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Creation Kit Crashing


Jenova23

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Posted

Hi, I'm not sure what the problem is but my fallout 4 Creation Kit use to work and now It always crashes during the window initializing portion. I tried a few things like blocking it through my firewall, I  added bAllowMultipleMasterLoads=1 under [General] in the CreationKit.ini and bEnableAudio=0 in the [Audio] section, I tried to uninstall, reinstall and lastly check for errors through the Bethesda Launcher. I'm thinking there might be something I added into my folder that might be causing it to crash.

Fallout 4 Folder 01.png

Fallout 4 Folder 02.png

Fallout 4 Folder 03.png

Fallout 4 Folder 04.png

Fallout 4 Folder 05.png

Fallout 4 Folder 06.png

Fallout 4 Folder 07.png

Fallout 4 Folder 08.png

Posted

My first thought was enb but from your file list it doesn't look like that's installed. I had problems running the creation kit with the files for enb so now I have a little script that temporarily renames the enb files, launches the ck and then renames everything back.

 

What is dxgi.dll? My install doesn't have that. Is that related to reshade (I'm not entirely sure what this is)?

 

I found this, maybe kind of related, it does the same as what my workaround for enb does:

 

https://www.nexusmods.com/fallout4/mods/36242

 

A long shot but I hope it helps or you find the actual solution.

 

 

[edit]

 

For reference, this is what my little, 'no enb' ck bat file contains:

 

ECHO OFF
ren "d3d11.dll" "d3d11.dll.bak"
start CreationKit.exe param1
sleep 2
ren "d3d11.dll.bak" "d3d11.dll"
exit

 

So IF dxgi.dll is the cause of your issue. You could possibly use this:

 

ECHO OFF
ren "dxgi.dll" "dxgi.dll.bak"
start CreationKit.exe param1
sleep 2
ren "dxgi.dll.bak" "dxgi.dll"
exit

 

Name it anything.bat and put it in the same folder as your creationkit exe. Launch the ck via the bat file.

Posted
42 minutes ago, Carabosse said:

My first thought was enb but from your file list it doesn't look like that's installed. I had problems running the creation kit with the files for enb so now I have a little script that temporarily renames the enb files, launches the ck and then renames everything back.

 

What is dxgi.dll? My install doesn't have that. Is that related to reshade (I'm not entirely sure what this is)?

 

I found this, maybe kind of related, it does the same as what my workaround for enb does:

 

https://www.nexusmods.com/fallout4/mods/36242

 

A long shot but I hope it helps or you find the actual solution.

 

 

[edit]

 

For reference, this is what my little, 'no enb' ck bat file contains:

 


ECHO OFF
ren "d3d11.dll" "d3d11.dll.bak"
start CreationKit.exe param1
sleep 2
ren "d3d11.dll.bak" "d3d11.dll"
exit

 

So IF dxgi.dll is the cause of your issue. You could possibly use this:

 


ECHO OFF
ren "dxgi.dll" "dxgi.dll.bak"
start CreationKit.exe param1
sleep 2
ren "dxgi.dll.bak" "dxgi.dll"
exit

 

Name it anything.bat and put it in the same folder as your creationkit exe. Launch the ck via the bat file.

I have no idea where that file is from but after removing it, it works!

  • 5 months later...
Posted

Yesssss, so glad I found this thread. There's not a lot online that addresses this issue! I tried literally everything until I moved ck.exe and requirements into a separate folder for safe launch. One by one moved every other file out until it stopped crashing when I moved dxgi.dll out. Searched for issues between ck and dxgi which brought me here. I hope other people can find this if their creation kit doesn't start properly/won't load/CTD on startup/any other search term etc

 

EDIT: I just removed the dxgi instead. Trying to save a plugin through the creation kit not booted by the Beth launcher always gets an "invalid directory" error message. Gotta build my mod from a Beth launcher booted CK all over again...

Posted
2 hours ago, GetTalon said:

EDIT: I just removed the dxgi instead. Trying to save a plugin through the creation kit not booted by the Beth launcher always gets an "invalid directory" error message. Gotta build by mod from a Beth launcher booted CK all over again...

 

I've never had invalid directory issues when launching it this way, I do it all the time. It is a legit copy downloaded via the Bethesda Net thing. Though I very rarely, if ever, launch that.

 

I use a slightly different bat file now:

 

ECHO OFF
if exist dxgi.dll (
rename dxgi.dll dxgi.BAK
)
if exist d3d11.dll (
rename d3d11.dll d3d11.BAK
)
if exist la_D3D11.dll (
rename la_D3D11.dll la_D3D11.BAK
)
start /w CreationKit.exe
exit

 

One dll is related to enb, another load accelerator and I honestly don't remember what the other one is for lol. I launch the game via a bat file which does similar to above but in reverse.

*Quick question for people who understand about dlls. I can run and launch the game and the ck alongside eachother using the stated bat launcher files, without issue. Is it the case that the dll is loaded into memory at launch and the version (which gets renamed back and fore on my system) on the drive is not accessed again until that application relaunches?

 

I even made a crappy little ico file for my fallout ck bat launcher.

 

ck_f4.ico

 

There's a similar one for Skyrim except its green (why green? no idea). I hated having all these different shortcuts to cks and games that looked so similar.

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