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Random CDT


cailic

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Posted

After playing with a stable Skyrim for a couple years, I did a full re-install, using Vortex, due to mod issues.  I updated several mods.  I am using the same .ini files I used with the stable install.  It likes to crash outside of Whiterun and in the mountain pass behind Helgen.  I would post my load order if I knew how to export it with Vortex.  I'm hoping someone who knows how to read the papyrus logs can help.

 

Papyrus.0.log

 

In nearly every log I have looked at, that "DT: Event" is usually there.  I don't remember seeing that before, in my other install.  The best I can figure, it is possibly associated with a mod called, Directors Tools.  I do not have that mod installed.  Of course, I don't even know if that is the issue.

 

Thanks to any help.

Posted
37 minutes ago, cailic said:

It likes to crash outside of Whiterun and in the mountain pass behind Helgen.  I would post my load order if I knew how to export it with Vortex.  I'm hoping someone who knows how to read the papyrus logs can help.

Papyrus log not help with CTD because are a buffered file and the last lines are NEVER writen when have CTD.

Vortex can NOT export the pluging list or mod list or overwrite info, is one of the things that MUST improve.

You can get your pluging list with LOOT pressing the 3 vertical butons and select copy load order.

 

For your CTD be sure you have the Stablity Tools:

SKSE Memory Patch

Crash Fixes 12

ENB in Boost mode

 

But looking your description seems like a bad nif. If the Stablity Tools not solve the problem disable mods until locate the mod with the bad nif.

 

Posted
14 minutes ago, GenioMaestro said:

Papyrus log not help with CTD because are a buffered file and the last lines are NEVER writen when have CTD.

Vortex can NOT export the pluging list or mod list or overwrite info, is one of the things that MUST improve.

You can get your pluging list with LOOT pressing the 3 vertical butons and select copy load order.

 

For your CTD be sure you have the Stablity Tools:

SKSE Memory Patch

Crash Fixes 12 

ENB in Boost mode

 

But looking your description seems like a bad nif. If the Stablity Tools not solve the problem disable mods until locate the mod with the bad nif.

 

Isn't the SKSE memory patch built into SKSE?

My Crash Fixes may have to be updated.

 

Thank you for your reply.  If it's a bad nif, then at least I know where to start looking.

Posted
27 minutes ago, cailic said:

Isn't the SKSE memory patch built into SKSE?

NOT... the SKSE have the capacity, because include the functionality of SSME inside the skse_1_9_32.dll, but is NOT enabled by default because the distribution of SKSE not include the ini file for enable the memory manager.

You MUST add the SKSE.ini file to the folder DATA\SKSE manually or install SKSE memory patch.

 

But if you have Crash Fixes 12 you get an alert window when the Memory Patch is not installed.

If you not see the alert probably mean that you have the Memory Patch corectly installed.

With Crash Fixes 12 + Memory Patch you must not get CTD.

 

Then, probably, your CTD is caused by a mesh that is used in some exterior locations. Can come from any mod that alter vegetation, terrain, water, buildings... Can come from any mod that add npc's or creatures.. can be a bad or incompatible skeleton with any old animation... disable mods until the CTD disappear...

Posted
2 hours ago, cailic said:

 I'm hoping someone who knows how to read the papyrus logs can help.

 

papyrus log it's to fix broken scripts

you can't ctd because of scripts

nothing in that log have anything to do with whatever ctd it is

 

[04/02/2019 - 05:26:12PM] warning: Property DudestiaNudeOutfit on script DudestiaOutfitChangerSubjectScript attached to alias subject168 on quest DudestiaOutfitChangerQuest (3A000D63) cannot be initialized because the script no longer contains that property

 

you load tesedit, you go to 3A000D63, you delete property DudestiaNudeOutfit, that error disappear from the log (nothing complicated, yet they didn't bother doing it before realising...)

 

[04/02/2019 - 05:26:12PM] Error: Property zzArmorBanditCuirass3 on script zzcommonarmamapcorescript attached to alias zzEstrusPlayer on quest zzEstrusQuest (7B004888) cannot be bound because <NULL form> (7B002DC2) is not the right type

 

instead of fixing that mess i would get rid of that mod

 

[04/02/2019 - 05:26:12PM] Error: Unable to bind script SAGBrotherEquipStuffScript to alias Initié de la Confrérie Noire on quest _SAG_LandLord_RecruitBrotherhoodNewMember (B6008542) because their base types do not match

 

tiens, jeu français?

the one that made that mod didn't saw whatever he was trying to do doesn't work?

script something extend XXX, xxx have to be quest if he want that script to be load on a quest

 

[04/02/2019 - 05:26:14PM] warning: Property MageArmor30 on script DLC1SeranaLevelingScript attached to  (02003BA8) cannot be initialized because the script no longer contains that property

 

you have overwrite unof patch that replace that script, unof patch is a lot of problem since it lose all conflicts

 

[04/02/2019 - 05:30:48PM] Suspended stack count is over our warning threshold, dumping stacks:
[04/02/2019 - 05:30:48PM] VM is freezing...
[04/02/2019 - 05:30:48PM] VM is frozen
[04/02/2019 - 05:30:48PM] Dumping stack 872172:
[04/02/2019 - 05:30:48PM]     Frame count: 1 (Page count: 1)
[04/02/2019 - 05:30:48PM]     State: Waiting on other stack for call (Freeze state: Freezing)
[04/02/2019 - 05:30:48PM]     Type: Normal
[04/02/2019 - 05:30:48PM]     Return register: False
[04/02/2019 - 05:30:48PM]     Has stack callback: No
[04/02/2019 - 05:30:48PM]     Stack trace:
[04/02/2019 - 05:30:48PM]         [PlayerBarefootQuest (8700183C)].playerbarefootquestscript.OnUpdate() - "PlayerBarefootQuestScript.psc" Line 375
[04/02/2019 - 05:30:48PM]             IP: 2566    Instruction: 54    Line: 375
[04/02/2019 - 05:30:48PM]             [::temp72]: None
[04/02/2019 - 05:30:48PM]             [::temp73]: False
[04/

 

load your save in savegamecleaner, check the one that come a lot during those dump, get rid of that crap (or fix it if you can, but don't keep that, and if some stuff no longer work, it's normal, some stuff can't be allowed to be dump)

 

[04/02/2019 - 05:42:55PM] [Zad]: CheckAllEvents()
[04/02/2019 - 05:42:55PM] [CRDE] Rolled too low (pre-check with modifier), stopping
[04/02/2019 - 05:42:55PM] DT: EVENT - FootLeft
[04/02/2019 - 05:42:56PM] [slainternalscr <sla_Internal (11083137)>]: Khajiit got 40 exposure for  seeing naked Argonian
[04/02/2019 - 05:42:56PM] DT: EVENT - FootLeft

 

some mod that are writing whatever they are doing in the log

 

then you had your ctd because..... if you want to find out you check the crash dump (bet it's a c0005 as usual, ram ctd)

Posted
3 hours ago, GenioMaestro said:

NOT... the SKSE have the capacity, because include the functionality of SSME inside the skse_1_9_32.dll, but is NOT enabled by default because the distribution of SKSE not include the ini file for enable the memory manager.

You MUST add the SKSE.ini file to the folder DATA\SKSE manually or install SKSE memory patch.

 

But if you have Crash Fixes 12 you get an alert window when the Memory Patch is not installed.

If you not see the alert probably mean that you have the Memory Patch corectly installed.

With Crash Fixes 12 + Memory Patch you must not get CTD.

 

Then, probably, your CTD is caused by a mesh that is used in some exterior locations. Can come from any mod that alter vegetation, terrain, water, buildings... Can come from any mod that add npc's or creatures.. can be a bad or incompatible skeleton with any old animation... disable mods until the CTD disappear...

I have all the stability tools.  Seems in my stumbling around on the internet, I managed to get them all.  The only thing I was missing was the

[Debug]
WriteMiniDumps=1

in SKSE.ini.

 

It's nice to talk to someone who knows what is what.  The lines in the SKSE.ini file I pieced together from reading a couple of different posts on two different sites.  And most of what I read is either out-dated or somebody's guess.  Thank you very much for giving me direct and accurate information.  Now I get the joy of finding a bad .nif file.

Posted
2 hours ago, yatol said:

some mod that are writing whatever they are doing in the log

 

then you had your ctd because..... if you want to find out you check the crash dump (bet it's a c0005 as usual, ram ctd)

Thank you for this reply.  After reading this, I have a little more understanding of the log.  It no longer looks like Greek to me.  It looks more like Spanish now.  (I only understand a little Spanish) 

The crash dump is;

 

Crash info:
2019_04_02_11-32-25 - D8309A: V(1); EAX(4D70); EBX(4D70); ECX(40); EDX(7E8CACB0); ESI(2720FB64); EDI(44); EBP(2720F780); ESP(2720F730); STACK(C21660 D82AC2 C1BB57 C1BC67 C2278D F5327D C22697 455BB0 C1E7C4 D1FE38 C1F4E9 76C250 1000000 EB796E 1038C80 E079A0 E07E3C E07EC1 F60375 BE558A BE577A);

 

And now we are back to Greek.

 

What save game cleaner do you recommend?  I've been using Fallrim tools.

Posted

there's a topic about crash dump....

and i have quote in a few ones the only part that matter (the line with error type and skyrim record that was load during that error type)

Posted
4 hours ago, yatol said:

there's a topic about crash dump....

and i have quote in a few ones the only part that matter (the line with error type and skyrim record that was load during that error type)

Completely false.

The error code is different depending on the configuration.

The memory address has no relation to any record in any ESP.

And please, do not pretend to discuss with a programmer with 30 years of experience.

I have developed in c ++ for more than 20 years and have done thousands of debug sessions.

https://www.loverslab.com/topic/118687-alternatives-to-osr-crash-analysis-site/?do=findComment&comment=2557795

https://www.loverslab.com/topic/118687-alternatives-to-osr-crash-analysis-site/?do=findComment&comment=2558901

Posted
29 minutes ago, GenioMaestro said:

Completely false.

The error code is different depending on the configuration.

The memory address has no relation to any record in any ESP.

And please, do not pretend to discuss with a programmer with 30 years of experience.

I have developed in c ++ for more than 20 years and have done thousands of debug sessions.

 

so much for your 20 years of bullshit

and why are you talking about memory adress?

On 3/5/2019 at 12:19 PM, yatol said:

because you can't read that nobody can?

 

(.exr 0xffffffffffffffff) ExceptionAddress: 006aacb0 (TESV+0x002aacb0) ExceptionCode: c0000005 (Access violation)

skyrim.exe have ram ctd trying to load xx02aacb0 on address 006aacb0 that doesn't exist, c0005, ram ctd, as usual

 

his clean reinstall of skyrim is a useless waste of time, that will just kill his save (if it's still alive, not because you don't ctd it work, npc x don't do something, if you don't know he is supposed to do that something, you can't see that don't work)

 

 

 

tesv+0x002aacb0, that's not your ram, that's the skyrim record skyrim.exe was trying to load when there was the error type

of course you won't find 002aacb0 in tesedit if 0x is 15 and it's 152aacb0 (you don't have what 0x is in that crash dump, so the more esp you have, the longer to find 0x if it's not the last esp)

Posted
Just now, yatol said:

so much for your 20 years of bullshit

and why are you talking about memory adress?

 

tesv+0x002aacb0, that's not your ram, that's the skyrim record skyrim.exe was trying to load when there was the error type

of course you won't find 002aacb0 in tesedit if 0x is 15 and it's 152aacb0 (you don't have what 0x is in that crash dump, so the more esp you have, the longer to find 0x if it's not the last esp)

Please, not talk about the things that you not know.

 

The 2aacb0 is the pointer to the execution address inside the excutable or dll and not have any relation with any other thing. And of course, always start with 00 because TesV.exe only have 15 mb of size. The ExceptionCode reffer to why of the operation system deny the access to the memory address 006aacb0. That memory address is owned by other process and the executable can not acess it and for that the OS generate a crash.

 

How you can think that the Record ID inside the ESP can have any relation???

If you search the 2aacb0 inside the ESP's you can find none or can find many, because have none relation.

What relation can have the execution adress or the memory address with the ESP's when the CTD is caused by have excesive animations in FNIS???

Spoiler

image.png.3f55380585ffaef4ab23d0cecb447594.png

 

Posted
2 hours ago, GenioMaestro said:

How you can think that the Record ID inside the ESP can have any relation???

because skyrim records are xxyyyyyy, and that thing is also xxyyyyyy

i don't use those crash dump, crash fixe or whatever that are supposed to be so usefull

 

if i ctd trying a mod, looking for that ctd to fix it, to reload the game to maybe find another ctd to fix later.... stupid

 

i check for errors in tesedit, if that's a mess, goodbye the mod (why bother with that mod if the easy stuff to fix isn't even taken care of)

then i load that mod in crap kit with full load order (require some esp renamed as 1.esp, 2.esp, 3.esp... and some 1.bsa, 2.bsa, 3.bsa, and take time to load all that, so tesedit check before doing that)

and there's everything to fix in errors.txt, dialog start with "  " that doesn't matter

 

empty leveled list it's a ctd

armor x bone can't be found in race skeleton it's a ctd

duplicated record it's all about luck (stick to unof patch i have create my save with, if a mod use unof legendary i replace it with unof patch, messing with mod master in tesedit can create a nice mess you have to fix by comparing to original esp, since 03 xxxxxx may not be an error if it become 00 xxxxxx, but that can be a ctd, load a cell that is an armor, that don't work)

etc etc, there should be a .txt near the errors.txt with all errors and what to do to fix them (anyone can add sbp x to a race, delete the " " at the start of a dialog, add a persistant flag to something that should have it, before releasing their mod)

Posted
47 minutes ago, yatol said:

because skyrim records are xxyyyyyy, and that thing is also xxyyyyyy

i don't use those crash dump, crash fixe or whatever that are supposed to be so usefull

The skyrim records have the normal exadecimal format because is a common format and is very effective.

The same format us used for execution pointers, memory address and error codes but that not mean that one code is related to anothers. Each number in this format mean diferent things and of course, none of the exadecimal numbers that are shown in the dmp have any relation to the ESP's.

 

You lost your time correcting the ESP's because that errors are automatically corrected by the tools that you not want use.

Posted
45 minutes ago, GenioMaestro said:

You lost your time correcting the ESP's because that errors are automatically corrected by the tools that you not want use.

and what is that tool that allow you to remove masters without tesedit renumbering all that master records in the esp for some reason?

was that available in 2015?

190403052936698437.jpg

don't remember what is the esp renamed unof heartfire

removing masters is problems, so i don't remove them

don't add them either

 

in requiem there's requiem perks, ai overhaul behaviors, npc overhaul stats, npc replacer headparts

but there isn't immersive armor armors (i put armor replacers there, and dont want to look for them with skyrim armor edit in requiem.esp)

immersive armor npc edited by requiem are in tow conversation (to not add that esp as master to requiem because those masters were a lot of problem during the merging, it's my patch esp, need an esp called towconversion for the dll, before merging you rename the esp to check if that's a problem)

 

i had to merge what could be merged, rename that to x.esp, copy paste in temp.esp, reload tesedit, renumber, and copy paste that in x.esp, for the stuff that was too much for merge plugin (that wasn't enought to put jk in tamriel reload, so that one is still there)

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