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Crash Fixes not fixing it :( [Msg from Crash Fixes - Skyrim failed to alocate memory...]


Nymra

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Posted

Ok.... I avoided this maybe for too long. But now my save has 72k strings when I am finished loading mods and setting up all MCMs. 

Even before that I had problems starting a new game, getting random CTDs that I could not track down to individual ESPs. So I just forced my luck and went "new game" 3 times in a row until it worked.

 

But now I have a not very stable game. On random occasions the game just crashes. Not really anything I could say in that regard. Sometimes I click stuff, sometimes just walk from A to B. 

I have Crash Fixes installed but "UseOSAllocators=0" because... when I set it to UseOSAllocators=1 I cannot load any game. Ever. I always get the same Message (at least 90% of the time) that says "message from crash fixes skyrim has failed to allocate memory" and then comes up with suggestions on how to solve it. 

I did everything the pop up window said, ENB settings etc. all correct. 
No use. 

Since I also have Load game CTDs I tried Safety Load instead but that fixes only the Load Game CTD, the game is still pretty unstable (varying minutes of playtime before CTD, longest maybe 5-10 mins).

 

I mean I can now start to analyze crash dumps and all (SKSE dmps) but the corresponding thread is full of reports and has almost nobody in it who really has any answers. 

 

 

TLDR:
So I just wonder what can cause Crash Fixes to NOT work for me. This seems to be unrelated to the String Count. I cannot really start a game with "UseOSAllocators=1" on any profile and I figurre this might be the most important part of the Crash Fixes mod? I always get the message above (and I m out of google answers to what I could fix)

 

Posted

This is the analyisis of the SKSE dump. 

Can this mean I have a faulty RAM?
 Not 100% sure if that is what the message tries to tell me. Will run a hardware check nonetheless. I just wonder why this is coming up with my new profile while older profiles worked almost flawless. Skyrim does not use 

 

Quote


Microsoft (R) Windows Debugger Version 6.12.0002.633 X86
Copyright (c) Microsoft Corporation. All rights reserved.


Loading Dump File [C:\Users\Admin\Documents\My Games\Skyrim\SKSE\Crashdumps\2020-02-28_01.35.25.dmp]
User Mini Dump File: Only registers, stack and portions of memory are available

WARNING: Minidump contains unknown stream type 0x15
WARNING: Minidump contains unknown stream type 0x16
Symbol search path is: SRV*C:\SymCache*http://msdl.microsoft.com/download/symbols
Executable search path is: 
Windows 7 Version 18363 MP (12 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS
Machine Name:
Debug session time: Fri Feb 28 03:36:43.000 2020 (UTC + 2:00)
System Uptime: not available
Process Uptime: 0 days 0:01:19.000
................................................................
................................................................
.........................
This dump file has an exception of interest stored in it.
The stored exception information can be accessed via .ecxr.
(3658.3134): Access violation - code c0000005 (first/second chance not available)
eax=00000000 ebx=3f85c6b0 ecx=00000001 edx=00000000 esi=3f85c660 edi=3f85c670
eip=773b2c4c esp=5c74da00 ebp=5c74da0c iopl=0         nv up ei pl nz ac pe nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00000216
ntdll!ZwGetContextThread+0xc:
773b2c4c c20800          ret     8
0:041> !analyze –v
*******************************************************************************
*                                                                             *
*                        Exception Analysis                                   *
*                                                                             *
*******************************************************************************

Use !analyze -v to get detailed debugging information.

*** WARNING: Unable to verify timestamp for hdtPhysicsExtensions.dll
*** ERROR: Module load completed but symbols could not be loaded for hdtPhysicsExtensions.dll
Unable to load image H:\01_GAMES\Steam\steamapps\common\Skyrim\data\SKSE\Plugins\JContainers.dll, Win32 error 0n2
*** WARNING: Unable to verify timestamp for JContainers.dll
*** ERROR: Module load completed but symbols could not be loaded for JContainers.dll
*** ERROR: Symbol file could not be found.  Defaulted to export symbols for nvd3dum.dll - 
Failed calling InternetOpenUrl, GLE=12029
Probably caused by : memory_corruption ( memory_corruption!TESV )

Followup: MachineOwner
---------

 

 

Posted
58 minutes ago, Nymra said:

Can this mean I have a faulty RAM?

Not really.

 

I don't know too much about this, but I would check first if your hdtPhysicsExtensions.dll and JContainers are compatible with your current SKSE version.

 

Since your memory corruption problem is most likely caused by some low level memory manipulation, the safest bet is to assume it was caused by some SKSE dll plugin, since those are the only kind of mods that can do that kind of thing in Skyrim.

Posted
4 hours ago, Nymra said:

I have Crash Fixes installed but "UseOSAllocators=0" because... when I set it to UseOSAllocators=1 I cannot load any game.

 

4 hours ago, Nymra said:

I did everything the pop up window said, ENB settings

(shamelessly copy pasted from my blog)

 

If you use the ENB to allocate memory ExpandSystemMemoryX64=true you need to set UseOSAllocators=0 or the other way around

(mixing allocations of an ENB and Crash fixes can cause the issues you reported)

 

 

⚠️If UUNP RaceMenu sliders are used change the following line in CrashFixPlugin.ini:

AlignHeapAllocate=1

I think that's true for the new UUNP variations too?

 

4 hours ago, Nymra said:

But now my save has 72k strings when I am finished loading mods and setting up all MCMs. 

The tweak in CrashFixes that patches the 65k string savegame limit is unrelated to the CrashFix memory allocation feature

Means it will work even if UseOSAllocators is set to 0.

 

Did you do a new Game Install and forgot to create a SKSE.ini? (probably not if you can create skse logs)

 

4 hours ago, Nymra said:

Safety Load

I always get CTD/blackscreen with Safety Load in combination with ENBoost/Crash fixes

I can't recommend it.

 

Do you "use next grab the SKSE Plugin Preloader" with CrashFixes? (recommended)

 

4 hours ago, Nymra said:

ENB settings etc. all correct. 

Is that also true in combination with CrashFixes?^^

 

4 hours ago, Nymra said:

Since I also have Load game CTD

 

4 hours ago, Nymra said:

So I just forced my luck and went "new game" 3 times in a row until it worked.

There can be other reasons for that:

Too many FNIS animations but no fix/mod to compensate for that (either the fix you use didn't compensate for the higher animation count or no fix used)

Bad LO or Mod combination (post your LO maybe there is something obvious, I saw you have also trouble installing creature mods)

Wrong Crash fix/ENB settings (post your settings of ENB, Crash fixes, SKSE)

Missing patches/wrong patches

Never cleaned overwrite folder of MO?

Multiple mods missing the same soft requirement.

Bad settings in skyrim.ini/skyrimpref.ini => use beth.ini to fix bad settings there

HDD/SDD nearly full =D (I managed that a few times already)

Did you check if your savegame is okay? (SKSE cosave normal size, and no errors in early saves if you check them with fallrim tools)

Ignored FNIS warnings (incl consistence check)

Bugged mod

Wrong mod files overwritten during install

Posted
19 minutes ago, donttouchmethere said:

If you use the ENB to allocate memory ExpandSystemMemoryX64=true you need to set UseOSAllocators=0 or the other way around

(mixing allocations of an ENB and Crash fixes can cause the issues you reported)

I think you should check this first.

Only use one of those fixes allocate memory.

ENB allocation ON (true) = CrashFixes allocation OFF (0)

ENB allocation OFF (false) = CrashFixes allocation ON (1)

 

and don't forget the...

⚠️If UUNP RaceMenu sliders are used change the following line in CrashFixPlugin.ini:

AlignHeapAllocate=1

...if using UUNP

 

 

More details about ways to do memory allocation:

 

Posted

thx alot. I think I was under the wrong impression that I have to make UseOSAllocators=1  work on my system to get the advantage from Crash Fixes.

 

I am currently running with UseOSAllocators=0  and ExpandSystemMemoryX64=true (I thought this is not good. dunno why, the crash fixes warning might have given me that impression. in their log they always write "set that to false" damnit!)

I had signiciantly less CTDs now and will continue testing the profile. CTDs that occured I could track to the usualy mod shit that is always there. 

 

Thank you so far, I think understand it better now. 
The other points u mentioned are mostly already solved before this happened but some things indeed still could need some cleaning up just to be sure. 

 

 


On a sidenote: WyreBash notified me of some outdated BSA files in some mods and that this could lead to additional CTDs. 
Is it in any way problematic to just unpack all those files? Or will that slow down skyrim??

 

SO in other words what is the benefit of "BSA" vs "Loose Files"?° :)

 

Posted
1 hour ago, Nymra said:

On a sidenote: WyreBash notified me of some outdated BSA files in some mods and that this could lead to additional CTDs. 
Is it in any way problematic to just unpack all those files? Or will that slow down skyrim??

That sounds like you updated WyreBash

I got the same warnings about mods that are installed for a long time already and worked with WyreBash before.

 

Since 307beta 6 and 307beta 7 I get that warnings, but also the bash patch fails to generate.

I declare all WyreBash versions after 307-5.1 as defect, or have a defect installer (that's one of the main changes in the versions after 307beta 5.1).

 

I didn't try to install 307beta 6 and 7 manually so I can't say if that works,

but I just drop here the last (for me) working WyreBash version:

Wrye Bash 307 Beta 5.1 - Installer.exe

 

307 beta 5.1 => The installer works and Bashed Patch generation works and no warnings about some "outdated BSA" (what ever that means)

It's the last version before they thought they had to fuck it up for no reason ?‍♂️

 

I tried 307beta 6 and 7 from Nexus, but there is also a GitHub around and a Forum with "nightly" builds, but I'm only interested what works for real.

Enough issues with the mods alrady lol

Posted
7 hours ago, donttouchmethere said:

⚠️If UUNP RaceMenu sliders are used change the following line in CrashFixPlugin.ini:

AlignHeapAllocate=1

I think that's true for the new UUNP variations too?

Any known reason for this? I had this problem a long time ago and by pure luck I found that setting and made the habit of leaving AlignHeapAllocate always enabled since then.

Posted

Small Update:
 

While I dont get CTDs on the profile I cannot start a new game anymore lol. 

So now I start stripping big mods that do little. Sexlab Survival will go, I used 2 small features only.... 
Lets see :(

 

 

Posted
41 minutes ago, dontknowdontcaredontask said:

Any known reason for this? I had this problem a long time ago and by pure luck I found that setting and made the habit of leaving AlignHeapAllocate always enabled since then.

That's a really good question.

I stumbled about the AlignHeapAllocate modification für UUNP by accident and never ever changed that setting back.

(not true, I forgot about it once - a year later - and got CTD right away with UUNP)

 

Crash fixes has an easy to understand description that explains right away why you need to set it to 1 for UUNP

(except it's not ^^, not one word about UUNP in that text):

 

; 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=1

Posted
1 hour ago, Just Don't said:

Any known reason for this? I had this problem a long time ago and by pure luck I found that setting and made the habit of leaving AlignHeapAllocate always enabled since then.

Did you just change your name? ?

 

We could call upon some famous explainers about the reason why UUNP needs AlignHeapAllocate set to 1 sometimes (or all the time):

@RW311

@mrsrt

@GenioMaestro

@27X

@Just Don't

@Andy14

@TobiaszPL

@Seijin8

Posted
8 minutes ago, donttouchmethere said:

Did you just change your name? ?

 

We could call upon some famous explainers about the reason why UUNP needs AlignHeapAllocate set to 1 sometimes (or all the time):

@mrsrt

@GenioMaestro

@27X

@Just Don't

@Andy14

@TobiaszPL

@Seijin8

 

well, what about BHUNP? 

most of the DLLs that come up in my DMPs are located in its Folder :)

I turned ExpandSystemMemory false again because I could not start a game at all. 

This is what I found:
Dunno why, but this is the only place I stumbled over an explanation like this. 
The Memory settings in BHUNP already were turned "false" so baka obviously fixed something there already. 

 

But now I have

 

UseOSAllocators=0  and ExpandSystemMemoryX64=false 

 

which you basically said would not be good, hmm :/

Quote

SKSE MemPatch and Crash Fixes with its alternate allocation function are redundant, HDT MemPatch (try reloading, if you see a bird on first load) works in another part for what I know. 
The problem now is, that HDT MemPatch and ENB don't work together well.

First thing will be, set for ENB ExpandSystemMemoryX64 = false

If you then get a shitload of errors from HDT MemPatch telling soemthing like "can't allocate space larger >2GB" you may try to set the following within your hdtSkyrimMemPatch.ini


[Memory]
FormHeapAllocateFromLargerSpace = false
ReplaceDefaultHavokHeap = false

; both should be true by default

In the end, if you get missing or weird shiny textures, set within hdtSkyrimMemPatch.ini


[Optimize]
FasterLoading = false

Conclusion: it doesn't work easy with but shouldn't go without the HDT MemPatch. Have fun :D

 

Posted
12 minutes ago, donttouchmethere said:

Did you just change your name? ?

 

I did, tried to shorten it so it's easier to @ or just mention my name without playing tongue twister.

 

Ah so it was a lucky find for you too. It's always nice to know the reasons behind recommended settings and that kind of stuff. I'll keep an eye in this thread in case someone knows. Thanks.

Posted
27 minutes ago, Nymra said:

But now I have

 

UseOSAllocators=0  and ExpandSystemMemoryX64=false 

 

which you basically said would not be good, hmm

That's super duper bad, because it means you deactivated all memory allocation and the only thing that makes you not crash (from running out of memory) every +/-15 minutes is the SKSE provided memory block management.

 

 

27 minutes ago, Nymra said:

most of the DLLs that come up in my DMPs are located in its Folder

Do I understand it right and you use a some kind of "install this and everything will be alright" pack from somewhere?

 

 

I already fear the day I want an ENB again lol

Posted
28 minutes ago, Just Don't said:

I did, tried to shorten it so it's easier to @ or just mention my name without playing tongue twister.

 

Ah so it was a lucky find for you too. It's always nice to know the reasons behind recommended settings and that kind of stuff. I'll keep an eye in this thread in case someone knows. Thanks.

I remember where I got that information from:

https://www.nexusmods.com/skyrim/mods/72725

Spoiler

How to use the memory allocator patch?
1. Open CrashFixPlugin.ini and find "UseOSAllocators=0"
2. Change it to "UseOSAllocators=1"
3. Download and install SKSE Plugin Preloader
4. Start game, if you get an error saying that memory patch could not be applied read the message for help, otherwise you're good to go.
(5.) Causes game to crash and you use ENB? Set ExpandSystemMemoryX64=false in enblocal.ini
(6.) Causes game to crash more frequently (especially with UNP RaceMenu sliders)? Try AlignHeapAllocate=1 in CrashFixPlugin.ini
 

I needed to crash a lot till I actually read the text ?

(doesn't explain why right, but at least I found my source again)

Practical Test: crashes stopped right away

Posted
42 minutes ago, donttouchmethere said:

That's super duper bad, because it means you deactivated all memory allocation and the only thing that makes you not crash (from running out of memory) every +/-15 minutes is the SKSE provided memory block management.

From what I understand it seems the HDTmempatch does that now?! hm.

 

42 minutes ago, donttouchmethere said:

 

Do I understand it right and you use a some kind of "install this and everything will be alright" pack from somewhere?

 

not really. I think :D
This is part of the BHUNP Baka Body Install. 

 

42 minutes ago, donttouchmethere said:

 

I already fear the day I want an ENB again lol

I cant play without ENB anymore... :(
Even when its mal "ins auge geht" 

2020-09-17 21_38_57-plugins.jpg

20200913010119_1.jpg

Posted
5 hours ago, donttouchmethere said:

(5.) Causes game to crash and you use ENB? Set ExpandSystemMemoryX64=false in enblocal.ini

I would be the one responsible for 5 and confirmation of 2, based on results aggregated in the now deleted SMP info thread; a copy might still be in meh's original CFix thread.

 

Segregation is necessary for enb and smp to function together, and SMP's allocation need to happens before and be recognized by ENB at runtime, hence the threading and allocation settings in ENB, attempting to sequester active memory to the "front" of already allocated dynamic memory simply isn't a recipe for any kind of stability, particularly when relying on three different interdependent libraries to play nice.

 

Quote

bhunp

 

I don't tech support stolen content, particularly when the author is being paid 6k a month, they can tech support "their" own content, that's what they're being paid to do. If you contine to signal boost and use content that isn't fairly gained or fairly supported, you're directly part of the problem.

Posted
1 hour ago, 27X said:

I would be the one responsible for 5 and confirmation of 2, based on results aggregated in the now deleted SMP info thread; a copy might still be in meh's original CFix thread.

 

Segregation is necessary for enb and smp to function together, and SMP's allocation need to happens before and be recognized by ENB at runtime, hence the threading and allocation settings in ENB, attempting to sequester active memory to the "front" of already allocated dynamic memory simply isn't a recipe for any kind of stability, particularly when relying on three different interdependent libraries to play nice.

 

I am only using the PE 2BBB version (enough jiggle for me), so that should work. I think I only have SMP hair from (Dints999)

 

 

Quote

I don't tech support stolen content, particularly when the author is being paid 6k a month, they can tech support "their" own content, that's what they're being paid to do. If you contine to signal boost and use content that isn't fairly gained or fairly supported, you're directly part of the problem.

 

erm, well, no? I m not part of any problem at all. 
THe content is openly available at loverslab and I cant do anything about that or bakas work and from whom he has permission or not. 

If you can point me towards any UUNP 2BBB or 3BBB high poly body that is available (even when only on patreon or sth) I ll gladly reconsider. 

I merely asked for information about hdtskyrimmempatch because I only found like 1 particular info about it and that was not much. 
I think that one is not from baka anyway? 

 

(and on the other side I m also not happy about the amount of support given. but at least in this forum users are normally spot on...) 

 

Posted

at the moment I tried this:

 

Since my Body and the Hair I use all seem to be HDT-PE only I removed this from my profile::

 

817922112_2020-09-1800_32_05-Plugins.jpg.5005bd48bcbb2e31f6005ded1f2aa5ef.jpg

I did this totally random based on the name lol. (all related to SMP, 3BBB or the hdtskyrimmempatch

I then set in enblocal.ini "ExpandSystemMemoryX64=true

 

in crashfixes.ini the UseOSAllocators=0 is still on 0 because 1 continues to show the bug window (basically crash with a nice message)

 

 

At least for the first time (and with none of the mods uninstalled (I put SL survial back in) I could start a new game with this configuration. 
I ll now see how stable that is.... 

Posted

Please, provide your crashdump as file, this analysis in the first post almost useless in understanding the problem. Also would be good to see SKSE.ini configuration and the crashfix log. 

 

This is what I can say at the first sight:

1) HdtInvisibilityFix was reported to me as unstable thing that cause the game to crash, especially when loading or creating a new game. 

2) HdtSkyrimMemoryPatch looks redundant. As I know, everything you need for stable HDT is correct physics preset and, in some cases, HDT Crash Fix by Hawk (for some reason he decided to delete his account on LL, that's sad). 

 

2 hours ago, donttouchmethere said:

That's super duper bad, because it means you deactivated all memory allocation and the only thing that makes you not crash (from running out of memory) every +/-15 minutes is the SKSE provided memory block management.

Default allocation provided by the game engine works pretty well. You'll never run through any out of memory errors if your memory pool is big enough because the game engine loads and unloads data dynamically. With SKSE you can set the pool up to 1280mb what's 2x more than enough for a typical skyrim. I'm playing the game with the default allocator flawless for several years. My current crash rate about 1 per 40 hours and usually caused by alt+tabs.

Furthermore, it's safer than os allocators, for example, if some mem pointer goes out of limits it will access the nearest allocated data, in case of os allocators it will lead to access violation and game crash, becasue all data was allocated personally and must not go out of bounds. In case of default allocator all data is stored inside one big memory block with shared access, if the pointer will go out of bounds it will be able to access incorrect data but will not crash your game. It may lead to a bug or may not, but at least highly likely you'll avoid that crash. And access violation is the most frequent reason of skyrim crashes (like 99%).

 

 

Posted
16 minutes ago, mrsrt said:

Please, provide your crashdump as file, this analysis in the first post almost useless in understanding the problem. Also would be good to see SKSE.ini configuration and the crashfix log. 

 

This is what I can say at the first sight:

1) HdtInvisibilityFix was reported to me as unstable thing that cause the game to crash, especially when loading or creating a new game. 

2) HdtSkyrimMemoryPatch looks redundant. As I know, everything you need for stable HDT is correct physics preset and, in some cases, HDT Crash Fix by Hawk (for some reason he decided to delete his account on LL, that's sad). 

 

Default allocation provided by the game engine works pretty well. You'll never run through any out of memory errors if your memory pool is big enough because the game engine loads and unloads data dynamically. With SKSE you can set the pool up to 1280mb what's 2x more than enough for a typical skyrim. I'm playing the game with the default allocator flawless for several years. My current crash rate about 1 per 40 hours and usually caused by alt+tabs.

Furthermore, it's safer than os allocators, for example, if some mem pointer goes out of limits it will access the nearest allocated data, in case of os allocators it will lead to access violation and game crash, becasue all data was allocated personally and must not go out of bounds. In case of default allocator all data is stored inside one big memory block with shared access, if the pointer will go out of bounds it will be able to access incorrect data but will not crash your game. It may lead to a bug or may not, but at least highly likely you'll avoid that crash. And access violation is the most frequent reason of skyrim crashes (like 99%).

 

 

thx alot. 

at the moment I seem to have a stable game and even better FPS then before with the measures from above. 


If I get new CTD with this configuration I ll provide dmp files too. I will maybe bring more mods back in to the game now to push the limits... 

Posted

ExpandSystemMemoryX64 option is really helpful with fps and stutterings, I personally noticed it, however it has a serious flaw: you cannot use memory heap bigger than 512mb (DefaultHeapInitialAllocMB=768), if you set more your game simply crashes on load. I still recommend you to complete the memory part of my guide (SSME way), set DefaultHeapInitialAllocMB to 1280, disable ExpandSystemMemoryX64 and enable ReduceSystemMemoryUsage. Otherwise, if you'll install really a lot of mods, eventually, you'll bump to the heap limit. 

 

Also, I wasn't able to make my game stable with SMP. It has some internal problem or incompatibility that I didn't research. It also can bring you additional crashes, just for your notice. 

Posted
18 hours ago, mrsrt said:

ExpandSystemMemoryX64 option is really helpful with fps and stutterings, I personally noticed it, however it has a serious flaw: you cannot use memory heap bigger than 512mb (DefaultHeapInitialAllocMB=768), if you set more your game simply crashes on load. I still recommend you to complete the memory part of my guide (SSME way), set DefaultHeapInitialAllocMB to 1280, disable ExpandSystemMemoryX64 and enable ReduceSystemMemoryUsage. Otherwise, if you'll install really a lot of mods, eventually, you'll bump to the heap limit. 

 

Also, I wasn't able to make my game stable with SMP. It has some internal problem or incompatibility that I didn't research. It also can bring you additional crashes, just for your notice. 

I followed your guide for SSME and it worx so far. 

No CTD, higher FPS, high Mod count, high anim count. Thank you so much. The guide is also written in a way even me can understand.! 

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