Cannaisseur Posted June 19, 2024 Posted June 19, 2024 I've been dealing with this issue for a few weeks now and have been trying to diagnose it. My game has been mostly freezing as a result of spell casts/impacts, but after correcting the issues I could find, it's now a consistent CTD. So consistent that the past few crashlogs have been almost completely identical. At least now I can get the logs generated. Right now, I'm thinking its an issue with the shadowrend.esl. It has constantly popped up across all the logs, and from what I could find on it, it did cause issues in the past due to some changes to lighting. However those fixes aren't fixing my current issue. I've attached my most recent crashlog. I'd really appreciate some help here. crash-2024-06-19-14-38-43.log
Cannaisseur Posted June 19, 2024 Author Posted June 19, 2024 (edited) 7 hours ago, traison said: Your crash was caused by Acheron.dll. *Updating Acheron fixed it. How did you know? Is it possible to learn this power? Edited June 19, 2024 by Cannaisseur Fixed.
traison Posted June 19, 2024 Posted June 19, 2024 8 minutes ago, Cannaisseur said: Also, how do you know? I'd love to learn myself. I made this post a while back, most of it still applies. In your case, the callstack gives it away: [ 0] 0x7FFC63A5F39C KERNELBASE.dll+005F39C [ 1] 0x7FFC37BF6BA7 VCRUNTIME140.dll+0006BA7 [ 2] 0x7FFC2F882F16 MSVCP140.dll+0012F16 [ 3] 0x7FFC2F882EC1 MSVCP140.dll+0012EC1 [ 4] 0x7FFC2A977831 Acheron.dll+0067831 int3 | C:\dev\skse64\Acheron-SKSE\src\Acheron\Hooks\Hooks.cpp:250 ?MagicHit@Hooks@Acheron@@CAXPEA_KAEAVActiveEffect@RE@@000@Z After Acheron.dll it went into the C runtime library, and from there to a part of the Windows kernel api. You can relatively safely assume neither the Windows kernel api nor the C runtime will have bugs that lead to crashes when these api methods are used correctly, so that only leaves one option. Technically the crash occured in the kernel api, but its far more likely someone gave it invalid parameters. The instruction where it crashed, nop [rax+rax*1], eax, makes no sense to me because nop is a do-nothing instruction that does not take operands. So either that was interpreted wrong by the crash logger, its some more recent addition to x64 or its some kernel hackery that I'm not aware of. Either way, that's details you probably won't need here. 14 minutes ago, Cannaisseur said: Damn ok, how do i fix that? If the source code is not available, your only option would be a bytecode patch. I'd recommend you consider changing the version of Acheron.dll instead. Newer, older, doesn't matter as long as its compatible with your game version. If you can find a pdb file for Acheron.dll and the source code, I can probably patch it.
traison Posted June 19, 2024 Posted June 19, 2024 Plan B if Acheron.dll doesn't work out: Form id 0x6502AA75 "Bolide - Distance 2" from "Apocalypse - Magic of Skyrim.esp" which may have been associated with form id 0x4B1A79C8 "Lord Valdmire" from Valdmire.esp" may have started this problem (before Acheron.dll).
Cannaisseur Posted June 19, 2024 Author Posted June 19, 2024 55 minutes ago, traison said: Plan B if Acheron.dll doesn't work out: Form id 0x6502AA75 "Bolide - Distance 2" from "Apocalypse - Magic of Skyrim.esp" which may have been associated with form id 0x4B1A79C8 "Lord Valdmire" from Valdmire.esp" may have started this problem (before Acheron.dll). Ahh ok. Updating Acheron has fixed my issue, and that should be the end of it. Somehow I was still using 1.3.1. That CTD was 100% everytime at the moment of impact however, and it wasn't just him it would happen with. Thank you so much for the help.
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