Jotasran Posted February 4, 2023 Posted February 4, 2023 It happens maybe 1 in 4 times when I use the carriage, but generally cannot replicate the crash if I try again. I checked myself, but don't see any obvious commonality between these crash logs... that is unless its in the stuff I just have no understanding of. crash-2023-02-04-05-37-37.log crash-2023-02-04-05-49-49.log crash-2023-02-04-19-45-34.log
Jotasran Posted February 4, 2023 Author Posted February 4, 2023 Now it's replicating... crash-2023-02-04-19-57-35.log crash-2023-02-04-19-58-31.log
traison Posted February 4, 2023 Posted February 4, 2023 crash-2023-02-04-05-37-37.log was caused by MuJointFix. BetterThirdPersonSelection is also problematic, you should at the very least disable both for the duration of trying to debug your carriage issue.
traison Posted February 4, 2023 Posted February 4, 2023 (edited) crash-2023-02-04-05-49-49.log crash-2023-02-04-19-45-34.log Are both navmesh issues. Inspect 0x0006E99C from Skyrim.esm. See which mods alter it. Edit: Same with crash-2023-02-04-19-57-35.log and crash-2023-02-04-19-58-31.log. Edited February 4, 2023 by traison
Jotasran Posted February 4, 2023 Author Posted February 4, 2023 13 minutes ago, traison said: crash-2023-02-04-05-37-37.log was caused by MuJointFix. BetterThirdPersonSelection is also problematic, you should at the very least disable both for the duration of trying to debug your carriage issue. MuJointFix author release a fix regarding that error. I suppose it may because an entirely different error, but the old Mu error had no callstack and focused on joints consistent. I'll definitely disable and see if I can't get the crash though. Better 3rd Pers can be disabled in the MCM. 12 minutes ago, traison said: crash-2023-02-04-05-49-49.log crash-2023-02-04-19-45-34.log Are both navmesh issues. Inspect 0x0006E99C from Skyrim.esm. See which mods alter it. Edit: Same with crash-2023-02-04-19-57-35.log and crash-2023-02-04-19-58-31.log. I checked in xEdit and nothing seems to be overwriting the skyrim.esm record.
traison Posted February 4, 2023 Posted February 4, 2023 6 minutes ago, Jotasran said: MuJointFix author release a fix regarding that error. Hm, alright. The 37-37 log is however something else and I think should be excluded from the carriage issue. I'll have a closer look at the MovementAgentPathFollowerVirtual -logs.
Jotasran Posted February 4, 2023 Author Posted February 4, 2023 I just ran six attempts, both with Mu and BTP disabled and then enabled.... no crashes at all either way.
traison Posted February 4, 2023 Posted February 4, 2023 Not really seeing anything here. My best guess is still that this is a navmesh thing, simply because of MovementAgentPathFollowerVirtual. Movement -> walking, running, you know Agent -> an actor Path -> navmesh? Follower -> maybe a path finding algorithm Virtual -> whatever ie. a navmesh path finding algorithm for actor movement? I think what I'd do is create a few logs traveling to the same destination, potentially also from the same departure area. Then pick out npcs from these logs. Like for instance, in the logs you've uploaded here "Fjord Horse" keeps showing up. I doubt the issue is with that actor specifically, but it might be a hint as to where the navmesh issue is. If you can find where that Fjord Horse is placed in the world (near where you travel from, or travel to) inspect the cell's navmesh for changes in xEdit. Makes sense?
Jotasran Posted February 4, 2023 Author Posted February 4, 2023 12 minutes ago, traison said: I'll have a closer look at the MovementAgentPathFollowerVirtual -logs. I don't see any logs like that my SKSE folder... unless you meant you could see something more in the files I already uploaded.
Jotasran Posted February 4, 2023 Author Posted February 4, 2023 3 minutes ago, traison said: I doubt the issue is with that actor specifically, but it might be a hint as to where the navmesh issue is. If you can find where that Fjord Horse is placed in the world (near where you travel from, or travel to) inspect the cell's navmesh for changes in xEdit. How would I go about finding the horse. I think it's place by Immersive Horses.... which has come up a couple of time I believe.
traison Posted February 4, 2023 Posted February 4, 2023 Open your loadorder as is in xEdit, inspect 0x101907 (from the log): [00] Skyrim.esm (7CAB85A9) \ Worldspace \ 0000003C <Tamriel> \ Block -1, -1 \ Sub-Block -1, -3 \ 00009BDA \ Temporary \ 00101907 ...which is a reference to: EncHorseSaddledPalomino "Horse" [NPC_:00068D04] ...which was changed to "Fjord Horse" by Immersive Horses apparently. (irrevelant probably) Follow the npc reference backwards to find the cell it is in: [00] Skyrim.esm (7CAB85A9) \ Worldspace \ 0000003C <Tamriel> \ Block -1, -1 \ Sub-Block -1, -3 \ 00009BDA Make your way into the tree structure on the left, under Temporary you'll find some Navigation Mesh (NAVM) records. I'd start by inspecting these for changes by other mods. Regardless of how insignificant the mod seems, add it to a list of mods to consider as potential problems.
Jotasran Posted February 4, 2023 Author Posted February 4, 2023 Ok, under 00009bda/temporary... there are only 2 nav meshes mentioned. 000e8459 and 000f13e4. Neither has the master being overwritten.
Jotasran Posted February 5, 2023 Author Posted February 5, 2023 Just to update, I'm going to tentatively say that it was indeed Better Third Person. I have used the carriage many times with it off and no CTDs. I'll update if i get another carriage crash, but otherwise I think this is solved.
daniel0035 Posted July 15, 2023 Posted July 15, 2023 Hello! I know this post is a bit old, but I'm giving it a shot because I happen to have the same problem. My problem: When I use fast travel via the cart, there's a CTD every 3rd time. I've noticed that this problem doesn't occur on a new save, but I haven't changed anything on my current save... Crash log : https://pastebin.com/99jBpTgK I've already tried this and it didn't help: disable dyndolod, disable CFTO, update FSMP, clean backup with ReSaver, clean scripts (https://www.nexusmods.com/skyrimspecialedition/mods/34601) Any ideas about my problem? I don't have the mod Better Third Person. Many thanks in advance! NB: My load order : https://pastebin.com/YaXWTdnS NB: the ctd started happening when I hit dozens of hours on my save
traison Posted July 15, 2023 Posted July 15, 2023 Callstack entry #6 is a bit suspicious. NOP instructions aren't illegal or uncommon by any means but typically you do not see them in the middle of subroutines. This could be an indication of a bytecode edit made by a mod. Its far from the faulting offset but it may have changed the flow of the code to cause the ctd further down the line. That same NOP is visible in at least one of Jotasran's crash logs.
daniel0035 Posted July 15, 2023 Posted July 15, 2023 Thank you very much for your help! On the other hand I am not an expert in modding, so you suggest me to do what?
daniel0035 Posted July 15, 2023 Posted July 15, 2023 (edited) Si cela peut vous aider, j'ai comparé la liste de mods ci-dessus avec la mienne pour voir si nous avions des mods en commun qui seraient responsables de ce crash Liste: Divulgacher schlongs de skyrim Lanternes de Skyrim II (+ patch) SexLab.esm SMIM-SE-Fusionné-Tout Corrections de paysage pour Grass Mods.esp Paysage pour Grass Mods - Military Camps.esp Simplement frapper JK (+ patch) KS Coiffure Guards_Armor_Replacer Reliquaire du mythe Occ_Skyrim_Tamriel.esp ITFC CFTO-CoveredCarriages.esp CFTO-Lanternes.esp CFTO_fix.esp CFTO-JK-Patch.esp SoleilHelmSurvie Wintersun - Foi de Skyrim.esp HonedMetal.esp highpolyhead Départ alternatif - Vivre une autre vie.esp Sons immersifs - Compendium.esp Révision du dialogue de garde.esp StormLightning.esp ENB Light.esp Embers XD.esp Brouillards matinaux SSE nwsFollowerFramework.esp Lucien.esp Eau pour ENB (Shades of Skyrim).esp Nemesis PCEA.esp UltimateCombat.esp Paysage et Water Fixes.esp Expressif Facegen Morphs.esl TrueDirectionalMovement.esp Aide MCM CBBE 3BBB [COCO] Shadow Assassin.esp [COCO]Lingerie.esp HouseOfHorrorsQuestExpansion Vigilant - Départ différé.esp Vigilant Voiced.esp Gotobed.esp ReadingIsGood.esp PaarthurnaxQuestExpansion Bandit Lines Expansion.esp Edited July 15, 2023 by daniel0035
traison Posted July 15, 2023 Posted July 15, 2023 (edited) If its a bytecode edit, then you're looking for an skse plugin. You know when you've found it if the nop instruction disappears from the callstack (Edit: replaced by something else at SkyrimSE.exe+070F63C). [ 6] 0x7FF616D7F63C SkyrimSE.exe+070F63C -> 41303+0x6C nop Edit: pseudocode example: ... SkyrimSE.exe+070F63C -> ... xor eax,eax Keep in mind though that this may just as well be a totally legit and necessary edit by Engine Fixes SSE and it has nothing to do with the crash. I however got nothing else, and if this was a problem I was having, I'd certainly be interested in knowing who put that nop there. Edit again: I'll try to get the debugger in there and see what my instructions look like on this end. Edited July 15, 2023 by traison
traison Posted July 15, 2023 Posted July 15, 2023 (edited) Right so for me that callstack entry #6 points to the middle of an instruction, which is not valid, meaning the code on either end (mine or yours) has been edited. Considering you have nop's and I don't, it's heavily pointing at you. If you can find the source of those nops, you may well solve Jotasran's problems as well. Edit: For what its worth, here's a tiny dump of the assembly. The offset points inside the lea instruction, but you can see familiar keywords there: TESPackage and Pathing - things I would have expected to see considering this appears to be a pathing related crash (as per previous posts in this thread). Spoiler 00007FF64558F636 | E8 3542D6FF | call <skyrimse.Pathing::sub_140473870> | 00007FF64558F63B | EB 1A | jmp skyrimse.7FF64558F657 | 00007FF64558F63D | 48:8D5424 60 | lea rdx,qword ptr ss:[rsp+60] | 00007FF64558F642 | E8 7984D2FF | call <skyrimse.TESPackage::sub_140437AC0> | 00007FF64558F647 | 8B08 | mov ecx,dword ptr ds:[rax] | 00007FF64558F649 | 890E | mov dword ptr ds:[rsi],ecx | Edited July 15, 2023 by traison
daniel0035 Posted July 15, 2023 Posted July 15, 2023 I just did some new tests, and in my new crash log, I don't see any "nop", but it's still the same bug. Crashlog: https://pastebin.com/3XhhQDZX I read somewhere that it had to do with NPC movements since the "path" entry comes up often.
daniel0035 Posted July 15, 2023 Posted July 15, 2023 Otherwise I have just reread all my previous crashlogs and you are right, at entry [6] there is systematically nop!
daniel0035 Posted July 15, 2023 Posted July 15, 2023 11 minutes ago, traison said: Right so for me that callstack entry #6 points to the middle of an instruction, which is not valid, meaning the code on either end (mine or yours) has been edited. Considering you have nop's and I don't, it's heavily pointing at you. If you can find the source of those nops, you may well solve Jotasran's problems as well. Edit: For what its worth, here's a tiny dump of the assembly. The offset points inside the lea instruction, but you can see familiar keywords there: TESPackage and Pathing - things I would have expected to see considering this appears to be a pathing related crash (as per previous posts in this thread). Reveal hidden contents 00007FF64558F636 | E8 3542D6FF | call <skyrimse.Pathing::sub_140473870> | 00007FF64558F63B | EB 1A | jmp skyrimse.7FF64558F657 | 00007FF64558F63D | 48:8D5424 60 | lea rdx,qword ptr ss:[rsp+60] | 00007FF64558F642 | E8 7984D2FF | call <skyrimse.TESPackage::sub_140437AC0> | 00007FF64558F647 | 8B08 | mov ecx,dword ptr ds:[rax] | 00007FF64558F649 | 890E | mov dword ptr ds:[rsi],ecx | I'm sorry, I'm not very familiar with modding so I don't quite understand all this XD Correct me if I'm wrong, but according to you, there is a dll that causes this crash, right?
traison Posted July 15, 2023 Posted July 15, 2023 A dll edited the memory location near callstack entry #6, however as you now also discovered, this issue seems to jump around. Jotasran posted 3 different kinds of crash logs if I remember correctly. You've found 2 of them. So most likely the nops are insignificant, interesting perhaps but that is all. As for your latest log, there's too many differences between our game versions for me to do anything with that (I'm on 1.5.97).
daniel0035 Posted July 15, 2023 Posted July 15, 2023 It's already very kind of you to help me However, there are some things that seem odd to me: - why on a new save, the crash does not occur? => save corrupt? but even cleaning with ReSaver does nothing... - why crashes only happen during carriage travel and not with normal fast travel? => is there a technical particularity between normal fast travel and cart travel?
daniel0035 Posted July 15, 2023 Posted July 15, 2023 5 minutes ago, traison said: En ce qui concerne votre dernier journal, il y a trop de différences entre nos versions de jeu pour que je fasse quoi que ce soit avec cela (je suis sur 1.5.97). Do you need other informations? if it can help you ^^
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