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Crash log but don't see a culprit for this crash


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Posted (edited)

I see that skse64_1_6_640.dll+0018DF9 is a callback of some kind. Hooked when skse64 first starts up. Its unfortunate that there's no pdb file for skse64, as I can't really tell for what purpose just by looking at the assembly. However, it seems in this case smp and mujointfix shed some light on that: "?onFrame@UnkEngine@Mus@@QEAAXXZ". So this is most likely something that happens when (before/after/while) each frame is rendered.

 

There's a recursive call that happens between SkyrimSE.exe+0F482C3 and SkyrimSE.exe+0F532E5 which I do not recall seeing before. This pretty much explains the length of the callstack. Half the noise in there is from these 2 going at it. Recursive calls could cause repeating entries in the stack; should make pointing out the relative bits much easier. One thing I see in there which is repeating itself multiple times is "DejaGFxLogger". If I'm not mistaken, last time I saw this was when someone was having issues with a UI element. OnFrame hook from above, and UI related things here - makes sense.

 

Between each occurence of DejaGFxLogger is also something that could fit UI element behavior:

growPool

__set__clipCount

setClipCount

UpdateList

InvalidateData

__set__suspended

showPanel

onConfigLoad

effectFlags

dispatchQueue

dispatchEvent

 

These are most likely for a list element of some kind. UpdateList kind of makes it obvious, but I'd say the rest of the stuff supports this as well. InventoryMenu is mentioned in the stack, and that contains a list. Could be related.

 

SkyUI shows up later in the stack as well but whether this is relevant or not I can't say:

_global.skyui.util.ConfigManager.setExternalOverrideValues

 

 

TL;DR: Your crash is UI element related.

 

Edit: Or if InventoryMenu is involved then I suppose this could also be some improperly configured item. A missing menu icon, or glitchy enchantment usually does it. Might be handy to know what you were doing at the time of the crash, and how easy it is to repeat.

 

Edit again: If the crash is totally random then create 2 more logs and take the things I said in this thread with a grain of salt.

Edited by traison
Posted

Was just walking from one location to another... not calling up a menu or triggering any abilities.  This is the only time I've seen this crash.  I'll definitely keep of logs of any similar crashes though.

  • 3 weeks later...
Posted

I'd say no, not even close.

 

Only hint I see in that log is AnimationFileManagerSingleton, and I do not recall seeing that before.

 

This callstack entry is a bit unusual but by no means "illegal"; just seems a bit unlikely that a compiler would do this (in my experience). It may be a sign of a mod having moved code out of this area and replaced it with nops. Ie. a hint of a patch.

[1] 0x7FF713AB13E5 SkyrimSE.exe+0B413E5 -> 63980+0x1A5    nop

Posted

If these are the only 2 crashes you've had within 17 days I'd say its not too bad. If you'd still like to fix whatever caused these 2 then I'd say you're potentially dealing with a random crash. The first thing to do when dealing with that is to find a way to make it reliably repeatable. Learn to break it, and you will most likely learn how to fix it at the same time.

Posted

Oh.  I didn't realize there were "random" crashes.  I thought it was a mod conflict which resulted from me adding the wrong mods together... or a mod that was flawed in some way.  You are right that my crashes are not bad at all.  I was more worried that they would increase as my play-through went on.

Posted

Well technically a computer is incapable of producing anything random. That is why random number generators (RNG) used for games and non-security purposes are actually pseudo-random number generators (PRNG). Any cryptographic scheme implemented on a PRNG is inherently weak as it is always possible to calculate the next numbers used in the algorithm (if you know the IV). We do have cryptographically strong (true) RNG's available these days (and have had for decades) but they're typically only used for security. I never looked into what they're based on; my first guess would be they read electric fluctuations/disturbances from somewhere (like ground or negative).

 

When I said random I maybe should have said "seemingly random". Something that would appear random to a human at first glance. A race condition is going to appear random, but is perfectly linear every time. The outcome may differ based on time and other factors, but the CPU would have attempted to do the exact same sequence of instructions every time. A true RNG that produces a value used in a switch-case statement where one case crashes the app, that's a random crash. Malfunctioning RAM memory is another way to produce quite annoying random crashes.

Posted
On 6/18/2023 at 10:57 AM, traison said:

If these are the only 2 crashes you've had within 17 days I'd say its not too bad. .... The first thing to do when dealing with that is to find a way to make it reliably repeatable. Learn to break it, and you will most likely learn how to fix it at the same time.

 

I completely agree.  2 crashes in 17 days, if you are playing frequently, is really good if you are running mods on top of a somewhat unstable game (I don't think vanilla Skyrim was ever the most stable game). 

 

If you can repeat the crash, that is if you can see a pattern when the game crashes then you can start to understand the cause.  Trial and error. 

 

But if you are playing a lot and only crashing once every 8 days or so?  That's about what I have with no mods in Skyrim. 

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