Mimolette27 Posted August 13, 2020 Posted August 13, 2020 Hey everyone, I've already made a post here (but i don't think it's Sexlab fault if my game crash, if a moderator wants me to close my other Topic, just tell me and i will do it.) : So i get crash like every 30-45 minutes ( i never manage to get over 45 minutes without crashing). Sometimes it crash when i load a cell, sometimes it crash when i open the map, sometimes it crash when i'm not even doing anything. I used SPM to check if it was a memory usage problem but it doesn't look like it from the graphs i have here: Spoiler I used my task manager to see how much RAM the game use (combined with ENBhost) and the max it get is 4700Mb. You can also find my Load order in the spoiler below (i use MO2 btw): Spoiler # This file was automatically generated by Mod Organizer.Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmLanterns Of Skyrim - All In One - Main.esmUnofficial Skyrim Legendary Edition Patch.espApachiiHair.esmApachiiHairFemales.esmApachiiHairMales.esmSkyrim Supplemental Patch.espRaceCompatibility.esmhdtHighHeel.esmJSwords.esmparadise_halls.esmSchlongs of Skyrim - Core.esmSexLab.esmSexLabAroused.esmSkyrim Exterior Fixes.espCampfire.esmPubicMeshColorRE.esmVigilant.esmTaraUltimateFurniturePack.esmZaZAnimationPack.esmHeretical Resources.esmHeels Sound.esmPSQ PlayerSuccubusQuest.esmCreatureFramework.esmMoreNastyCritters.espImmersiveSpells.espSexLab TDF Aggressive Prostitution.espSexLabMatchMaker.espSexLabDefeat.espJSwords_Load_Screens.espRaceMenu.espRaceMenuPlugin.esptowConversation.espUIExtensions.espSkyUI.espiHUD.espAMB Glass Variants Lore.espRelightingSkyrim_Legendary.espPalaces Castles Enhanced.espJKs Skyrim.espRealisticWaterTwo.espparadise_halls_SLExtension.espRelationship Dialogue Overhaul.espHothtrooper44_ArmorCompilation.espSexLab More Creatures.espSMIM-Merged-All.espRealisticWaterTwo - Legendary.espCloaks.espHothtrooper44_Armor_Ecksstra.espDSHg - Hats.espDSHg - UpdateDG.espDSHg - UpdateDB.espBounty Gold.espDifferently Ebony.espSOS - VectorPlexus Muscular Addon.espSOS - Smurf Average Addon.espSOSRaceMenu.espSC07SexLabRandomAttack.espConvenient Horses.espdD - Enhanced Blood Main.espdD-Dragonborn-Dawnguard-EBT Patch.espdD-Larger Splatter Size.espBrows.espSGEyebrows.espAmazingFollowerTweaks.espImmersive Weapons.espPrvtI_HeavyArmory.espImmersive Wenches.espPAH_HomeSweetHome.espJSwordsDistributionBalancePlugin.espNewArmoury.espBDHagravenReplacer.espFrostfall.espHateful Wenches.espSkyrim Flora Overhaul.espVerdant - A Skyrim Grass Plugin.espTheAmazingWorldOfBikiniArmor.espDrinking Fountains of Skyrim.espFalmerBikini.espEquipping Overhaul.espDwarvenbikini.espMy Home Is Your Home.espApachiiHelmetWigs.espReal Clouds.espCloaks - Dawnguard.espDraugrSkirts.espHooves.espUnique Uniques.espSchlongs of Skyrim.espaMidianborn_Skyforge_Weapons.espPCE - No Custom Music patch.espparadise_halls_farengars_study.espHogsMaws.espBijin Warmaidens.espMainMenuReplacer4.espMerta Black Rose Armor.espVioLens.espBHUNP3BBB.espXPMSE.espCommunityOverlays2_31T50.espRaceMenuMorphsBHUNP.espSkyrim Exterior Fixes - Patch - Relighting Skyrim.espQuickLight.espKS Hairdo's.espCommunityOverlays1_0T30.espAncientDraugr.espRaceMenuMorphsUUNP.espSunstarved_Tanlines.espNordic Warmaiden Body Hair.espBarbarianPaints.espKS Hairdos - HDT.espEyes of Aber.espFNIS.espSotteta Necromancer Outfit.espTembtra Thief Armor.espCassandra Frost Witch.espBD UUNP Armor and cloth replacer.espDSHg - Helmets.espDSHg - Hoods.espZaitamaVanillaUniqueArmor.espBijin Wives.espBijin NPCs.espZaitamaDragonbornUniqueArmor.espBD-UUNP Dragonborn armor clothes replacer.espLightBeamFix.espForgotten Wenches.espsr_FillHerUp.espJudgment Wenches.espImmersive Wenches -KS hairs- Patch.espDeadly Wenches.espSotteta Huntress Armor.espMerta Assassin Armor.espDaedric Reaper Armor.espTheEyesOfBeauty.espPAN_NPCs.espAnimatedHeavyArmoury.espAnimated Immersive Weaps.espDX Witcher Armor.espRDO - AFT v1.66 Patch.espRDO - USLEEP Patch.espIllustrious HDT Cloaks.espAddItemMenuLE.espSexLabTools.espSLAnimLoader.espSexLab Aroused Creatures.espPsycheAnimationObjects.espNCK30Obj.espMilkyObj.espAnubAnimObj.espCW3M.espSLALAnimObj.espBDOR Mueburus by Team TAL.esppahe-tdf-patch.espDraenei Horns and hooves.espBotox.espBotox_CharGen.espImproved Eyes Skyrim.espEnhancedCharacterEdit.espBDOR Mueburus UUNP.espKaliliesNPCs.espSOS - ERF Horse Penis UUNP - Addon.espSexLab UtilityPlus.espDM BDOR Eclipse by Team TAL.espBDOR Eclipse UUNP Bodyslide.espC5Kev's Herme Mora Priestess UUNP.espSkyrim Particle Patch for ENB - Flame Atronach Fix.espVivid Weathers.espC5Kev's Epic Black Rose Armor UUNP NoHS.espC5Kev's Perfect Storm Outfit UUNP NoHS.espC5Kev's Damned Witch UUNP NoHS.espC5Kev's Jade Chainmail Armor UUNP NoHS.espSLALAnimObjBillyy.espPAN_BlackBriar.espPAN_NPCs_DB.espPCE - Marked Droppable Barenziah Stones.espLupine_ZiovendianBodypaints.espBloodMagicArmor.espVivid Weathers - Lanterns of Skyrim Preset.espNatural Lighting Vivid Atmospherics.espVivid Weathers - Extended Snow.espVivid Weathers - Extended Rain.espSpartan Bard Outfit UNP LE.espRaceCompatibilityUSKPOverride.espCommunityOverlays3.espContinueGameNoCrash.espAlternate Start - Live Another Life.espELE_Legendary_Lite.espDynDOLOD.esp If you need more files like the Papyrus logs or else, i will just upload them right away. Thx in advance for your support.
Psalam Posted August 13, 2020 Posted August 13, 2020 30 minutes ago, mathys27 said: Thx in advance for your support. Do you have the stability tools? 1) Crash fixes. Found here and fairly self-explanatory (as always, do read the directions): https://www.nexusmods.com/skyrim/mods/72725 2) ENBoost. This one is more difficult and I hope to do a walkthrough at some point in the future. It is VERY important if you have less than 4GB of VRAM. If you have 8GB or more you probably don't need it. At 4GB it's your call (I have 4GB and I use it). Anyway, you will need to look in more than one place in order to complete this (although it will take you through it). Start here: https://www.nexusmods.com/skyrim/mods/73618 As if ENBoost is not difficult enough MicroSoft has chosen to throw some additional glitches in for users of Windows 10. If you have problems getting ENBoost to work and you run Windows 10 take a look at this (I had to): https://forums.nexusmods.com/index.php?/topic/3089504-fix-for-skyrim-crashing-instantly-with-enb-on-windows-10/?p=56131491 3) SKSE. ini. The SKSE program does not come with this. As a result you do not get all the benefits of SKSE. While you can make your own version this one is already complete and optimized. https://www.nexusmods.com/skyrim/mods/51038?tab=files 4) SKSE plugin preloader. Helps organize SKSE so as to improve management. https://www.nexusmods.com/skyrim/mods/75795 5) Bethini. Skyrim's .ini files give it directions on how to handle your game. Problems with .ini files can cause all sorts of problems. While it is entirely possible to deal with these files by yourself Bethini gives you a tool with which to handle them safely. It is also much more intuitive than editing the files by yourself. It can be found here: https://www.nexusmods.com/skyrim/mods/69787 Sorry for the layout but I simply copied this from my blog post on CTDs.
Mimolette27 Posted August 13, 2020 Author Posted August 13, 2020 27 minutes ago, Psalam said: Do you have the stability tools? 1) Crash fixes. Found here and fairly self-explanatory (as always, do read the directions): https://www.nexusmods.com/skyrim/mods/72725 2) ENBoost. This one is more difficult and I hope to do a walkthrough at some point in the future. It is VERY important if you have less than 4GB of VRAM. If you have 8GB or more you probably don't need it. At 4GB it's your call (I have 4GB and I use it). Anyway, you will need to look in more than one place in order to complete this (although it will take you through it). Start here: https://www.nexusmods.com/skyrim/mods/73618 As if ENBoost is not difficult enough MicroSoft has chosen to throw some additional glitches in for users of Windows 10. If you have problems getting ENBoost to work and you run Windows 10 take a look at this (I had to): https://forums.nexusmods.com/index.php?/topic/3089504-fix-for-skyrim-crashing-instantly-with-enb-on-windows-10/?p=56131491 3) SKSE. ini. The SKSE program does not come with this. As a result you do not get all the benefits of SKSE. While you can make your own version this one is already complete and optimized. https://www.nexusmods.com/skyrim/mods/51038?tab=files 4) SKSE plugin preloader. Helps organize SKSE so as to improve management. https://www.nexusmods.com/skyrim/mods/75795 5) Bethini. Skyrim's .ini files give it directions on how to handle your game. Problems with .ini files can cause all sorts of problems. While it is entirely possible to deal with these files by yourself Bethini gives you a tool with which to handle them safely. It is also much more intuitive than editing the files by yourself. It can be found here: https://www.nexusmods.com/skyrim/mods/69787 Sorry for the layout but I simply copied this from my blog post on CTDs. 1) I do, i will put how it's configured in a spoiler below. Spoiler [Patch] ; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore ; and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens) ; and eliminate most ILS or freezing issues. ; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes! ; Here is the link to "SKSE Plugin Preloader": http://www.nexusmods.com/skyrim/mods/75795/? ; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them. UseOSAllocators=0 ; Info: When the game crashes unexpectedly then write the relevant information from crash to Data/SKSE/Plugins/CrashLog/crash_time.txt ; If game crashes when running out of memory or has other issues it's possible for the file to not appear or become empty! ; If the game crashes in SKSE dll or a SKSE plugin dll then it's possible for the crash information to not appear. ; This setting's value is treated as flags where: ; 1 - enabled (TL;DR set this for normal enable) ; 2 - don't write timestamp into file name but instead always write to crash_last.txt (overwritten by default) ; 4 - don't ignore already known crashes, usually ones that display a message box are ignored ; 8 - append file if it already exists instead of replacing ; 16 - when the game crashes CTD without a message box about game stopped responding RecordCrashInfo=0 ; Write messages that appear in error box also to file in "Data/SKSE/Plugins/CrashFixPluginLog.txt" LogMessageToFile=1 ; Info: Warn user on startup if ENB settings are incorrect. WarnBadENB=1 ; Info: Crash happens unknown constructor (TESObjectLAND::unk_24 object), movaps instruction is used ; but heap allocate did not allocate this object to have 16 align. Crash happens more frequently ; with high Ugrids because more cells are loaded and greater chance to misalign. ; Solution: Could align only this object or align all objects. Trying with all to see what happens since ; same error could be elsewhere as well and I think I have seen it elsewhere. ; Result: Fixes these type of crashes. Some people report longer loading times and higher memory usage with this enabled! ; Update: Disabled by default since it's incompatible with some ENB settings, higher memory usage and longer loading times. ; It's safe and probably good to enable if you are ok with those downsides. I have not personally experienced ; any incompatibility with ENB, some people say it messes up their game that's why I wrote it here. AlignHeapAllocate=0 ; Info: Game crashes when strcmp is passed NULL char* ; Address: D573A8 ; Cause: Most frequently happens in TthkbClipGenerator::activate (0xBF2FB3), ; tracked issue to skeleton was deleted in another thread while ; this function is attempting to use it. Have seen in other places ; too. ; Solution: Unknown. This doesn't really fix it for BF2FB3 because it just pops up in foot IK. ; If patched in foot IK it pops up in hand IK, the problem is larger than just this. ; Still enabled because it may fix crashes in other places too this is a very common function. ; There's really no reason not to have it since the game would crash certainly with this off. ; Enable one. NoTry may be slightly faster but catches less crashes. StrCmp=1 ;StrCmpNoTry=1 ; Info: Game crashes when strlen is used on NULL char* ; Address: 46EDF0 ; Cause: NiNode names are compared, one of the NiNode's name is NULL. ; Code: ; NiNode ** v72 = NiNode::children.data - this is iterated until count ; NiNode * v69 = ... ; const char * v56 = v69->name; ; if ( v56 ) ; { ; const char * v57 = v72[v49]->name; // <- v57 name is not checked for NULL for some reason ? ; _strnicmp(v56, v57, strlen(v57)); <- strlen on NULL, also result is not even used anywhere! ; } ; Solution: Unknown, temporarily bypass whole strcmp since it's unused. ; Result: Seems to have stopped the crash for me. StrLen=1 ; Info: Unknown, reported as loading save game. ; Address: 8B437C - vtable seems to be 0 or wrong pointer is used. ; Solution: Skip since this is the last part of the function and already has a check anyway UnkUniqueId=1 ; Info: Unknown, reported as loading save game. Possibly related to rendering. First ; argument is gNiDX9Renderer->unk_650 which is a pointer. ; Address: CEC5EC - null pointer is passed as second argument to function, this function does not expect it ; Solution: Bypass using argument if it's null. Maybe doesn't fix. Render650=1 ; Info: Unknown, no info was provided. // char __thiscall TESObjectREFR::unk_4D4EB0(TESObjectREFR *this) ; Address: 4D4EB9 - vtable of base form is 0 ; Solution: Bypass and pretend that base form is 0 since the function does this check itself already UnkObjRef4D4EB0=1 ; Info: Game is saving location's seen data to save game. The data is NULL. ; Address: 4C6031 ; Cause: Game doesn't check for null pointer ; Code: ; TESObjectCELL * v3 = ... ; v5 = BaseExtraList::GetSeenData_40D980(&v3->extraData); ; result = (void *)(*((int (__thiscall **)(_DWORD, _DWORD))*v5 + 1))(v5, v2); // <-- v5 can be null! but not checked ; v5 is IntSeenData, size is known. ; Solution: Only solution seems to be temporarily creating an empty IntSeenData and writing this to stream instead. NullSeenData=1 ; Info: BSFixedString::Set is called with NULL argument. ; Address: A51285 ; Solution: Ignore call when NULL argument. Not really a solution probably better than crashing though. StringRefSetNull=1 ; Info: This crash happens because StrLen crash was prevented. ; Address: 46EE1D ; Solution: Skip over it. ; Result: See StrLen. SkipStrLenCrash=1 ; Info: This crash happens because unknown reasons during loading. Something to do with behavior graph. ; One of the more common crashes I get. ; Address: C27A8F ; Solution: Don't know, trying to let game think the value is 0 and see what happens. ; Result: Haven't had this crash since. bhvGraphUpdateLoad=1 ; Info: Crash happens during loading, no idea. Might be related to rendering. ; Address: D822D8 ; Solution: Tried patch something but it probably doesn't work. Unk11=1 ; Info: Incompatible skeleton, but could be something else too. ; Address: 46ECF5 - NiNode children access ; Solution: No solution from here, but since it's going to crash anyway we could at least ; warn user about possible incompatible skeleton and let them fix it. Shows messagebox MissingNode=1 ; Info: Crash, it's function array and index goes out of bounds which causes it to call invalid address. ; Address: 6F3A31 ; Solution: Check index before calling. ; Result: Haven't had this crash since. IndexError1=1 ; Info: Crash happens in "MovementPlannerAgentWarp" function, unknown what it does. LookupFormById returns ; NULL and game does not check or expect this to happen. ; Address: 76E358 ; Solution: Game has a check for if returned isn't actor it sets 0 as value, we will do same if NULL is returned. MovementPlannerAgentWarp=1 ; Info: Crash happens in DDB0A0, seems to be used in some havok animated object's vtables. ; Normally these crashes are fixed by aligning allocated memory with 16 bytes. But ; this one isn't because it can be used on static memory locations which aren't using ; Skyrim's allocator at all, this means that memory isn't guaranteed to be 16 byte aligned. ; Address: DDB0B2 ; Solution: Use movups instruction instead of movaps. UnallocatedMovaps=1 ; Info: Weird crash with NULL ptr in TESWorldSpace::GetCellByCoordMask_4375D0, don't know why it happens. ; Address: 437604 ; Solution: return 0 if this crash would happen. ; Result: Haven't had this crash since, but it's rare anyway so it could be coincidence. CellNullCrash=1 ; Info: Crash when trying to do: v14 = MagicItem::unk_406C70(a3)->properties.projectile; ; This 406C70 function is something like "GetMainMagicEffect". Sometimes though it may return ; NULL and in 90% of places the game expects this and checks for NULL result, this patch will ; fix the remaining locations. ; Address: 7E39EC, 657677, 6577D5, 65FEEC, 8127CF ; Solution: Check for NULL and skip (depends on location) if it is. GetMainMagicEffect=1 ; Info: Crash when game searches node "NPC COM [COM ]" on actor but the node was not found. This is unexpected ; for game because it uses the result without checking for NULL. This whole thing has something to do ; with mounting. The function that does this whole thing is present in "StopMountCameraHandler" and ; "MountInteraction" vtable. Also it seems that this has something to do with updating position. ; More info: Was reported that this could happen if non-humanoid tries to mount a horse. This is a rather specific ; error with a mod. Instead we will show error message to user when this happens so they can ; fix or uninstall that mod. ; Address: 6E7F85 ; Solution: Check for NULL and if it is NULL then use base node of actor instead of this. It's fine because ; we only take X and Y position from it. ; Solution2: Show error message and crash after. MountNodeCrash=0 MountNodeWarn=1 ; Info: Crash when game is trying to setup foot IK but there's a problem. Real cause is unknown but for me. ; So we will display a message box when this crash happens. Seems related to the ; StrCmp crash in BF2FB3, maybe. Try reducing the amount of installed animations. ; Address: BFECC1 ; Solution: No solution from here, display warning with helpful tips. IKCrashWarn=1 ; Info: Crash happens when rendering and saving. I think this is when it renders the save game image. ; if ( v8 ) // <- not null ; { ; if ( v8 ) ; v9 = *(v8 + 8); // <- *(v8 + ? is null ; else ; v9 = 0; ; v10 = *(v9 + 140) * *(a2 + 4) // <- crash because null ; + *(v9 + 136) * *a2 ; + *(v9 + 144) * *(a2 + 8); ; v21 = v10 - *(*(v8 + ? + 148) * a3; ; } ; Address: CB051A ; Solution: We will skip this if block when *(v8 + ? is null, as if v8 was null. RenderSave=1 ; Info: Crash was reported as casting spell. Only happens sometimes. Happens in movement controller. ; Seems like vtable is NULL. ; Address: 76636B ; Solution: This happens in a for loop and it happens in if clause. We can skip if this crash would happen. MoveControllerCast=1 ; Info: Crash when saving game and trying to render (possibly save game image again?). It's trying to get ; vtable of NULL pointer which will crash. ; if ((*a2 + 76)(a2, a1)) // a2 is null ; { ; *(0x1BA9344) = a1; ; *(0x1BA9340) = a2; ; } ; else ; { ; *(0x1BA9340) = 0; ; *(0x1BA9344) = 0; ; } ; Address: CAF9F7 ; Solution: Skip function call and set return value to false so we don't have to use the NULL value. SaveRenderCrash=1 ; Info: Crash when game tries to get loaded node but it is set to NULL. Only ever seen this on two people. ; It is most likely actually related to corrupted mesh being unable to be loaded and game does not expect it. ; NiNode * node = a->GetLoadedStateNiNode(); ; v2 = node->(*(vtable+0x14))(); // <- node is NULL ; if(v2) { *((int*)(v2 + 212)) = 0; } // <- we can skip this part since it has a check anyway ; Address: 4C119E ; Solution: Real solution would be to find the broken mesh and remove it. So lets notify user instead of ignoring this part. ; Enable one of the following, ignore problem and try to continue or show message box with object reference form ID and form Type. NullLoadedNodeIgnore=0 NullLoadedNodeNotify=1 ; Info: Crash in GarbageCollector::Add when actor argument's base form is NULL. Game does not check this, when in ; some other places it does check for this possibility. ; Address: 690A69 NullActorBaseForm=1 ; Info: Crash when modifying actor value but the pointer is bad, possibly due to actor being invalid. This happens often ; when script engine is lagged and spells want to modify actor values a lot. ; Address: 6E07C6 AVSetCrash=1 ; Info: If your scripts use more than 65535 different strings then the save game will be corrupt and not possible to load. ; This fixes it by changing the save file format slightly if string count is higher than 65520. That means if you ; have this option enabled and your save game would have become corrupt it changes format instead and vanilla game ; or save game tools will not be able to open it! Opposite is true as well, if the count goes below 65520 after ; and you save again then the format reverts to vanilla. ; TLDR: Fix for https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/ ; Address: Around 30 different parts of code had to be patched. StringCount32=1 ; Info: Warn if SKSE memory patch is not active. This checks if default heap size is 256 or less and warns if you try to ; click New, Continue or Load in main menu. Still lets you play the game, just shows a warning. WarnSKSEMemoryPatch=1 ; Info: If AlignHeapAllocate is disabled by user then fix that one movaps crash manually. There's no downside to having this enabled. ; Address: 4BD832 FixMovApsManuallyIfAlignedAllocateIsDisabled=1 ; Info: Overwrite array allocator directly when UseOSAllocators is set to 1. Don't understand the code enough yet to ; say if it's safe or not. At this point it's just here for testing. OverwriteArrayAllocator=0 ; Info: Player's NiNode (not necessarily same as loaded node) is NULL while drawing world. ; Address: 69B84B NullPlayerNode=1 ; Info: Function TESObjectREFR::CanBeMoved_4D9CF0 is called on an object reference that has NULL base form. This is not expected ; and will crash. We will instead return false from that function if that's the case. The problem is most likely larger than ; just this, if you prefer to crash instead disable it. ; Address: 4D9D09 NullBaseFormMove=1 ; Info: Game tries to iterate child nodes of a NiAVObject but it's possible that the target is not a NiNode and can't have child nodes. ; This ends up in a NULL pointer crash. ; v26 = v22->vtable->sub_5EADD0(v22); // Returns "this" if v22 is a NiNode and returns "NULL" if not. ; for ( i = 0; i < v26->children.emptyRunStart; ++i ) // crash because v26 is NULL. ; Address: 46CA06 NullRefNode=1 ; Info: Something is done with outfit of NPC, but one or more entry is NULL and game crashes. ; Address: 561FF7 NullOutfitEntry=1 ; Info: Actor is being deleted and base form is NULL. ; Address: 6BAC9A ActorDeleteNullBase=1 ; Info: Does two things: ; 1. Tracks the last X files opened by game. ; 2. If the game crashes while reading binary data stream (e.g. NIF file but could be others too) then show message box listing ; those files. ; This can be helpful to track down a corrupted NIF file. DebugStream=1 ; Info: When the game fails to create texture in memory should we display a warning and exit game? Recommended yes because you will ; see purple textures couple of seconds and then the game will crash anyway since it's not expected for this to be a NULL value. WarnTextureFailure=1 ; Info: Something is done with face gen animation on BSFaceGenNiNode but the parent node is NULL which is unexpected. ; Address: 5A8808 NullParentNode=1 ; Info: For debugging purposes, on game startup run allocator benchmark and write results to "AllocatorBenchmark.txt" in Skyrim root ; directory. This compares vanilla, aligned vanilla, malloc, aligned_malloc and custom memory block implementation. When you reach ; main menu the game will start the test, wait for a message box to say the test is completed, then close game and disable this option. RunAllocatorBenchmark=0 ; Info: How many objects to allocate and free for each size (8, 12 and 16). CountAllocatorBenchmark=1000000 ; Info: How many times to run each test. TimesAllocatorBenchmark=2 ; Info: How many threads to run concurrently. Most accurate is only running one thread, although you can also try 2 to see the performance ; of thread-safe code. ThreadsAllocatorBenchmark=1 ; Info: Enable custom block allocator for small sizes. May help with memory fragmentation problem. This option does nothing if UseOSAllocators ; is not enabled. CustomMemoryBlock=0 ; Info: Set total megabytes allocated for the custom block allocators. This amount is sensibly divided between each block. ; Has no effect if CustomMemoryBlock is not enabled. The more you allocate here the less memory you have for other stuff! CustomMemoryBlockTotalSizeMb=64 ; Info: Show usage of each memory block in per cent when you open console. Has no effect if CustomMemoryBlock is not enabled. ; This can help you tweak the CustomMemoryBlockTotalSizeMb value. MemoryInfoConsole=1 ; Info: Fixes two crashes specific to Enderal mod. Seems like something to do with havok. ; Address: EBC0A6 and ECD92E EnderalSpecific=1 ; Info: Active effect list of actors is not thread safe but accessed and modified from multiple threads, this will add mutex to each actor's ; effect list. FixUnsafeEffectList=1 ; Info: Game crashes when actor's combat style form is NULL for some reason. Warn the user and try to display the actor's reference and base ID. ; Address: 8368B1 WarnNullCombatStyle=1 ; Info: Set OS update frequency to 1 millisecond (regular is around 16) and replace GetTickCount with timeGetTime. This is for debug only! Don't use. ; May reduce performance. HighFrequencyOSTimer=0 ; Info: Make game's update timer more accurate. This is for debug only! Don't use. HighFrequencyGameTimer=0 2) I don't use ENB boost because someone told me i didn't need it (You can see in my SPM screen that i have 11Gb of VRAM) 3) i have already made this patch the first time i reinstalled the game. 4) also installed in my Skyrim folder 5) already used it when the crash started to happen, will see if using it again change something. Thx for the leads
Mimolette27 Posted August 13, 2020 Author Posted August 13, 2020 Ahter using Bethini, i got a crash after puasing the game in a fight, looks like it didn't helped much. I will try to start a new game tomorow to see if it still crash.
Mimolette27 Posted August 13, 2020 Author Posted August 13, 2020 I'm adding my ENBlocal.ini in case this is the problem. enblocal.ini EDIT: i'm also adding my Paryrus log Papyrus.0.log
Guest Posted August 13, 2020 Posted August 13, 2020 The person above gave you a bunch of incorrect or half-correct information. 2) People love throwing the word VRAM around but know absolutely nothing about how it works, why it exists and why your OS can't manage it. VRAM is much more akin to CPU SRAM caches than DRAM. People fuckin need to read on VRAM already and stop pretending it works just like DRAM. 4) Completely false. All that the preloader does is load certain plugins when the program loads d3dx9_42.dll into its process (or when a certain hook is called when the dll is compiled with LOAD_DELAYED defined), which happens before the graphics engine gets initialized. The only SKSE plugin that I've knowledge that uses this early load system is Crash Fixes with OSAllocators enabled. I haven't run the preloader for ages and you can confirm what've just said yourself by downloading the source code from the mod's page. It doesn't matter how much memory enbhost.exe has allocated, unless you actually run out of virtual memory mapped and made available by your OS, ENB will simply launch another enbhost.exe process when you exhaust the 32-bits address space within the first one. If the TESV.exe process runs out of addressable memory, it will crash; TESV.exe private working memory set is the only thing that matters, unless you are estimating how much memory your setup is using and considering disabling ReduceSystemMemoryUsage. Either way, if your crash happens when you open the map, this probably means you've a corrupt asset that the game doesn't bother to validate, and since it doesn't validate before processing the asset, processing that corrupt data will either lead to erroneous/undefined behavior or an outright crash. Properly written game engines perform graceful shutdowns by logging the problem either to a log file or by creating an error window; unfortunately for you, Bethesda doesn't give a fuck and is happy with their userbase CTD'ing by leaving most of their possible exceptions unhandled. You can attach your SKSE minidump and I can take a look. If it's data corruption as I've mentioned, you are out of luck. I won't have access to neither your stack nor your heap and I'll be unable to give you an answer of what corrupted asset led to your crash.
Mimolette27 Posted August 13, 2020 Author Posted August 13, 2020 3 minutes ago, Hawk9969 said: The person above gave you a bunch of incorrect or half-correct information. 2) People love throwing the word VRAM around but know absolutely nothing about how it works, why it exists and why your OS can't manage it. VRAM is much more akin to CPU SRAM caches than DRAM. People fuckin need to read on VRAM already and stop pretending it works just like DRAM. 4) Completely false. All that the preloader does is load certain plugins when the program loads d3dx9_42.dll into its process (or when a certain hook is called when the dll is compiled with LOAD_DELAYED defined), which happens before the graphics engine gets initialized. The only SKSE plugin that I've knowledge that uses this early load system is Crash Fixes with OSAllocators enabled. I haven't run the preloader for ages and you can confirm what've just said yourself by downloading the source code from the mod's page. It doesn't matter how much memory enbhost.exe has allocated, unless you actually run out of virtual memory mapped and made available by your OS, ENB will simply launch another enbhost.exe process when you exhaust the 32-bits address space within the first one. If the TESV.exe process runs out of addressable memory, it will crash; TESV.exe private working memory set is the only thing that matters, unless you are estimating how much memory your setup is using and considering disabling ReduceSystemMemoryUsage. Either way, if your crash happens when you open the map, this probably means you've a corrupt asset that the game doesn't bother to validate, and since it doesn't validate before processing the asset, processing that corrupt data will either lead to erroneous/undefined behavior or an outright crash. Properly written game engines perform graceful shutdowns by logging the problem either to a log file or by creating an error window; unfortunately for you, Bethesda doesn't give a fuck and is happy with their userbase CTD'ing by leaving most of their possible exceptions unhandled. You can attach your SKSE minidump and I can take a look. If it's data corruption as I've mentioned, you are out of luck. I won't have access to neither your stack nor your heap and I'll be unable to give you an answer of what corrupted asset led to your crash. Thx for the clarification. Is that the dump you want to look at ? If it is, here's the last one: 2020-08-13_20.48.21.dmp
Grey Cloud Posted August 13, 2020 Posted August 13, 2020 [GLOBAL] UsePatchSpeedhackWithoutGraphics=false If you are using an ENB preset then that is correct. If you are only using ENBoost then it should be set to 'true'. Do you see a message from ENB/ENBoost when the game in loading? [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=true DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=1024 <------------ 1GB seems a lot but I may be wrong. I have mine at 128MB. VideoMemorySizeMb=18402 <------------- I have mine set at 24262MB (8GB card and 32GB RAM, W10). EnableCompression=true AutodetectVideoMemorySize=true <------ Set to false if you want to use the settings above.
Mimolette27 Posted August 13, 2020 Author Posted August 13, 2020 Tomorow i will try a new save to see if it happen as often as my actual save
Mimolette27 Posted August 13, 2020 Author Posted August 13, 2020 2 minutes ago, Grey Cloud said: [GLOBAL] UsePatchSpeedhackWithoutGraphics=false If you are using an ENB preset then that is correct. If you are only using ENBoost then it should be set to 'true'. Do you see a message from ENB/ENBoost when the game in loading? [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=true DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=1024 <------------ 1GB seems a lot but I may be wrong. I have mine at 128MB. VideoMemorySizeMb=18402 <------------- I have mine set at 24262MB (8GB card and 32GB RAM, W10). EnableCompression=true AutodetectVideoMemorySize=true <------ Set to false if you want to use the settings above. As said in my first post, i do use a ENB.
Grey Cloud Posted August 13, 2020 Posted August 13, 2020 1 minute ago, mathys27 said: As said in my first post, i do use a ENB. I know you did but you also tried to use ENBoost at the same time. So do you see the message about the ENB when the game is loading?
Guest Posted August 13, 2020 Posted August 13, 2020 Weird ntdll.dll you've in your system. Your crash happens at function RtlSizeHeap with the loaded ntdll.dll. The weird part is that your dll does this: 77EBBFE7 33 C0 xor eax,eax 77EBBFE9 66 8B 40 14 mov ax,word ptr [eax+14h] The second instruction is always going to crash, ALWAYS, if the control flow gets to the previous instruction (which is the case for your crash). It first clears the EAX register, then proceed to dereference it? Since I am on Windows 7, my ntdll.dll is obviously going to be different, but yours is just... wrong? Are you sure this dump isn't for a "Quit Game" crash? As in, the game unloads the dll but the control flow of another thread still gets to execute part of the unloaded library? Either way, I can't see the parameters' values being passed by your game to RtlSizeHeap. ebx = MemoryPointer (not in the dump) edi = Flags (not in the dump) [TESV.exe+0xB58888] = HeapHandle (not in the dump, stored within the heap)
Mimolette27 Posted August 14, 2020 Author Posted August 14, 2020 7 hours ago, Grey Cloud said: I know you did but you also tried to use ENBoost at the same time. So do you see the message about the ENB when the game is loading? I tried it once and didn't used it again, last time i used it was like 3 years ago, i do see message about the ENB but it's the basic ones.
Mimolette27 Posted August 14, 2020 Author Posted August 14, 2020 7 hours ago, Hawk9969 said: Since I am on Windows 7, my ntdll.dll is obviously going to be different, but yours is just... wrong? Are you sure this dump isn't for a "Quit Game" crash? As in, the game unloads the dll but the control flow of another thread still gets to execute part of the unloaded library? I never quit the game normaly bacause it always crash, i can send a antoher dump, even a sexlab debug log if you want. I also have a shit load of log from different script: Spoiler i will try a new character in the afternoon to see if it come from my save because as far as id remember i didn't get those crashes in this save early game. SexLabDebug.0.log 2020-08-13_20.40.00.dmp 2020-08-13_17.38.17.dmp
Mimolette27 Posted August 14, 2020 Author Posted August 14, 2020 So i tried a new character without enabling sexlab and all the other mod (like random sex and PSQ)i have with the MCM, managed to play like 50 minutes without a crash, but after going to Riverwood after checking Helgen, got a crash ;'(
Mimolette27 Posted August 14, 2020 Author Posted August 14, 2020 Here are some screenshots of my left side panel of MO2, maybe something is overwtting something. Spoiler
Guest Posted August 14, 2020 Posted August 14, 2020 2020-08-13_20.40.00 = No dump data (this happens with some crashes when quitting the game) 2020-08-13_17.38.17 = Seems to be related to the Havok system, but I can't tell for sure. Already spent over an hour with the debugger on my game and the only clues that I could find by going through the stack were some Havok settings and bones. Might not be what is triggering the crash (dereferencing a null pointer), but that's as far as I am going to go because all the dumps you've shared have different problems. Try disabling all of your mods that mess with physics and see if the crash stops.
Mimolette27 Posted August 14, 2020 Author Posted August 14, 2020 32 minutes ago, Hawk9969 said: 2020-08-13_20.40.00 = No dump data (this happens with some crashes when quitting the game) 2020-08-13_17.38.17 = Seems to be related to the Havok system, but I can't tell for sure. Already spent over an hour with the debugger on my game and the only clues that I could find by going through the stack were some Havok settings and bones. Might not be what is triggering the crash (dereferencing a null pointer), but that's as far as I am going to go because all the dumps you've shared have different problems. Try disabling all of your mods that mess with physics and see if the crash stops. WIll try this thx,i only have 3 mods with havoc physics and that is the HDT version of KS Hairs, BHUNNP (if i remember correctly) and HDT Physic do it's gonna be easy to check. EDIT: so i removed all the havoc physics mod exept BHUNNP and i get this message before running FNIS now : EDIT 2: Nevermind, had to tell MO2 where was FNIS install foler again.
Mimolette27 Posted August 14, 2020 Author Posted August 14, 2020 So i tested with only BHUNNP activated and my other HDT mods deactivated(as well as PSQ), i started a new save, went to the far east side of the map and togled the TGM and TCL command and activated the auto walk mod and i went to take a shit and shower amongs other thing and when i came back my character was half way to the opposite side of the map. So for now it looks like it worked, i will try to see if the crash still happen if i play the game properly with Sexlab activated. If you don't ear from me for a day or two, it means that you fixed my problem and i thx all of you four you help. Hope i won't have to come back here ^^.
Guest Posted August 14, 2020 Posted August 14, 2020 Your enblocal.ini has some less than optimal configuration too. [MEMORY] DisableDriverMemoryManager=false (Only set this to true if you are having driver related issues) ReservedMemorySizeMb=64/128/256 (I've yet to see a reason to reserve more than 256 MB for this buffer. Reserving 1/4 of the maximum theoretical TESV.exe address space seems stupid) EnableCompression=false (Most of this data is stored within enbhost.exe and you've enough RAM available to store them uncompressed. This option should only be used if you are struggling for memory) [ADAPTIVEQUALITY] Enable=false (Why do you need this with a RTX 2080 Ti?) [FIX] FixParallaxTerrain=false (This should only be enabled if you've mods adding parallax terrain) FixTintGamma=true (Most texture sets/ENB preset I use recommend this to be enabled: https://wiki.step-project.com/Guide:ENBlocal_INI/Fix#FixTintGamma)
Mimolette27 Posted August 15, 2020 Author Posted August 15, 2020 20 hours ago, Hawk9969 said: Your enblocal.ini has some less than optimal configuration too. [MEMORY] DisableDriverMemoryManager=false (Only set this to true if you are having driver related issues) ReservedMemorySizeMb=64/128/256 (I've yet to see a reason to reserve more than 256 MB for this buffer. Reserving 1/4 of the maximum theoretical TESV.exe address space seems stupid) EnableCompression=false (Most of this data is stored within enbhost.exe and you've enough RAM available to store them uncompressed. This option should only be used if you are struggling for memory) [ADAPTIVEQUALITY] Enable=false (Why do you need this with a RTX 2080 Ti?) [FIX] FixParallaxTerrain=false (This should only be enabled if you've mods adding parallax terrain) FixTintGamma=true (Most texture sets/ENB preset I use recommend this to be enabled: https://wiki.step-project.com/Guide:ENBlocal_INI/Fix#FixTintGamma) I will see if my agame still crash after those modifications, thx.
Mimolette27 Posted August 15, 2020 Author Posted August 15, 2020 Got only one crash today, i will continue to test if it happen less that usual.
Guest Posted August 15, 2020 Posted August 15, 2020 If it's a consistent crash, just attach the dump, but make sure you are attaching the right dump.
Mimolette27 Posted August 15, 2020 Author Posted August 15, 2020 3 hours ago, Hawk9969 said: If it's a consistent crash, just attach the dump, but make sure you are attaching the right dump. To be sure, what's the name of the right dump ? Didn't he one i posted a few post ago was the good one ?
Guest Posted August 16, 2020 Posted August 16, 2020 I don't know. I don't know any of the issues from your dumps, and you gave me three dumps, 2 with different problems and one with no data in it. I've just given you possible information and solutions based on what I've examined. The timestamp written to the dump's filename is the datetime of when you launched the game and the dump's "modified" timestamp is the datetime of when the dump was last written to (the datetime of the crash). Simply verifying those should tell you which crash this dump refers to.
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