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SKSE64 doesn't properly intialise anymore


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Posted

Hello, fellows.

 

I am in need of a bit of help, I am afraid. It seems to me that for whatever reason, SKSE64 does not load properly anymore on my machine.

 

I'm using Mod Organizer 2 (portable version) with Skyrim SE, but SKSE64 and its scripts are in the actual Skyrim SE folder (Steam\SteamApps\common\Skyrim SE) and not loaded via MO2.

For a couple of days now, on starting the game, SkyUI and other SKSE dependant mods complain about SKSE not being present. I did not have that problem before, and niether do I have it with Oldrim or Fallout 4, both of which also use MO2 (though each has its own MO2 install, naturally).

 

I took a look at the logs (attached below), and the skse64.log states something about a trampoline and not being able to find free space. Thus, the initialisation of SKSE itself fails.

 

Anybody got a hint for me what can cause this and how to remedy the situation?

 

Here is the logs, btw.

 

skse64.log :

Spoiler

SKSE64 runtime: initialize (version = 2.0.15 01050490 01D504965D35E5A0, os = 6.2 (9200))
imagebase = 00007FF6D43D0000
reloc mgr imagebase = 00007FF6D43D0000
couldn't allocate trampoline, no free space before image
couldn't create codegen buffer. this is fatal. skipping remainder of init process.

 

skse64_loader.log :

Spoiler

skse64 loader 020000F0 01D504965C96F2B7 6.2 (9200)
config path = P:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\skse.ini
procPath = P:\Steam\steamapps\common\Skyrim Special Edition\\SkyrimSE.exe
launching: SkyrimSE.exe (P:\Steam\steamapps\common\Skyrim Special Edition\\SkyrimSE.exe)
dwSignature = FEEF04BD
dwStrucVersion = 00010000
dwFileVersionMS = 00010000
dwFileVersionLS = 00000000
dwProductVersionMS = 00010000
dwProductVersionLS = 00000000
dwFileFlagsMask = 00000017
dwFileFlags = 00000000
dwFileOS = 00000004
dwFileType = 00000001
dwFileSubtype = 00000000
dwFileDateMS = 00000000
dwFileDateLS = 00000000
productVersionStr = 1.5.73.0
version = 0001000500490000
product name = TESV: Skyrim
steam exe
dll = P:\Steam\steamapps\common\Skyrim Special Edition\\skse64_1_5_73.dll
main thread id = 7316
hookBase = 000002831DB70000
loadLibraryAAddr = 00007FFDC39DE710
hook thread complete
launching

 

 

skse64_steam_loader.log :

Spoiler

skse64 loader 020000F0 (steam) 01D504965CB59BD1 6.2 (9200)
loader base addr = 00007FFD83B60000
exe base addr = 00007FF6D43D0000
found iat at 00007FF6D58D98C0
original thunk 00007FFDB0311000
patched iat
HookMain: thread = 7316 retaddr = 00007FF6D571ACA9
runtimePath = P:\Steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe
dwSignature = FEEF04BD
dwStrucVersion = 00010000
dwFileVersionMS = 00010000
dwFileVersionLS = 00000000
dwProductVersionMS = 00010000
dwProductVersionLS = 00000000
dwFileFlagsMask = 00000017
dwFileFlags = 00000000
dwFileOS = 00000004
dwFileType = 00000001
dwFileSubtype = 00000000
dwFileDateMS = 00000000
dwFileDateLS = 00000000
productVersionStr = 1.5.73.0
version = 0001000500490000
product name = TESV: Skyrim
steam exe
dll = P:\Steam\steamapps\common\Skyrim Special Edition\\skse64_1_5_73.dll

 

Any hope to getting this fixed?

Posted

Which version of mo2, the newer one seems to check dll before loading them and for me quite a few are showing as incompatable from mo2's own checking. I also noticed a lot of the utility mods smash/xedit bodyslide and such no longer properly exit when run they just hang with mo2 saying waiting for usvfs process completion: xxx name, with xxx being the utility name smash or what not, forcing the unlock tends to end the process but still sometimes says files are in use by mo2 and will not allow update or overwriting stuff. 

 

Think I will probably roll back to the previous version of mo2 which worked fine for me apart from fnis not seeing its output when re-run, but working fine when deleting the old output and re-building it.

Posted

Mh, yes, I did update to MO2 version 2.2.0 recently. Maybe something to check.?

 

As for overlays, I routinely disable any overlays since I never use them, so that should, at least in theory, not be the cause. But thank you for the suggestion/info. ?

Posted

Hmm, odd thing here, I rolled back like I said I was going to, things still showed up as not working so re copied all the new updated files over from the 2.2.0 archive and now all the tools and utils exit as they should, which is damn weird to say the least, as even the game was not unlocking mo2 when it exited but now it is.

 

As for the skse plugins not working I think it is more a case of they are not actually working and it was not being reported before, as there was a patch posted for one mod earlier today, hopefully other mods will do the same.

  • 10 months later...
Posted

Did anyone fix this? I get that same error in my Sexlab util log and mentions in some others. Loot'd up along with Fnis. It crashes before the Skyrim logo screen, not a immediate CTD, get a "unable to respond screen." Just updated to newest Skyrim and SKSE if that helps (last played last nov).

SexLabUtil.log hdtSMP64.log skee64.log

Posted
On 3/25/2020 at 10:42 AM, jaber1028 said:

Did anyone fix this? I get that same error in my Sexlab util log and mentions in some others. Loot'd up along with Fnis. It crashes before the Skyrim logo screen, not a immediate CTD, get a "unable to respond screen." Just updated to newest Skyrim and SKSE if that helps (last played last nov).

SexLabUtil.log 175 B · 0 downloads hdtSMP64.log 2.06 kB · 0 downloads skee64.log 2.22 kB · 0 downloads

and did  you also  update all  skse mods to  latest skse  version? because  updating  only game and  skse  is  not enough  you know.

Posted
11 hours ago, agiz19 said:

and did  you also  update all  skse mods to  latest skse  version? because  updating  only game and  skse  is  not enough  you know.

Hey yea got it working, all of my logs never said what was, i think it was FISS that i never updated. But, i changed the drive i ran windows on and then moved steam to a new location so idk what else was wrong (probably alot ). Thanks anyways

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