a separated download. Submitter mrsrt Submitted 12/07/2019 Category Other Requires SKSE Special Edition Compatible Yes  
  3. Hello. Firstly, please don't mind my english skills.. it's not my native language. I really don't know how to contact EA so i decide to post this here. My game keeps crashing after the update (4/9/2020). I tried to use the 'Modconflict' to check if there are any bad mods, and it looks fine. I also checked and deleted some of my mods that are mentioned in this website >> https://forums.thesims.com/en_US/discussion/980785/broken-updated-mods-cc-sw-jb-sept-2020?fbclid=IwAR3wi5_eYfB6HsvmKqWJunB32FCSBRw9QBzPr8ow3YwWT30UnNaJeMmOVGo#latest But still, My game is still crashing. I already update all of my wickedwhims mod and animations, including Nisa K. so I really don't know what to do next. Please help me if you can solve it
  4. Conglomerate 01 Well, here I go again, made my Skyrim install a bloody mess and now I have to clean up. It happens once or twice a year and for some "unknown" reason I always forget what to do 🤔. Maybe this blog entry will help me remember? (It really helps not to throw mindlessly single files into skyrim>data and forget about those later 😬) Last Update: 29.07.2020 Blogs I find useful in combination with my own blog: I would like to post more here, so I'm open for suggestions! @Psalam's blog Lots of information and hints for users new to Skyrim modding (even a category "How to use Loverslab"). Also there is a growing category about how to mod for real. @worik's blog Huge Blog with many interesting categories and a treasure chest full of useful links. Pretty much every part of Skyrim modding gets treated. @mrsrt's 2020 Skyrim LE Stability Guide Highly Recommend Guide for Skyrim stability fixes! I would say a must read if you find this page useful. Intro: My blog is pretty basic and should be used as a "quick" reference. If you want to learn more about the technical aspects of how the various Stability Fixes work, you can start your research from here. Main goal is to show how to install Skyrim right to be modded and how to use "Stability Fixes" to keep Skyrim LE stable even with a multitude of Mods. In addition you can find here a list of tools needed to keep the game stable and in best cases even help to fix issues. The instructions are written in a way that a user can just work through it from top to bottom (recommend!), after a first install or reinstall of Skyrim LE. I use NMM (v0.71+) in combination with Wyre Bash to compensate for the NMM shortcomings, that's why there are many NMM related hints included in this blog. The stability fixes are the same for use with MO, but I can't help with the special installation requirements to make them work with MO. I mainly post only things I tried on my own Skyrim installation and that showed practically useful results. Everything posted here are the absolute basics and basically mandatory to create a stable modding environment. In combination with Conglomerate 02 it is possible to create a setup that can be trusted to be stable and to be able to reduce possible error to make troubleshooting easier after adding more and more Nexus/LL mods. What you find on this blog page: Red are the most important stability fixes Installing Skyrim LE Reinstalling Skyrim: Before uninstalling Mods and deleting Skyrim please check "10. Backup" first TESVedit and cleaning Skyrim Master files SKSE NMM & Hints Wrye Bash Enboost & Enboost.ini Crash fixes, CF Memory Allocator, SKSE.ini and SKSE Plugin Preloader BethINI Additional Tools: LOOT FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility) Backup and preparations before uninstalling Skyrim 1. Installing Skyrim 2. TESVedit and cleaning Skyrim Master files 3. SKSE 4. NMM & Hints 5. Wrye Bash 6. Enboost & Enboost.ini 7. Crash fixes, CF memory allocator, SKSE.ini and SKSE Plugin Preloader 8. BethINI 9. Additional Tools: LOOT FallrimTools NetImmerse Override Cleaner (SKSE Co-Save Cleaner Utility) 10. Backup and preparations before uninstalling Skyrim:
  5. This guide is outdated. New version was moved to blog and can be found here: https://www.loverslab.com/blogs/entry/10715-2020-skyrim-le-stability-guide/ So, you had installed 250 mods, 10k animations, 4k textures, overhauls for everything from global AI to sweetrolls and wonder why your skyrim became a "crash to desktop simulator"? If so, this topic for you. Disclaimer Part 0 - Notes and Purposes First of all you should know, Skyrim LE is a 32bit application and cannot work with more than 4GB RAM. By default it's enough for the game, but if you install a lot of new mods (especially HQ retextures, bad designed new lands, etc) eventually your game may meet a situation where 4GB is not enough. What will happen in that case? Simply CTD. This guide provides a compilation of plugins, options and presets with purpose to fix several known CTDs, bugs and problems together with safety passing the 32bit memory limits, based on vanilla memory management (provided by the game engine). Part I - Make Skyrim stable again Every section written below in this part is important. Don't skip anything unless a section marked as optional. SKSE configuration CrashFixPlugin BugFixPlugin ContinueGameNoCrash Safety Load ENBSeries Papyrus performance FPS related patches Windows 7 users warning (Optional) Critter Spawn Fix (Optional) Part II - Debugging This part will try to help you to determine what and why a problem occurs. CrashFixPlugin's log Crashdumps reading Thread leaks detection Part III - Recommendations There you can read what you have to do and never do with your Skyrim. - Don't alt-tab from the game. It's simply not supported by Bethesda even with vanilla game. But if you really need to alt-tab at least make a savegame, because returning back you may meet a CTD. - Do not disable your mods from load order during game time. It may break your scripts, quest and gamesave completely even if clean it up. - Always make backups. For everything. For example some mods replace vanilla scripts and if you turn off a mod like this it may break the script completely. So it is very important to do a proper clean up and restoration after deletion. Backups saved my Skyrim many times. - Keep your main save away from new mods and even mod updates. You cannot know will you like this mod or not, will it bring any problems and so on. If you want to try a new mod i recommend to start a new game and try it out. And after some time if everything looks good include the mod to your main save. - If you pack your mods into BSA be careful with seq files. BSA archive should have proper flags if contains a seq file. Otherwise it will be unable read and break the mod. Furthermore, new game will be required even if you fixed it. - Incorrect HDT breast physic preset may cause CTD. Install only full sets of xmls for every part and be sure it is compatible with used body. - Incorrect skeleton may cause CTD too. Install skeleton only once and never replace it with other mods. If some mod requires skeleton changes most probably it already has a compatibility patch. Check carefuly installation instructions for your skeleton. - If you want to try a new mod, at first better to put it at the end of the load order. If you do it this way the new mod will override everything it needs and it will be less chances to break something for the new mod because of incompatibility with others. However, with this action you still can break old mods in case of incompatibility. Part IV - Additional information CrashFixPlugin options Game paths Part V - Modmaker/Papyrus notes This part contains important information about papyrus scripting and its features provided by several researches made by me and @GenioMaestro in this thread. This part will try to help make your mods ctd-safe and avoid many problems related to the scripting engine. Be careful with memory management Avoid recursive calls Avoid long Utility.wait() Avoid infinite loops Part VI - Links Wide collection of guides and useful links to solve many game related problems by @worik https://www.loverslab.com/blogs/entry/6768-patchwork-how-do-i-fix-this-and-that-a-link-collection/ Well done blog about how to properly setup and mod the game by @donttouchmethere https://www.loverslab.com/blogs/entry/7521-conglomerate-01-basic-setup-for-modifing-skyrim-le-well-my-skyrim-got-messy-now-i-have-to-clean-it-up-so-i-thought-to-myself-why-not-start-a-blog-about-that/ Hope this guide will help you guys to get smooth gamplay with no interruptions for technical issues.
  6. I have a very stable skyrim right now. Running ENB and all the mods that I have right now (see the loadorder.txt bellow), works amazingly with the great PC I have. This issue isn't going to be an issue of memory or graphics. I run skyrim performance monitor everytime, and everything there seems to be in order. The issue with the predictable and constant CTDs seem to arise from looting, particular something with wolf meat. I have the alternate start mod, and I choose the "I was camping in the woods" start. The sack next to me that I loot (see CTD_1_pre.jpg) crashes when I loot it (CTD_1.PNG). I use crash fix so you can look at CTD_1_Log.txt. I tested this looting problem with a bunch of tests (see all Test_x.jpg). I looked in my inventory, no CTD, looted bandits and goblins, no CTD, looted a chest and many buckets and sacks, no CTD. I also opened to tanning rack menu, and wolf pelt doesn't seem to crash anything. I use hunterborn, and when I killed and looted a deer, there was also no CTD. The issue seems to have something to do with wolf meat! I know the My Storage Sack contains food (because the whole hunter scenario) so it probably contains some kind of cooked wolf meat, either in a stew or as cooked meat. The proof comes in CTD_2.jpgs and txts. When I loot the wolfs, no matter where they are, it predictably CTDs. All the CTD logs from crashfix seem to be identical so I took the CTD_3 and found its crash dump and analysed it. You can find it bellow in CTD Dump Analysis.PNG. I'm not sure how to fix this, and it kinda sucks seeing this happen despite everything else working perfectly. I know there seems to be a lot of plugins that aren't active on my loadorder that should be, but it's due to the fact that some are merged together due to plugin limits. It's odd, because it doesn't seem to be a single mod that's responsible, or I should say not an entire mod, just wolf meat! Also, it should go without saying, but I cleaned with TES5Edit, cleaned masters via wyre bash and optimized loadorder with LOOT. Please help me! Thank you for all your time! Loadorder.txt CTD_1_Log.txt CTD_2_Log.txt CTD_3_Log.txt
  7. Version LE 1.1, SSE 0.3b

    18,485 downloads

    SSE version released About The patch fixes the crash on game loading when you install too many animations with FNIS. The one mentioned in the article by Fore. May also give you increased fps and loading speed by skipping a redundant part of code. More technical information you can find in the Developers section below. Requirements - SKSE - (SSE only) Supported runtime versions*: 1.5.73, 1.5.80, 1.5.97. Others can be supported too, but wasn't tested. It's safe to try, you'll get an appropriate message in case of incompatibility. Installation Just copy the dll to Data/SKSE/Plugins Recommended Continue Game No Crash (LE) or analogs to fix FootIK error CrashFixPlugin (LE) for other stability patches EnbSeries for additional memory patches You can also check my topic for additional fixes and information related to game stability for LE version of the game. Incompatibility - Animation Loading Fix [LE only] - does the same job and (since ver 1.1) edits the same instruction. This solution does not skip, but doubles the existen limit, also preload animations what helps to skip FootIK error. Version 1.0 is compatible. - SSE Engine Fixes [SSE only] - has the same change to the patching instruction as Animation Loading Fix v1.1 for LE. To make it compatible you need to disable AnimationLoadSignedCrash option in EngineFixes.ini file. Notes - There're several limits related to animations, this article will help you to understand them. - If you want to know more about performance impact by the patch, you can find more info in the article. - The patch successfully passed the beta test with several thousands of downloads with no negative feedback (LE version), however, side effects not yet completely discovered. If you find something weird and you sure that it's related to the patch, please, inform me and other users with a post in the topic. F.A.Q. Q: I'm getting "Invalid segment" error on game startup, what should I do? A: It means to the place, that should be patched by the plugin, changes was already made. Please, check the compatbility section. Q: I'm getting CTD on loading / My game doesn't load after installation, what should I do? A: Highly likely it's caused by incompatibility. Please, check the compatbility section and be sure you're using the latest version of the patch. Q: Will the patch really give me a performance boost? A: The question was very detailed explained here: https://www.nexusmods.com/skyrim/articles/52477 Q: How to understand do I need the patch or not? A: If you have installed several thousands of animations another bunch of new anims may break your game in a state where you'll always get CTD on loading or starting a new game. In that case the patch will help you to cure the CTD. If you have no installed animations by FNIS you can try the patch just for performance purpose. Q: What's the difference between the patch and SSE Engine Fixes (SSE) or Animation Loading Fix v1.1 (LE)? A: SSE Engine Fixes and Animation Loading Fix (since v1.1) changes movsx -> movzx instruction, what doubles the existen limit of numStaticNodes. A crash or unpredicted behavior still may happen when you will have more than 65535 numStaticNodes (instead of 32767) using the Engine Fixes or Animation Loading Fix solution. This patch always put 0 instead of incorrect value to the numStaticNodes register, what always help to cure the CTD and frees CPU from additional work. Q: (SSE) I'm getting "does not appear to be an SKSE plugin" message in skse64.log, is it okay? A: Yes, it's okay, just ignore it. The message notifies that the plugin was loaded not through SKSE64 API, but classical way with dllmain. I didn't find yet a proper solution to attach the plugin through classical SKSE API for 64-bit version. Q: (SSE) Will the patch work with 1.5.XX runtime version? A: I have personally tested its work on 1.5.73, 1.5.80 and 1.5.97 versions, everything works good. If you have a different runtime version you can just try it, it's safe. In case of incompatibility you'll get an appropriate message. Q: But the limit still exists in FNIS? A: Please, check the article for better understanding of animation limits: https://www.nexusmods.com/skyrim/articles/52476 Permission Contact me for permission if you want to reupload the fix somewhere or want to include it in your project. For Developers If you're interesting in the technical part of the fix here you can find useful information: Reverse info for LE version Render impact finding Animation affection tests SSE Reverse info Updates 25-Dec-2019 (SSE Only) Pattern matching added. Now it should be compatible with any SKSE and runtime version, including future official patches (unless Bethesda will do their own changes to the patching segment). 23-Dec-2019 Added segment checking for both LE and SSE. Now it's safe to use with any SKSE and runtime version. If something incompatible you'll get an appropriate message. 21-Dec-2019 SSE version released 8-Dec-2019 No internal changes in the mod. Restructured download archive, for comfortable installation with mod managers. Source file now in a separated download.
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