poiuy96 Posted January 24, 2024 Posted January 24, 2024 (edited) Hi all, I have a very long list of mods that have had no problem for this very long playthrough. All of a sudden I cant load new saves. I can start a new game and make saves for that one just fine but not on my level 84 character with hundreds of hours of playtime. I can reload previous saves just fine but once I hit a certain time I start to CTD on loading the saves. My save file is just under 20MB. I have loaded the last working save and checked on Resaver. It said there are 2 undefined instances. I cleaned them and saved the file. Still CTD on the next save. When opening the most recent save that CTDs, ReSaver says: Error while reading file "Filename" Incorrect length; read 1 bytes, expected 4. I have tried loading a working save and using the console typed Player.kill Which loaded the working save again. Still CTD on new save after. I have enabled SaveGameMaxSize = true in EngineFixes.toml as well as set MaxStdio = 8192 I have updated XPMSE and Faster HDT SMP I have installed SMP NPC Crash Fix (I know its just for 1.6+ but I installed it to try and it didnt fix the problem so i uninstalled it) I have ran the Crash logger and the following Crash Logger Reader and have attached the files I have also attached plugins.txt and modlist.txt I have attached the Papyrus Log I have attached the Netscriptframework crash log Using MO2 I exhausted all my resources on this to try to save my extremely long save game. As you can see from above, I am at my wits end. I have scoured Loverslab, Reddit, Nexus and google for an answer but most of their fixes didnt work in my specific case. Thank you in advance for your time. Edit: Forgot to mention I had this problem about 2 years ago but that one I was able to start a new game and redo my entire modlist from the ground up. This problem is similar but very different as this time around I didnt add/remove any mods through the entire playthrough and tried my best be extremely thorough BEFORE starting the game to avoid any issues. Edit 2: If there are any files that I forgot to add or could be helpful, Please let me know and I will get it right away! modlist.txt plugins.txt Papyrus.0.log crash-2024-01-24-04-16-27.log crash-2024-01-24-04-16-27-REPORT.txt Crash_2024_1_23_21-14-21.txt Edited January 24, 2024 by poiuy96
traison Posted January 24, 2024 Posted January 24, 2024 I'd say this is definitely some game saving bug, i.e. one of those that should be fixed by SaveGameMaxSize and/or maxstdio. Since you already did that, not sure what to say. I however recall that there was one case some time way back where the game simply wrote a corrupted save (probably as a result of a mod), as in, if you do not go into Hillgrunds Tomb now and leave it for tomorrow the issue might go away on its own. You could also consider inspecting all mods that affect that area, NPCs (and their inventories), navmeshes, object placement, clutter, lights, meshes, textures, roombounds, sounds, ... anything related to the cell you're in.
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 5 hours ago, traison said: I'd say this is definitely some game saving bug, i.e. one of those that should be fixed by SaveGameMaxSize and/or maxstdio. Since you already did that, not sure what to say. I however recall that there was one case some time way back where the game simply wrote a corrupted save (probably as a result of a mod), as in, if you do not go into Hillgrunds Tomb now and leave it for tomorrow the issue might go away on its own. You could also consider inspecting all mods that affect that area, NPCs (and their inventories), navmeshes, object placement, clutter, lights, meshes, textures, roombounds, sounds, ... anything related to the cell you're in. Unfortunately, It happens regardless of the Cell The one thing I can think of that might also be different from other scenarios was that halfway through the playthrough I got a new SSD and transfered my whole list from my old HDD to it. Ive had to relink several mods and other paths from the old E drive to the new A drive. Could this be related? Like somehow its pulling the engine fixes file from the other one? Im going to try deleting the old MO2 instance and see if that completely breaks things just to test.
Tlam99 Posted January 24, 2024 Posted January 24, 2024 (edited) Try this. It cleans the save from clutter. https://www.nexusmods.com/skyrimspecialedition/mods/34601 just batch files with console commands. Edited January 24, 2024 by Tlam99
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 After deleting the other instance I now CTD before the main menu Heres the new crash report. Im running a mem test now crash-2024-01-24-17-33-32-REPORT.txt
traison Posted January 24, 2024 Posted January 24, 2024 Post the original crash log if you want me to take a look at it.
Guest Posted January 24, 2024 Posted January 24, 2024 16 minutes ago, poiuy96 said: Im going to try deleting the old MO2 instance and see if that completely breaks things just to test. Don't forget to clean your registry. If you say that if you start a new game with the same number of plugins you have no problems, then this is unlikely to be due to modlist errors. Although there may be a cell problem. You can try when playing with another character to see if he can save in the same area? Have you tried making saves using console commands, or loading them this way? You can also try to do this. Load the save for the new character, and after appearing in the game, load the save of the old character. If this works, make a new save, not overwrite the existing one. p.s. And yes, I heard a couple of times from people that their game crashed at a certain point in the game. However, this user only had one limit. He also encountered this while playing a different character. Saves were breaking after a certain period of game hours. Although I have not encountered this myself, an error of this type is quite possible.
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 Memtest came back fine so not a hardware issue. Here is the Netscriptframework Crash Log: Im so confused Crash_2024_1_24_10-53-0.txt
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 2 minutes ago, DXCinereus said: Don't forget to clean your registry. If you say that if you start a new game with the same number of plugins you have no problems, then this is unlikely to be due to modlist errors. Although there may be a cell problem. You can try when playing with another character to see if he can save in the same area? Have you tried making saves using console commands, or loading them this way? You can also try to do this. Load the save for the new character, and after appearing in the game, load the save of the old character. If this works, make a new save, not overwrite the existing one. p.s. And yes, I heard a couple of times from people that their game crashed at a certain point in the game. However, this user only had one limit. He also encountered this while playing a different character. Saves were breaking after a certain period of game hours. Although I have not encountered this myself, an error of this type is quite possible. How do I clean the registry? I tried playing on an earlier save (several days before) and making my way to the same cell and didnt have a crash so I dont think thats it I will attempt the fix after I get the game running again
Guest Posted January 24, 2024 Posted January 24, 2024 There may be other methods, but personally, I use “Revo Uninstaller Portable” to remove most programs from my computer. I think there are quite a lot of similar utilities.
traison Posted January 24, 2024 Posted January 24, 2024 The callstack in the crash log is corrupted (a "feature" of the .Net Script Framework logger). However, your issue is in PartyCombatParameters.dll. Disable or otherwise change that.
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 Okay the CTD before main menu was caused by Party Combat Parameters. That had an ini pointing to the old instance on the E file. I changed it to the proper A directory and now I can load my previously working saved games. Attempting the Save Cleaner bat files now.
traison Posted January 24, 2024 Posted January 24, 2024 13 minutes ago, poiuy96 said: Memtest came back fine so not a hardware issue. I guess it may be worth mentioning, for the future: RAM memory tests can't be done reliably on a running system (that is, with Windows or some other large OS loaded). Typically what you do is boot into a ram tester and run it from there. Also, when they say you should run it for 24 hours minimum they're not joking, unfortunately. It is also possible for a RAM memory issue to pass in memtest and cause issues in Windows - I've only ever seen an issue like this once in my 30 years of computer shenanigans. Finally, if you had a RAM memory issue, you'd see issues all over, an app crash here, a BSOD there. There is nothing in this thread that immediately indicates a RAM memory issue.
Guest Posted January 24, 2024 Posted January 24, 2024 Also pay attention to the plugin "CrittersAintSnitches-SkyTEST-RA&P Patch.esp". He appears in almost all reports. Look at the comments to this plugin, there are suggestions for more recent analogues.
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 I followed the Save Cleaner Bat files instructions and it seemed to work for a few saves. Went and cleared a bandit location and saved after but CTD on loading that save again. Heres the new Crash Report. Crash_2024_1_24_11-37-56.txt
traison Posted January 24, 2024 Posted January 24, 2024 Good news is that you're back to the BGSLoadGameBuffer crash. Bad news is that the only fix is probably for you to trial-n-error your way through your mod list until the problem goes away. A long shot would be to find SKSE module #83 and disabling it. Very much doubt it would fix it. I assume module numbers (handles?) are listed in skse64.log: Quote plugin ... (00000001 ... 000493E4) loaded correctly (handle 25) It may be important to get the skse64.log from the same session from which a crash log was generated, just in case the numbers change. Look at (or near) SP+430 in the crash log stack for a message like this: "\nispatched message.e 2 to plugin 83enersMy Games\S...". That's a fragment of "sending message type 2 to plugin 83" which I believe is from an internal messaging system in SKSE. It could in theory be possible that that message instigated something that led to the crash, however considering how far down the stack it is, it's very unlikely to be relevant - hence why I said it's a long shot.
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 3 minutes ago, traison said: Good news is that you're back to the BGSLoadGameBuffer crash. Bad news is that the only fix is probably for you to trial-n-error your way through your mod list until the problem goes away. A long shot would be to find SKSE module #83 and disabling it. Very much doubt it would fix it. I assume module numbers (handles?) are listed in skse64.log: It may be important to get the skse64.log from the same session from which a crash log was generated, just in case the numbers change. Look at (or near) SP+430 in the crash log stack for a message like this: "\nispatched message.e 2 to plugin 83enersMy Games\S...". That's a fragment of "sending message type 2 to plugin 83" which I believe is from an internal messaging system in SKSE. It could in theory be possible that that message instigated something that led to the crash, however considering how far down the stack it is, it's very unlikely to be relevant - hence why I said it's a long shot. Here is the most recent Crash Log and the SKSE Log from the same attempt. Plugin 83 according to MO2's right list is Ryn's Farms. in the SKSE log it says 83 is immersive weapons.esp skse64.log Crash_2024_1_24_11-51-52.txt
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 Im noticing that the path for my save games along with their name is extremely long. That has been a problem in other computer scenarios (path too long) Could that be a limitation of the skyrim engine? Would that explain why if I start a new game everything runs well?
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 3 minutes ago, poiuy96 said: Im noticing that the path for my save games along with their name is extremely long. That has been a problem in other computer scenarios (path too long) Could that be a limitation of the skyrim engine? Would that explain why if I start a new game everything runs well? I looked at the saves in the file explorer and the previous working save is actually longer than the broken ones. Unless theres something im missing in how MO2/skyrim reads or writes saves.
traison Posted January 24, 2024 Posted January 24, 2024 (edited) 20 minutes ago, poiuy96 said: hat has been a problem in other computer scenarios (path too long) Could that be a limitation of the skyrim engine? In theory yes, but the old MAX_PATH value that plagued computers has been increased. I imagine it's defined in winnt.h if you want to look it up. Generally though you don't really run into that issue anymore in Windows. The only times I've heard of this problem in the past 5 or so years is in cloud services, oddly enough. As for the latest crash logs, the long shot is to disable valhallaCombat.dll. Doubt it will work though like I said. Edit: MAX_PATH is apparently defined in stdlib.h, around line 200: Quote #define _MAX_PATH 260 /* max. length of full pathname */ Whether its used anymore or not I'm not sure. Edited January 24, 2024 by traison
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 7 minutes ago, traison said: In theory yes, but the old MAX_PATH value that plagued computers has been increased. I imagine it's defined in winnt.h if you want to look it up. Generally though you don't really run into that issue anymore in Windows. The only times I've heard of this problem in the past 5 or so years is in cloud services, oddly enough. As for the latest crash logs, the long shot is to disable valhallaCombat.dll. Doubt it will work though like I said. Edit: MAX_PATH is apparently defined in stdlib.h, around line 200: Whether its used anymore or not I'm not sure. I deleted (made a backup of course) the valhallaCombat.dll. Still crashed on loading a newly created save after removing (I dont think it hast to be said but every time we try something I delete the last botched save and make a new one after the change to test it.) Im not sure how to define the actual full path because it is rerouted due to MO2 having profile specific saves on. So the saves are located in the MO 2 folder but the path should still be in the documents my game section no?
traison Posted January 24, 2024 Posted January 24, 2024 5 minutes ago, poiuy96 said: Im not sure how to define the actual full path because it is rerouted due to MO2 having profile specific saves on. If you're refering to the MAX_PATH limit, then that would apply after the redirection. The usvfs no doubt places trampolines on key IO functions and patches the input arguments before passing them along. While that may not be possible for all WinApi methods, the implementation should regardless be similar. That's what I'd do at least. So, same in English: The actual (non-virtual) path to the saves is the one that Windows sees, i.e. the path to the saves in the mo2 profile saves directory.
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 8 minutes ago, traison said: If you're refering to the MAX_PATH limit, then that would apply after the redirection. The usvfs no doubt places trampolines on key IO functions and patches the input arguments before passing them along. While that may not be possible for all WinApi methods, the implementation should regardless be similar. That's what I'd do at least. So, same in English: The actual (non-virtual) path to the saves is the one that Windows sees, i.e. the path to the saves in the mo2 profile saves directory. Tried Disabling the profile specific saves option and moving the last 20 or so mods to the normal path but still ran into the same problem. Any other long shots we could try? Are there any more logs that we can check?
Guest Posted January 24, 2024 Posted January 24, 2024 It would be strange if the save was broken by extra characters in the name. In fact, over the past few weeks, I've seen messages about the game crashing when transferring it to another drive several times. And they tried to solve all this for so long that the topics were even lost from sight. There were several people whose problems were caused specifically by problems associated with the use of MO2. It is in your build that there are many potentially problematic plugins. Some may well have conflicts with each other, which is clear even just by reading their name. For example, “True Directional Movement” has so many reports of failures in the bug tracker that I would even be afraid to use it. Given such a number of actually different crash logs, it is very difficult to find exactly one reason for the crash, at least for me. Sorry =/
poiuy96 Posted January 24, 2024 Author Posted January 24, 2024 7 minutes ago, DXCinereus said: It would be strange if the save was broken by extra characters in the name. In fact, over the past few weeks, I've seen messages about the game crashing when transferring it to another drive several times. And they tried to solve all this for so long that the topics were even lost from sight. There were several people whose problems were caused specifically by problems associated with the use of MO2. It is in your build that there are many potentially problematic plugins. Some may well have conflicts with each other, which is clear even just by reading their name. For example, “True Directional Movement” has so many reports of failures in the bug tracker that I would even be afraid to use it. Given such a number of actually different crash logs, it is very difficult to find exactly one reason for the crash, at least for me. Sorry =/ Thank you for trying, I really appreciate it! I dont quite understand why I was able to get hundreds of hours in and then only having a crash on loading a recent save. Its just strange
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