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[Solved? kinda] SLS/MME Crash on drinking lactacid or milk (with logs)


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Posted (edited)

Solution EDIT: Skyrim Platform caused crash

SLS = Sexlab Survival

MME = MilkModEconomy           in case anyone was wondering...

 

Healthily large load order, and I now discovered this one issue where drinking lactacid (or strong milks?) causes CTD. On another occasion, I tested drinking all different strengths of milk in order (dilute ->sublime), but did not CTD, then lactacid right after into CTD. Launched the game back up, tried more sublime milk but no CTD.

 

Some notes:

  • Latest (beta) of SLS, not willing to downgrade
  • Latest MME SE
  • Latest Milk Addict SE
  • Requirements up to date
  • Otherwise very stable load order
  • Log talks about keyboard device -> I tried uninstalling Auto Input Switch

 

  • Posted on MME SE page, no answer so far
  • Curiously, any lactacid added by SLS begging dialogue or this additemmenu mod (I know there are better ones) have a stolen tag! Honestly, I forget if this is a feature of SLS to make it "contraband" in the name of immersion
  • I then tried to change lactacid attributes (addiction gain and amount of lactacid provided) in Milk Addict MCM to zero to see if the buffs themselves were causing something. Still CTD with both at 0
  • Next, I uninstalled Milk Addict, started a new character and tried again. And again, lactacid ->CTD
  • Uninstalled SLS, again new character, again CTD on lactacid consumption
  • Uninstalled SunHelm, etc etc; CTD (all uninstallations done separately, i.e. reinstalled Milk Addict before uninstalling SLS and so on)

 

 

A few crash logs attached. I'm a noob at understanding these logs.

Idk from where the render .dll file thats mentioned comes from. I'm thinking maybe the crash has to do with the visual effects added by lactacid drinking? I use ReShade, ENB and an alpha version of Skyrim Upscaler (DLSS thats compatible with ENB) and an accompanying .dll fix for reshade (not the same .dll as mentioned in the crash file).

Crash_2023_4_30_18-32-39.txt Crash_2023_4_30_18-25-57.txt Crash_2023_4_30_17-58-59.txt

Edited by Neyri LL
Posted

There's 2 different crashes here, one's related to gameoverlayrenderer64.dll, and other occured in skse64_1_5_97.dll+5CE66.

 

The overlay most likely belongs to Steam, easiest workaround for that is to obviously disable the overlay.

 

I would look into skse64_1_5_97.dll+5CE66 but skse64_1_5_97.dll+135380 and skse64_1_5_97.dll+136B10 both point to the middle of nowhere, meaning your skse64_1_5_97.dll is different from the one I have. I'll need to know which version of skse you have installed.

Posted

View modules in Process Explorer (Sysinternals, Microsoft) and find the path from where gameoverlayrenderer64.dll is loaded. Meanwhile I'll figure out whats up with those skse offsets, as I have the same version afterall.

Posted

Going by the assumption that 135380, 136B10 and 123B10 are dynamically created, perhaps part of some hook function and thus can be ignored; 5CE66 has to do with saving. There is a string further down in that same function that reads "SKSEPersistentObjectStorage::CleanDroppedStacks". This could indicate dropped papyrus stacks.

 

Also, the skse crash log mentions "dispatched message.". I've seen these before in what I assume is an internal messaging system in skse. The crash may have been indirectly caused by an skse plugin.

 

Post your papyrus and skse logs. Make sure the papyrus log is actually from a session where skse crashed. The overlay crashes are entirely different and unrelated.

Posted (edited)

Xbox Game overlay and Skyrim platform use the .dll. Turned of X overlay, still CTD.

 

11 minutes ago, traison said:

Post your papyrus and skse logs. Make sure the papyrus log is actually from a session where skse crashed. The overlay crashes are entirely different and unrelated.

 On it. I'm not exactly sure how to do it, I'm afraid. Just recreate the crash with papyrus logging on? a la:

 

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

 

Edit: if we (you) manage to fix this I'll buy you a steam wishlisted game

Edited by Neyri LL
Posted

You need to get that dll out of Skyrim. Its unfortunate if its still getting loaded despite you having changed settings. Maybe google is more use there.

 

As for the papyrus log, 500 errors about missing scripts and properties is not the worst I've seen. ReSaver might be able to save that. Also, MfgConsoleFunc is spamming errors, this is usually caused by opparco mfg command. Replace that with MfgFix-11669-1-5-4-1592988142.

Posted (edited)

There should only be one skse log: skse64.log in ...\Documents\My Games\Skyrim Special Edition\SKSE

 

Edit: The other logs are from skse plugins. Not relevant, not yet anyways.

Edited by traison
Posted
11 minutes ago, traison said:

You need to get that dll out of Skyrim. Its unfortunate if its still getting loaded despite you having changed settings. Maybe google is more use there.

 

As for the papyrus log, 500 errors about missing scripts and properties is not the worst I've seen. ReSaver might be able to save that. Also, MfgConsoleFunc is spamming errors, this is usually caused by opparco mfg command. Replace that with MfgFix-11669-1-5-4-1592988142.

 

ReSaver has long been warning me about Deviously Cursed Loot. I'll experiment with uninstalling it in a bit, but in the meantime there is some progress:

 

I managed to stop skyrim from using gameoverlayrenderer64.dll by renaming it. Here is the resulting crash log. NOTABLE is that dxgi.dll is the ReShade dll I was talking about earlier. About to test for crash without ReShade and DLSS.

Crash_2023_4_30_22-58-37.txt

Posted

That proves that gameoverlayrenderer64.dll is not at fault here. Undo the changes you made to it (rename it back).

 

Out of ideas at the moment.

Posted
20 minutes ago, traison said:

There should only be one skse log: skse64.log in ...\Documents\My Games\Skyrim Special Edition\SKSE

 

Edit: The other logs are from skse plugins. Not relevant, not yet anyways.

Here, sorry. This one is unfortunately not from the same crash as the papyrus log

skse64.log

Posted (edited)

Nothing weird with messages in that log that I see. Not getting anything from BSWin32KeyboardDevice either. I suspect it has something to do with win32u.dll, but this is not a file I'm familiar with.

 

Edit: I see it has nearly 1500 exported functions and their names look suspiciously like kernel mode functions. Going to see if there's anything keyboard related in here. Might take a while.

 

Edit again: There's a lot of keyboard stuff here. But none that I've used in the past.

Edited by traison
Posted
5 minutes ago, traison said:

Nothing weird with messages in that log that I see. Not getting anything from BSWin32KeyboardDevice either. I suspect it has something to do with win32u.dll, but this is not a file I'm familiar with.

 

Edit: I see it has nearly 1500 exported functions and their names look suspiciously like kernel mode functions. Going to see if there's anything keyboard related in here. Might take a while.

 

I'm really, really sorry but you've lost me here

Posted (edited)

Would ripping out SkyrimPlatformImpl.dll be a lot of work? That seems like the kind of thing that would have its fingers in everything, especially something keyboard related.

 

Edit: Really getting the feeling this mod is a bad idea all around. I would not install this in my own game.

Edited by traison
Posted (edited)

@traison Oi! No crash! Disabled auto input switcher again, but this time I used only keyboard while testing lactacid consumption.

 

Long story short, last time I used controller, but I have a peculiar setup with a PS5 controller where swipe gestures on the touch pad (up, down, left, right) open corresponding menus (skills, map, magic, inventory) by mapping the swipe gestures to function keys f1-4 and then telling the game my menu buttons are f1-4. A problem I've had with this setup is that when opening an inventory with a swipe (read: an f-key), the game still thinks I'm in M&KB mode until closing the menu, but I need to use standard controller functions to navigate and activate menu functions.

 

I don't know why or how this messes up lactacid drinking, or what to do to fix it while still keeping this setup I absolutely love. If only I could map swipes directly to in game functions...

Edited by Neyri LL
Posted (edited)

Ah, I was close in thinking it was something messing with BSWin32KeyboardDevice directly. Skyrim Platform was giving me bad vibes and it caught my attention.

 

I'd say this is straight up a code error. Probably nothing to be done without the source code or alternate versions of the mod. Try newer/older versions if they're available.

 

Edit: Also isn't there external applications for mapping controller input to keyboard keys? I realize an external application is most likely going to introduce input lag, but maybe it's not too bad? Plan B maybe?

Edited by traison
Posted
12 minutes ago, traison said:

Edit: Also isn't there external applications for mapping controller input to keyboard keys? I realize an external application is most likely going to introduce input lag, but maybe it's not too bad? Plan B maybe?

 

Yeah, sorry for explaining badly, but this is precisely what I'm doing. DX4Windows has support for DualSense (ps5 controller). From there I map the swipes to f-keys. Anyhow, my solution is to use Wait Menu Redirected to free up a button to open tween menu with native controller functions. This is a mod I had my eyes on, but never started using because I didn't need it. Now it's come to my rescue (hopefully).

Posted

@traison Gosh dangit... reactivated auto input switch (couldn't get my hands on an older version. they're archived, but idk how to access the files for download), and the crash is back even though I used only native controller functions to consume lactacid.

 

Notable here is that I'm using Gamepad++ (sorry for omitting, seemed redundant). Currently testing whether its gamepad++ or input switcher. I could feasibly live without the former, but getting rid of input switch is a hard sell...

Posted

I'm no use when it comes to controllers, sorry. The only thing I can think of here that could yet provide a hint for a fix is if you disabled crash logging in .net and instead used this one. The .net crash logger for some weird reason does not print the actual error code, I have a feeling it may be something other than ERROR_ACCESS_DENIED 0xc0000005.

Posted (edited)

As far as I'm concerned, you fixed this problem yourself.

 

Edit: If you absolutely want to do something for me, do one more crash with the crash logger I mentioned in my previous post. If its too much trouble then forget it, it's just for my curiosity.

Edited by traison
Posted
19 minutes ago, traison said:

As far as I'm concerned, you fixed this problem yourself.

 

Edit: If you absolutely want to do something for me, do one more crash with the crash logger I mentioned in my previous post. If its too much trouble then forget it, it's just for my curiosity.

Very well.

 

Here is the log generated by crashlogger. One thing to note from what I see here: Somewhere in testing different things I switched between FSMP version 1.50.9rc-1 to 1.50.7rc-1, with no effect. Again, oopsie omittance. The newer (90rc-1) had some notes about "new hooks".

crash-2023-04-30-22-06-13.log

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