Eaglep4w Posted June 25, 2024 Posted June 25, 2024 (edited) Hi, Skyrim consantly crashes and sometimes freezes permanently. How can i fix that? Here is my load order: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Wyrmstooth.esp 3 3 Campfire.esm 4 4 ZaZAnimationPack.esm 5 5 PamaPrisonAlternative.esm 6 6 SexLab.esm 7 7 Devious Devices - Assets.esm 8 8 SexLabAroused.esm 9 9 Devious Devices - Integration.esm 10 a Devious Devices - Expansion.esm 11 b Devious Devices - Contraptions.esm 12 c Schlongs of Skyrim - Core.esm 13 d moonpath.esm 14 e Extra Encounters Reborn - Basic.esm 15 f SexualPersuasion.esp 16 10 SL_Hedonism.esp 17 11 SexLabDirtyTalk.esp 18 12 Helgen Reborn.esp 19 13 SexyBanditCaptives.esp 20 14 SexLab-Stories.esp 21 15 MoonAndStar_MAS.esp 22 16 Hothtrooper44_ArmorCompilation.esp 23 17 Hebrock_Der Schatten von Meresis - EV.esp 24 18 SexLab-StoriesDevious.esp 25 19 sanguinesDebauchery.esp 26 1a AmazingFollowerTweaks.esp 27 1b SSv2.esp 28 1c Deviously Cursed Loot.esp Devious Devices - Gags+.esp 29 1d Masque of Clavicus Vile.esp 30 1e SexSlavesForVanillaBandits.esp 31 1f ww_AlternateDBEnding.esp 32 20 moonpath_questdata.esp 33 21 quest into the depths.esp 34 22 DragonbornInDistress.esp 35 23 Immersive Weapons.esp 36 24 SexLab_Dialogues.esp 37 25 Farm Animals.esp 38 26 Religion.esp 39 27 AgentOfRighteousMight.esp 40 28 Devious Cidhna.esp 41 29 SimpleSlavery.esp 42 2a Catsofskyrim.esp 43 2b Save the Dark Brotherhood!.esp ERSO 03 - Mighty Dragons.esp 44 2c WorldEaterBeater.esp 45 2d AngrimApprentice.esp 46 2e Schlongs of Skyrim.esp 47 2f SOS - Shop.esp 48 30 Missives.esp 49 31 Dogsofskyrim.esp 50 32 Dwemertech - Magic of the Dwarves.esp 51 33 SexLab_RelationshipDialougeSystem_v1.1_.esp 52 34 Devious Devices For Him.esp 53 35 KS Hairdo's.esp 54 36 ImmersiveFP.esp 55 37 SexLab Submit.esp 56 38 LoversVictim.esp 57 39 SexTalk.esp 58 3a DeviouslyHelpless.esp 59 3b Sneak Tools.esp 60 3c zDarkArena.esp 61 3d SLAL_K4Anims.esp 62 3e WetFunction.esp 63 3f SOS - VectorPlexus Muscular Addon.esp ERSO 05 - Dovah Holy Book.esp ERSO 03.5 - New Dragon Loots.esp ERSO 04 - Mighty Odahviing.esp ERSO 06 - Wait More Time Dragon Encounter x3.0.esp ERSO 07 - Mighty Dragon Priests.esp ERSO 09 - Vendor Trainer Quest-giver protected.esp 64 40 Hothtrooper44_Armor_Ecksstra.esp 65 41 CRX.esp 66 42 adcSexlife.esp 67 43 PuppetMaster.esp 68 44 SL_Kidnapped_Redux.esp 69 45 Devious Devices - Males Addon.esp 70 46 Sneak Tools Vanilla Hoods.esp 71 47 Sneak Tools Vanilla Masks.esp 72 48 UltimateCombat.esp 73 49 VioLens.esp 74 4a SexLabDefeat.esp 75 4b XPMSE.esp 76 4c RaceMenuMorphsCBBE.esp 77 4d FNIS.esp 78 4e skyrimtryama.esp 79 4f SkyUI.esp 80 50 RaceMenu.esp 81 51 RaceMenuPlugin.esp 82 52 pchs_loansharks.esp Edited June 25, 2024 by Eaglep4w
Kastagir Posted June 25, 2024 Posted June 25, 2024 Install Crash Fixes and then post the log (in a spoiler, please). Enable Papyrus Logging and post the Papyrus Log (in a spoiler, please) after a crash.
Grey Cloud Posted June 25, 2024 Posted June 25, 2024 You appear to be running Skyrim and not Skyrim LE. Many of those mods will require one or more of the DLC. You also do not appear to be using USLEEP which many of those mods will require.
Miauzi Posted June 25, 2024 Posted June 25, 2024 I can only recommend the following here -> start completely over with your installation and use this guide from the forum as help (if you have the AE version instead of the SE version - you will also find the link to their guide at the beginning)
Grey Cloud Posted June 25, 2024 Posted June 25, 2024 1 hour ago, Miauzi said: I can only recommend the following here -> start completely over with your installation and use this guide from the forum as help (if you have the AE version instead of the SE version - you will also find the link to their guide at the beginning) They have only the original Skyrim without the DLCs.
Miauzi Posted June 26, 2024 Posted June 26, 2024 Vor einer Stunde sagte Grey Cloud: Sie haben nur das Original-Skyrim ohne die DLCs. then many mods will not work - because they require the presence of all official Skyrim DLC as long as the user does not change that - he basically does not need to ask for help here
Qviddhartha Posted June 26, 2024 Posted June 26, 2024 2 hours ago, Miauzi said: then many mods will not work - because they require the presence of all official Skyrim DLC as long as the user does not change that - he basically does not need to ask for help here The first is true. Skyrim is known to be crashy. With that many mods, it is likely to crash some. If your problem was the absence of the DLCs, you'd get a clear popup error message when starting the game. My recommendation is NVAC. Despite not being made for Skyrim, it works and it made the largest difference in crashiness for me of all the crashfix mods I tried. This is in addition to the previously mentioned Crash Fixes mod, and more that others will suggest.
Eaglep4w Posted June 26, 2024 Author Posted June 26, 2024 9 hours ago, Grey Cloud said: They have only the original Skyrim without the DLCs. 8 hours ago, Miauzi said: then many mods will not work - because they require the presence of all official Skyrim DLC as long as the user does not change that - he basically does not need to ask for help here Thanks for replies. I haven't got a warning about DLC absence, if I buy DLC's and start a fresh game, will crashes reduce/end?
Eaglep4w Posted June 26, 2024 Author Posted June 26, 2024 1 hour ago, Raven 54 said: And put the list or lists in a spoiler! Sorry Im new
Grey Cloud Posted June 26, 2024 Posted June 26, 2024 (edited) 2 hours ago, Eaglep4w said: Thanks for replies. I haven't got a warning about DLC absence, if I buy DLC's and start a fresh game, will crashes reduce/end? To be honest you would be better off buying Skyrim AE. Buying the DLCs will not stop crashes, my point was that not having the DLCs was a problem in itself which needed to be addressed before worrying about crashes. Whether you go with Skyrim LE (2011 Skyrim + the DLCs) or Skyrim AE (the latest iteration of the 2016 Skyrim) you need to follow a guide in order to get a stable game which you can mod. For LE https://www.loverslab.com/blogs/entry/7521-conglomerate-01-installing-skyrim-stability-fixes-tools/ https://stepmodifications.org/wiki/SkyrimLE:3.0.0 For SE https://www.loverslab.com/topic/136543-mod-organizer-2-other-tools-from-zero-to-hey-sexlab-is-working/ https://www.loverslab.com/topic/118460-skyrim-se-for-beginners-v-319-3bbb-hdt-smp-hph/ https://www.loverslab.com/topic/94228-se-compatibility-tracking-apr-23/ https://www.loverslab.com/topic/126227-sexlab-index-se/ Edited June 26, 2024 by Grey Cloud
Miauzi Posted June 26, 2024 Posted June 26, 2024 Vor einer Stunde sagte Eaglep4w: Danke für Antworten. Ich habe keine Warnung über das Fehlen von DLCs erhalten. Wenn ich DLCs kaufe und ein neues Spiel starte, werden dann Abstürze weniger bzw. enden? It is actually because many mod authors use the resources that the DLC brings them for their work - in fact, 99% of all forum users have already purchased this DLC - remember that at least 10 years have passed since "Dämmerwacht" was released, for example. That is why they are generally not specifically listed as prerequisites - it is simply assumed that the mod user has them. No - all crashes are not eliminated by purchasing the DLC - but you also simply cannot use many mods here from the forum or from Nexus without this DLC! If I were you, I would first get the vanilla game (with the DLC) running - this requires a few "auxiliary mods" anyway... which, among other things, eliminate the many bugs in the original game... I also tend to recommend the AE version to newcomers. I have linked the help threads for beginners/newcomers. 1
Kastagir Posted June 26, 2024 Posted June 26, 2024 13 hours ago, Eaglep4w said: Thanks for replies. I haven't got a warning about DLC absence, if I buy DLC's and start a fresh game, will crashes reduce/end? Was there some part of my instructions you can't or are unwilling to try? Either of these tools will help to identify why your game is crashing. If that's too confusing or too much work then I'm not sure what kind of help you're expecting. On 6/25/2024 at 8:49 AM, Kastagir said: Install Crash Fixes and then post the log (in a spoiler, please). Enable Papyrus Logging and post the Papyrus Log (in a spoiler, please) after a crash.
Eaglep4w Posted June 27, 2024 Author Posted June 27, 2024 On 6/26/2024 at 3:00 AM, Miauzi said: then many mods will not work - because they require the presence of all official Skyrim DLC as long as the user does not change that - he basically does not need to ask for help here On 6/26/2024 at 1:07 PM, Miauzi said: It is actually because many mod authors use the resources that the DLC brings them for their work - in fact, 99% of all forum users have already purchased this DLC - remember that at least 10 years have passed since "Dämmerwacht" was released, for example. That is why they are generally not specifically listed as prerequisites - it is simply assumed that the mod user has them. No - all crashes are not eliminated by purchasing the DLC - but you also simply cannot use many mods here from the forum or from Nexus without this DLC! If I were you, I would first get the vanilla game (with the DLC) running - this requires a few "auxiliary mods" anyway... which, among other things, eliminate the many bugs in the original game... I also tend to recommend the AE version to newcomers. I have linked the help threads for beginners/newcomers. On 6/26/2024 at 12:34 PM, Grey Cloud said: To be honest you would be better off buying Skyrim AE. Buying the DLCs will not stop crashes, my point was that not having the DLCs was a problem in itself which needed to be addressed before worrying about crashes. Whether you go with Skyrim LE (2011 Skyrim + the DLCs) or Skyrim AE (the latest iteration of the 2016 Skyrim) you need to follow a guide in order to get a stable game which you can mod. For LE https://www.loverslab.com/blogs/entry/7521-conglomerate-01-installing-skyrim-stability-fixes-tools/ https://stepmodifications.org/wiki/SkyrimLE:3.0.0 For SE https://www.loverslab.com/topic/136543-mod-organizer-2-other-tools-from-zero-to-hey-sexlab-is-working/ https://www.loverslab.com/topic/118460-skyrim-se-for-beginners-v-319-3bbb-hdt-smp-hph/ https://www.loverslab.com/topic/94228-se-compatibility-tracking-apr-23/ https://www.loverslab.com/topic/126227-sexlab-index-se/ Now i have bought the DLC's, I enabled Papyrus file thing, installed and used Crash Fixes Mod. Here is my new loading order: Crashes are reduced but there is still some of them. Should i start a new game with reducing some mods? Spoiler 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Wyrmstooth.esp 6 6 Campfire.esm 7 7 ZaZAnimationPack.esm 8 8 PamaPrisonAlternative.esm 9 9 SexLab.esm 10 a Devious Devices - Assets.esm 11 b SexLabAroused.esm 12 c Devious Devices - Integration.esm 13 d Devious Devices - Expansion.esm 14 e Devious Devices - Contraptions.esm 15 f Schlongs of Skyrim - Core.esm 16 10 moonpath.esm 17 11 Extra Encounters Reborn - Basic.esm 18 12 SexualPersuasion.esp 19 13 SL_Hedonism.esp 20 14 SexLabDirtyTalk.esp 21 15 Helgen Reborn.esp 22 16 SexyBanditCaptives.esp 23 17 SexLab-Stories.esp 24 18 MoonAndStar_MAS.esp 25 19 Hothtrooper44_ArmorCompilation.esp 26 1a Hebrock_Der Schatten von Meresis - EV.esp 27 1b SexLab-StoriesDevious.esp 28 1c sanguinesDebauchery.esp 29 1d AmazingFollowerTweaks.esp 30 1e SSv2.esp 31 1f Deviously Cursed Loot.esp Devious Devices - Gags+.esp 32 20 Masque of Clavicus Vile.esp 33 21 SexSlavesForVanillaBandits.esp 34 22 ww_AlternateDBEnding.esp 35 23 moonpath_questdata.esp 36 24 quest into the depths.esp 37 25 DragonbornInDistress.esp 38 26 Immersive Weapons.esp 39 27 SexLab_Dialogues.esp 40 28 Farm Animals.esp 41 29 Religion.esp 42 2a AgentOfRighteousMight.esp 43 2b Devious Cidhna.esp 44 2c SimpleSlavery.esp 45 2d Catsofskyrim.esp 46 2e Save the Dark Brotherhood!.esp ERSO 03 - Mighty Dragons.esp 47 2f WorldEaterBeater.esp 48 30 AngrimApprentice.esp 49 31 Schlongs of Skyrim.esp 50 32 SOS - Shop.esp 51 33 Missives.esp 52 34 Dogsofskyrim.esp 53 35 Dwemertech - Magic of the Dwarves.esp 54 36 SexLab_RelationshipDialougeSystem_v1.1_.esp 55 37 Devious Devices For Him.esp 56 38 KS Hairdo's.esp 57 39 ImmersiveFP.esp 58 3a SexLab Submit.esp 59 3b LoversVictim.esp 60 3c SexTalk.esp 61 3d DeviouslyHelpless.esp 62 3e Sneak Tools.esp 63 3f zDarkArena.esp 64 40 SLAL_K4Anims.esp 65 41 WetFunction.esp 66 42 SOS - VectorPlexus Muscular Addon.esp ERSO 05 - Dovah Holy Book.esp ERSO 03.5 - New Dragon Loots.esp ERSO 04 - Mighty Odahviing.esp ERSO 06 - Wait More Time Dragon Encounter x3.0.esp ERSO 07 - Mighty Dragon Priests.esp ERSO 09 - Vendor Trainer Quest-giver protected.esp 67 43 Hothtrooper44_Armor_Ecksstra.esp 68 44 CRX.esp 69 45 adcSexlife.esp 70 46 PuppetMaster.esp 71 47 SL_Kidnapped_Redux.esp 72 48 Devious Devices - Males Addon.esp 73 49 Sneak Tools Vanilla Hoods.esp 74 4a Sneak Tools Vanilla Masks.esp 75 4b UltimateCombat.esp 76 4c VioLens.esp 77 4d SexLabDefeat.esp 78 4e XPMSE.esp 79 4f RaceMenuMorphsCBBE.esp 80 50 FNIS.esp 81 51 skyrimtryama.esp 82 52 SkyUI.esp 83 53 RaceMenu.esp 84 54 RaceMenuPlugin.esp 85 55 pchs_loansharks.esp
Eaglep4w Posted June 27, 2024 Author Posted June 27, 2024 On 6/25/2024 at 6:49 PM, Kastagir said: Install Crash Fixes and then post the log (in a spoiler, please). Enable Papyrus Logging and post the Papyrus Log (in a spoiler, please) after a crash. I don't know how to find the log entry, could you eloborate? Thanks for all the help btw.
Eaglep4w Posted June 27, 2024 Author Posted June 27, 2024 23 hours ago, Kastagir said: Was there some part of my instructions you can't or are unwilling to try? Either of these tools will help to identify why your game is crashing. If that's too confusing or too much work then I'm not sure what kind of help you're expecting. I find this in crushfixplugin.ini, is it usefull? Spoiler [Patch] ; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore ; and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens) ; and eliminate most ILS or freezing issues. ; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes! ; Here is the link to "SKSE Plugin Preloader": http://www.nexusmods.com/skyrim/mods/75795/? ; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them. UseOSAllocators=0 ; Info: When the game crashes unexpectedly then write the relevant information from crash to Data/SKSE/Plugins/CrashLog/crash_time.txt ; If game crashes when running out of memory or has other issues it's possible for the file to not appear or become empty! ; If the game crashes in SKSE dll or a SKSE plugin dll then it's possible for the crash information to not appear. ; This setting's value is treated as flags where: ; 1 - enabled (TL;DR set this for normal enable) ; 2 - don't write timestamp into file name but instead always write to crash_last.txt (overwritten by default) ; 4 - don't ignore already known crashes, usually ones that display a message box are ignored ; 8 - append file if it already exists instead of replacing ; 16 - when the game crashes CTD without a message box about game stopped responding RecordCrashInfo=0 ; Write messages that appear in error box also to file in "Data/SKSE/Plugins/CrashFixPluginLog.txt" LogMessageToFile=1 ; Info: Warn user on startup if ENB settings are incorrect. WarnBadENB=1 ; Info: Crash happens unknown constructor (TESObjectLAND::unk_24 object), movaps instruction is used ; but heap allocate did not allocate this object to have 16 align. Crash happens more frequently ; with high Ugrids because more cells are loaded and greater chance to misalign. ; Solution: Could align only this object or align all objects. Trying with all to see what happens since ; same error could be elsewhere as well and I think I have seen it elsewhere. ; Result: Fixes these type of crashes. Some people report longer loading times and higher memory usage with this enabled! ; Update: Disabled by default since it's incompatible with some ENB settings, higher memory usage and longer loading times. ; It's safe and probably good to enable if you are ok with those downsides. I have not personally experienced ; any incompatibility with ENB, some people say it messes up their game that's why I wrote it here. AlignHeapAllocate=0 ; Info: Game crashes when strcmp is passed NULL char* ; Address: D573A8 ; Cause: Most frequently happens in TthkbClipGenerator::activate (0xBF2FB3), ; tracked issue to skeleton was deleted in another thread while ; this function is attempting to use it. Have seen in other places ; too. ; Solution: Unknown. This doesn't really fix it for BF2FB3 because it just pops up in foot IK. ; If patched in foot IK it pops up in hand IK, the problem is larger than just this. ; Still enabled because it may fix crashes in other places too this is a very common function. ; There's really no reason not to have it since the game would crash certainly with this off. ; Enable one. NoTry may be slightly faster but catches less crashes. StrCmp=1 ;StrCmpNoTry=1 ; Info: Game crashes when strlen is used on NULL char* ; Address: 46EDF0 ; Cause: NiNode names are compared, one of the NiNode's name is NULL. ; Code: ; NiNode ** v72 = NiNode::children.data - this is iterated until count ; NiNode * v69 = ... ; const char * v56 = v69->name; ; if ( v56 ) ; { ; const char * v57 = v72[v49]->name; // <- v57 name is not checked for NULL for some reason ? ; _strnicmp(v56, v57, strlen(v57)); <- strlen on NULL, also result is not even used anywhere! ; } ; Solution: Unknown, temporarily bypass whole strcmp since it's unused. ; Result: Seems to have stopped the crash for me. StrLen=1 ; Info: Unknown, reported as loading save game. ; Address: 8B437C - vtable seems to be 0 or wrong pointer is used. ; Solution: Skip since this is the last part of the function and already has a check anyway UnkUniqueId=1 ; Info: Unknown, reported as loading save game. Possibly related to rendering. First ; argument is gNiDX9Renderer->unk_650 which is a pointer. ; Address: CEC5EC - null pointer is passed as second argument to function, this function does not expect it ; Solution: Bypass using argument if it's null. Maybe doesn't fix. Render650=1 ; Info: Unknown, no info was provided. // char __thiscall TESObjectREFR::unk_4D4EB0(TESObjectREFR *this) ; Address: 4D4EB9 - vtable of base form is 0 ; Solution: Bypass and pretend that base form is 0 since the function does this check itself already UnkObjRef4D4EB0=1 ; Info: Game is saving location's seen data to save game. The data is NULL. ; Address: 4C6031 ; Cause: Game doesn't check for null pointer ; Code: ; TESObjectCELL * v3 = ... ; v5 = BaseExtraList::GetSeenData_40D980(&v3->extraData); ; result = (void *)(*((int (__thiscall **)(_DWORD, _DWORD))*v5 + 1))(v5, v2); // <-- v5 can be null! but not checked ; v5 is IntSeenData, size is known. ; Solution: Only solution seems to be temporarily creating an empty IntSeenData and writing this to stream instead. NullSeenData=1 ; Info: BSFixedString::Set is called with NULL argument. ; Address: A51285 ; Solution: Ignore call when NULL argument. Not really a solution probably better than crashing though. StringRefSetNull=1 ; Info: This crash happens because StrLen crash was prevented. ; Address: 46EE1D ; Solution: Skip over it. ; Result: See StrLen. SkipStrLenCrash=1 ; Info: This crash happens because unknown reasons during loading. Something to do with behavior graph. ; One of the more common crashes I get. ; Address: C27A8F ; Solution: Don't know, trying to let game think the value is 0 and see what happens. ; Result: Haven't had this crash since. bhvGraphUpdateLoad=1 ; Info: Crash happens during loading, no idea. Might be related to rendering. ; Address: D822D8 ; Solution: Tried patch something but it probably doesn't work. Unk11=1 ; Info: Incompatible skeleton, but could be something else too. ; Address: 46ECF5 - NiNode children access ; Solution: No solution from here, but since it's going to crash anyway we could at least ; warn user about possible incompatible skeleton and let them fix it. Shows messagebox MissingNode=1 ; Info: Crash, it's function array and index goes out of bounds which causes it to call invalid address. ; Address: 6F3A31 ; Solution: Check index before calling. ; Result: Haven't had this crash since. IndexError1=1 ; Info: Crash happens in "MovementPlannerAgentWarp" function, unknown what it does. LookupFormById returns ; NULL and game does not check or expect this to happen. ; Address: 76E358 ; Solution: Game has a check for if returned isn't actor it sets 0 as value, we will do same if NULL is returned. MovementPlannerAgentWarp=1 ; Info: Crash happens in DDB0A0, seems to be used in some havok animated object's vtables. ; Normally these crashes are fixed by aligning allocated memory with 16 bytes. But ; this one isn't because it can be used on static memory locations which aren't using ; Skyrim's allocator at all, this means that memory isn't guaranteed to be 16 byte aligned. ; Address: DDB0B2 ; Solution: Use movups instruction instead of movaps. UnallocatedMovaps=1 ; Info: Weird crash with NULL ptr in TESWorldSpace::GetCellByCoordMask_4375D0, don't know why it happens. ; Address: 437604 ; Solution: return 0 if this crash would happen. ; Result: Haven't had this crash since, but it's rare anyway so it could be coincidence. CellNullCrash=1 ; Info: Crash when trying to do: v14 = MagicItem::unk_406C70(a3)->properties.projectile; ; This 406C70 function is something like "GetMainMagicEffect". Sometimes though it may return ; NULL and in 90% of places the game expects this and checks for NULL result, this patch will ; fix the remaining locations. ; Address: 7E39EC, 657677, 6577D5, 65FEEC, 8127CF ; Solution: Check for NULL and skip (depends on location) if it is. GetMainMagicEffect=1 ; Info: Crash when game searches node "NPC COM [COM ]" on actor but the node was not found. This is unexpected ; for game because it uses the result without checking for NULL. This whole thing has something to do ; with mounting. The function that does this whole thing is present in "StopMountCameraHandler" and ; "MountInteraction" vtable. Also it seems that this has something to do with updating position. ; More info: Was reported that this could happen if non-humanoid tries to mount a horse. This is a rather specific ; error with a mod. Instead we will show error message to user when this happens so they can ; fix or uninstall that mod. ; Address: 6E7F85 ; Solution: Check for NULL and if it is NULL then use base node of actor instead of this. It's fine because ; we only take X and Y position from it. ; Solution2: Show error message and crash after. MountNodeCrash=0 MountNodeWarn=1 ; Info: Crash when game is trying to setup foot IK but there's a problem. Real cause is unknown but for me. ; So we will display a message box when this crash happens. Seems related to the ; StrCmp crash in BF2FB3, maybe. Try reducing the amount of installed animations. ; Address: BFECC1 ; Solution: No solution from here, display warning with helpful tips. IKCrashWarn=1 ; Info: Crash happens when rendering and saving. I think this is when it renders the save game image. ; if ( v8 ) // <- not null ; { ; if ( v8 ) ; v9 = *(v8 + 8); // <- *(v8 + 😎 is null ; else ; v9 = 0; ; v10 = *(v9 + 140) * *(a2 + 4) // <- crash because null ; + *(v9 + 136) * *a2 ; + *(v9 + 144) * *(a2 + 8); ; v21 = v10 - *(*(v8 + 😎 + 148) * a3; ; } ; Address: CB051A ; Solution: We will skip this if block when *(v8 + 😎 is null, as if v8 was null. RenderSave=1 ; Info: Crash was reported as casting spell. Only happens sometimes. Happens in movement controller. ; Seems like vtable is NULL. ; Address: 76636B ; Solution: This happens in a for loop and it happens in if clause. We can skip if this crash would happen. MoveControllerCast=1 ; Info: Crash when saving game and trying to render (possibly save game image again?). It's trying to get ; vtable of NULL pointer which will crash. ; if ((*a2 + 76)(a2, a1)) // a2 is null ; { ; *(0x1BA9344) = a1; ; *(0x1BA9340) = a2; ; } ; else ; { ; *(0x1BA9340) = 0; ; *(0x1BA9344) = 0; ; } ; Address: CAF9F7 ; Solution: Skip function call and set return value to false so we don't have to use the NULL value. SaveRenderCrash=1 ; Info: Crash when game tries to get loaded node but it is set to NULL. Only ever seen this on two people. ; It is most likely actually related to corrupted mesh being unable to be loaded and game does not expect it. ; NiNode * node = a->GetLoadedStateNiNode(); ; v2 = node->(*(vtable+0x14))(); // <- node is NULL ; if(v2) { *((int*)(v2 + 212)) = 0; } // <- we can skip this part since it has a check anyway ; Address: 4C119E ; Solution: Real solution would be to find the broken mesh and remove it. So lets notify user instead of ignoring this part. ; Enable one of the following, ignore problem and try to continue or show message box with object reference form ID and form Type. NullLoadedNodeIgnore=0 NullLoadedNodeNotify=1 ; Info: Crash in GarbageCollector::Add when actor argument's base form is NULL. Game does not check this, when in ; some other places it does check for this possibility. ; Address: 690A69 NullActorBaseForm=1 ; Info: Crash when modifying actor value but the pointer is bad, possibly due to actor being invalid. This happens often ; when script engine is lagged and spells want to modify actor values a lot. ; Address: 6E07C6 AVSetCrash=1 ; Info: If your scripts use more than 65535 different strings then the save game will be corrupt and not possible to load. ; This fixes it by changing the save file format slightly if string count is higher than 65520. That means if you ; have this option enabled and your save game would have become corrupt it changes format instead and vanilla game ; or save game tools will not be able to open it! Opposite is true as well, if the count goes below 65520 after ; and you save again then the format reverts to vanilla. ; TLDR: Fix for https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/ ; Address: Around 30 different parts of code had to be patched. StringCount32=1 ; Info: Warn if SKSE memory patch is not active. This checks if default heap size is 256 or less and warns if you try to ; click New, Continue or Load in main menu. Still lets you play the game, just shows a warning. WarnSKSEMemoryPatch=1 ; Info: If AlignHeapAllocate is disabled by user then fix that one movaps crash manually. There's no downside to having this enabled. ; Address: 4BD832 FixMovApsManuallyIfAlignedAllocateIsDisabled=1 ; Info: Overwrite array allocator directly when UseOSAllocators is set to 1. Don't understand the code enough yet to ; say if it's safe or not. At this point it's just here for testing. OverwriteArrayAllocator=0 ; Info: Player's NiNode (not necessarily same as loaded node) is NULL while drawing world. ; Address: 69B84B NullPlayerNode=1 ; Info: Function TESObjectREFR::CanBeMoved_4D9CF0 is called on an object reference that has NULL base form. This is not expected ; and will crash. We will instead return false from that function if that's the case. The problem is most likely larger than ; just this, if you prefer to crash instead disable it. ; Address: 4D9D09 NullBaseFormMove=1 ; Info: Game tries to iterate child nodes of a NiAVObject but it's possible that the target is not a NiNode and can't have child nodes. ; This ends up in a NULL pointer crash. ; v26 = v22->vtable->sub_5EADD0(v22); // Returns "this" if v22 is a NiNode and returns "NULL" if not. ; for ( i = 0; i < v26->children.emptyRunStart; ++i ) // crash because v26 is NULL. ; Address: 46CA06 NullRefNode=1 ; Info: Something is done with outfit of NPC, but one or more entry is NULL and game crashes. ; Address: 561FF7 NullOutfitEntry=1 ; Info: Actor is being deleted and base form is NULL. ; Address: 6BAC9A ActorDeleteNullBase=1 ; Info: Does two things: ; 1. Tracks the last X files opened by game. ; 2. If the game crashes while reading binary data stream (e.g. NIF file but could be others too) then show message box listing ; those files. ; This can be helpful to track down a corrupted NIF file. DebugStream=1 ; Info: When the game fails to create texture in memory should we display a warning and exit game? Recommended yes because you will ; see purple textures couple of seconds and then the game will crash anyway since it's not expected for this to be a NULL value. WarnTextureFailure=1 ; Info: Something is done with face gen animation on BSFaceGenNiNode but the parent node is NULL which is unexpected. ; Address: 5A8808 NullParentNode=1 ; Info: For debugging purposes, on game startup run allocator benchmark and write results to "AllocatorBenchmark.txt" in Skyrim root ; directory. This compares vanilla, aligned vanilla, malloc, aligned_malloc and custom memory block implementation. When you reach ; main menu the game will start the test, wait for a message box to say the test is completed, then close game and disable this option. RunAllocatorBenchmark=0 ; Info: How many objects to allocate and free for each size (8, 12 and 16). CountAllocatorBenchmark=1000000 ; Info: How many times to run each test. TimesAllocatorBenchmark=2 ; Info: How many threads to run concurrently. Most accurate is only running one thread, although you can also try 2 to see the performance ; of thread-safe code. ThreadsAllocatorBenchmark=1 ; Info: Enable custom block allocator for small sizes. May help with memory fragmentation problem. This option does nothing if UseOSAllocators ; is not enabled. CustomMemoryBlock=0 ; Info: Set total megabytes allocated for the custom block allocators. This amount is sensibly divided between each block. ; Has no effect if CustomMemoryBlock is not enabled. The more you allocate here the less memory you have for other stuff! CustomMemoryBlockTotalSizeMb=64 ; Info: Show usage of each memory block in per cent when you open console. Has no effect if CustomMemoryBlock is not enabled. ; This can help you tweak the CustomMemoryBlockTotalSizeMb value. MemoryInfoConsole=1 ; Info: Fixes two crashes specific to Enderal mod. Seems like something to do with havok. ; Address: EBC0A6 and ECD92E EnderalSpecific=1 ; Info: Active effect list of actors is not thread safe but accessed and modified from multiple threads, this will add mutex to each actor's ; effect list. FixUnsafeEffectList=1 ; Info: Game crashes when actor's combat style form is NULL for some reason. Warn the user and try to display the actor's reference and base ID. ; Address: 8368B1 WarnNullCombatStyle=1 ; Info: Set OS update frequency to 1 millisecond (regular is around 16) and replace GetTickCount with timeGetTime. This is for debug only! Don't use. ; May reduce performance. HighFrequencyOSTimer=0 ; Info: Make game's update timer more accurate. This is for debug only! Don't use. HighFrequencyGameTimer=0
Miauzi Posted June 27, 2024 Posted June 27, 2024 Vor 21 Minuten sagte Eaglep4w: Jetzt habe ich die DLCs gekauft, die Papyrus-Datei aktiviert, den Crash Fixes Mod installiert und verwendet. Hier ist meine neue Ladereihenfolge: Die Zahl der Abstürze ist geringer, aber es gibt immer noch einige davon. Sollte ich ein neues Spiel starten und dabei einige Mods reduzieren? Verborgene Inhalte aufdecken 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Wyrmstooth.esp 6 6 Campfire.esm 7 7 ZaZAnimationPack.esm 8 8 PamaPrisonAlternative.esm 9 9 SexLab.esm 10 a Devious Devices - Assets.esm 11 b SexLabAroused.esm 12 c Devious Devices - Integration.esm 13 d Devious Devices - Expansion.esm 14 e Devious Devices - Contraptions.esm 15 f Schlongs of Skyrim - Core.esm 16 10 moonpath.esm 17 11 Extra Encounters Reborn - Basic.esm 18 12 SexualPersuasion.esp 19 13 SL_Hedonism.esp 20 14 SexLabDirtyTalk.esp 21 15 Helgen Reborn.esp 22 16 SexyBanditCaptives.esp 23 17 SexLab-Stories.esp 24 18 MoonAndStar_MAS.esp 25 19 Hothtrooper44_ArmorCompilation.esp 26 1a Hebrock_Der Schatten von Meresis - EV.esp 27 1b SexLab-StoriesDevious.esp 28 1c sanguinesDebauchery.esp 29 1d AmazingFollowerTweaks.esp 30 1e SSv2.esp 31 1f Deviously Cursed Loot.esp Devious Devices - Gags+.esp 32 20 Masque of Clavicus Vile.esp 33 21 SexSlavesForVanillaBandits.esp 34 22 ww_AlternateDBEnding.esp 35 23 moonpath_questdata.esp 36 24 quest into the depths.esp 37 25 DragonbornInDistress.esp 38 26 Immersive Weapons.esp 39 27 SexLab_Dialogues.esp 40 28 Farm Animals.esp 41 29 Religion.esp 42 2a AgentOfRighteousMight.esp 43 2b Devious Cidhna.esp 44 2c SimpleSlavery.esp 45 2d Catsofskyrim.esp 46 2e Save the Dark Brotherhood!.esp ERSO 03 - Mighty Dragons.esp 47 2f WorldEaterBeater.esp 48 30 AngrimApprentice.esp 49 31 Schlongs of Skyrim.esp 50 32 SOS - Shop.esp 51 33 Missives.esp 52 34 Dogsofskyrim.esp 53 35 Dwemertech - Magic of the Dwarves.esp 54 36 SexLab_RelationshipDialougeSystem_v1.1_.esp 55 37 Devious Devices For Him.esp 56 38 KS Hairdo's.esp 57 39 ImmersiveFP.esp 58 3a SexLab Submit.esp 59 3b LoversVictim.esp 60 3c SexTalk.esp 61 3d DeviouslyHelpless.esp 62 3e Sneak Tools.esp 63 3f zDarkArena.esp 64 40 SLAL_K4Anims.esp 65 41 WetFunction.esp 66 42 SOS - VectorPlexus Muscular Addon.esp ERSO 05 - Dovah Holy Book.esp ERSO 03.5 - New Dragon Loots.esp ERSO 04 - Mighty Odahviing.esp ERSO 06 - Wait More Time Dragon Encounter x3.0.esp ERSO 07 - Mighty Dragon Priests.esp ERSO 09 - Vendor Trainer Quest-giver protected.esp 67 43 Hothtrooper44_Armor_Ecksstra.esp 68 44 CRX.esp 69 45 adcSexlife.esp 70 46 PuppetMaster.esp 71 47 SL_Kidnapped_Redux.esp 72 48 Devious Devices - Males Addon.esp 73 49 Sneak Tools Vanilla Hoods.esp 74 4a Sneak Tools Vanilla Masks.esp 75 4b UltimateCombat.esp 76 4c VioLens.esp 77 4d SexLabDefeat.esp 78 4e XPMSE.esp 79 4f RaceMenuMorphsCBBE.esp 80 50 FNIS.esp 81 51 skyrimtryama.esp 82 52 SkyUI.esp 83 53 RaceMenu.esp 84 54 RaceMenuPlugin.esp 85 55 pchs_loansharks.esp Basically, you should ALWAYS do your tests with a new game - old save games can contain errors due to the "engine" used in the game - which then lead to crashes later on. Even cleaning up save games - there are special tools for this - cannot find and delete all errors. And yes - please start with the pure vanilla game first - test it - perhaps until you get the first dragon shout - i.e. until after the fight at the western watchtower. If it then works without errors - install the first mods ... I know - the process is very time-consuming - but here, especially for beginners, the long route is by far the safer one.
Grey Cloud Posted June 27, 2024 Posted June 27, 2024 53 minutes ago, Eaglep4w said: Should i start a new game with reducing some mods? You should follow a guide.
Kastagir Posted June 28, 2024 Posted June 28, 2024 (edited) 6 hours ago, Eaglep4w said: I find this in crushfixplugin.ini, is it usefull? Reveal hidden contents [Patch] ; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore ; and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens) ; and eliminate most ILS or freezing issues. ; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes! ; Here is the link to "SKSE Plugin Preloader": http://www.nexusmods.com/skyrim/mods/75795/? ; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them. UseOSAllocators=0 ; Info: When the game crashes unexpectedly then write the relevant information from crash to Data/SKSE/Plugins/CrashLog/crash_time.txt ; If game crashes when running out of memory or has other issues it's possible for the file to not appear or become empty! ; If the game crashes in SKSE dll or a SKSE plugin dll then it's possible for the crash information to not appear. ; This setting's value is treated as flags where: ; 1 - enabled (TL;DR set this for normal enable) ; 2 - don't write timestamp into file name but instead always write to crash_last.txt (overwritten by default) ; 4 - don't ignore already known crashes, usually ones that display a message box are ignored ; 8 - append file if it already exists instead of replacing ; 16 - when the game crashes CTD without a message box about game stopped responding RecordCrashInfo=0 ; Write messages that appear in error box also to file in "Data/SKSE/Plugins/CrashFixPluginLog.txt" LogMessageToFile=1 ; Info: Warn user on startup if ENB settings are incorrect. WarnBadENB=1 ; Info: Crash happens unknown constructor (TESObjectLAND::unk_24 object), movaps instruction is used ; but heap allocate did not allocate this object to have 16 align. Crash happens more frequently ; with high Ugrids because more cells are loaded and greater chance to misalign. ; Solution: Could align only this object or align all objects. Trying with all to see what happens since ; same error could be elsewhere as well and I think I have seen it elsewhere. ; Result: Fixes these type of crashes. Some people report longer loading times and higher memory usage with this enabled! ; Update: Disabled by default since it's incompatible with some ENB settings, higher memory usage and longer loading times. ; It's safe and probably good to enable if you are ok with those downsides. I have not personally experienced ; any incompatibility with ENB, some people say it messes up their game that's why I wrote it here. AlignHeapAllocate=0 ; Info: Game crashes when strcmp is passed NULL char* ; Address: D573A8 ; Cause: Most frequently happens in TthkbClipGenerator::activate (0xBF2FB3), ; tracked issue to skeleton was deleted in another thread while ; this function is attempting to use it. Have seen in other places ; too. ; Solution: Unknown. This doesn't really fix it for BF2FB3 because it just pops up in foot IK. ; If patched in foot IK it pops up in hand IK, the problem is larger than just this. ; Still enabled because it may fix crashes in other places too this is a very common function. ; There's really no reason not to have it since the game would crash certainly with this off. ; Enable one. NoTry may be slightly faster but catches less crashes. StrCmp=1 ;StrCmpNoTry=1 ; Info: Game crashes when strlen is used on NULL char* ; Address: 46EDF0 ; Cause: NiNode names are compared, one of the NiNode's name is NULL. ; Code: ; NiNode ** v72 = NiNode::children.data - this is iterated until count ; NiNode * v69 = ... ; const char * v56 = v69->name; ; if ( v56 ) ; { ; const char * v57 = v72[v49]->name; // <- v57 name is not checked for NULL for some reason ? ; _strnicmp(v56, v57, strlen(v57)); <- strlen on NULL, also result is not even used anywhere! ; } ; Solution: Unknown, temporarily bypass whole strcmp since it's unused. ; Result: Seems to have stopped the crash for me. StrLen=1 ; Info: Unknown, reported as loading save game. ; Address: 8B437C - vtable seems to be 0 or wrong pointer is used. ; Solution: Skip since this is the last part of the function and already has a check anyway UnkUniqueId=1 ; Info: Unknown, reported as loading save game. Possibly related to rendering. First ; argument is gNiDX9Renderer->unk_650 which is a pointer. ; Address: CEC5EC - null pointer is passed as second argument to function, this function does not expect it ; Solution: Bypass using argument if it's null. Maybe doesn't fix. Render650=1 ; Info: Unknown, no info was provided. // char __thiscall TESObjectREFR::unk_4D4EB0(TESObjectREFR *this) ; Address: 4D4EB9 - vtable of base form is 0 ; Solution: Bypass and pretend that base form is 0 since the function does this check itself already UnkObjRef4D4EB0=1 ; Info: Game is saving location's seen data to save game. The data is NULL. ; Address: 4C6031 ; Cause: Game doesn't check for null pointer ; Code: ; TESObjectCELL * v3 = ... ; v5 = BaseExtraList::GetSeenData_40D980(&v3->extraData); ; result = (void *)(*((int (__thiscall **)(_DWORD, _DWORD))*v5 + 1))(v5, v2); // <-- v5 can be null! but not checked ; v5 is IntSeenData, size is known. ; Solution: Only solution seems to be temporarily creating an empty IntSeenData and writing this to stream instead. NullSeenData=1 ; Info: BSFixedString::Set is called with NULL argument. ; Address: A51285 ; Solution: Ignore call when NULL argument. Not really a solution probably better than crashing though. StringRefSetNull=1 ; Info: This crash happens because StrLen crash was prevented. ; Address: 46EE1D ; Solution: Skip over it. ; Result: See StrLen. SkipStrLenCrash=1 ; Info: This crash happens because unknown reasons during loading. Something to do with behavior graph. ; One of the more common crashes I get. ; Address: C27A8F ; Solution: Don't know, trying to let game think the value is 0 and see what happens. ; Result: Haven't had this crash since. bhvGraphUpdateLoad=1 ; Info: Crash happens during loading, no idea. Might be related to rendering. ; Address: D822D8 ; Solution: Tried patch something but it probably doesn't work. Unk11=1 ; Info: Incompatible skeleton, but could be something else too. ; Address: 46ECF5 - NiNode children access ; Solution: No solution from here, but since it's going to crash anyway we could at least ; warn user about possible incompatible skeleton and let them fix it. Shows messagebox MissingNode=1 ; Info: Crash, it's function array and index goes out of bounds which causes it to call invalid address. ; Address: 6F3A31 ; Solution: Check index before calling. ; Result: Haven't had this crash since. IndexError1=1 ; Info: Crash happens in "MovementPlannerAgentWarp" function, unknown what it does. LookupFormById returns ; NULL and game does not check or expect this to happen. ; Address: 76E358 ; Solution: Game has a check for if returned isn't actor it sets 0 as value, we will do same if NULL is returned. MovementPlannerAgentWarp=1 ; Info: Crash happens in DDB0A0, seems to be used in some havok animated object's vtables. ; Normally these crashes are fixed by aligning allocated memory with 16 bytes. But ; this one isn't because it can be used on static memory locations which aren't using ; Skyrim's allocator at all, this means that memory isn't guaranteed to be 16 byte aligned. ; Address: DDB0B2 ; Solution: Use movups instruction instead of movaps. UnallocatedMovaps=1 ; Info: Weird crash with NULL ptr in TESWorldSpace::GetCellByCoordMask_4375D0, don't know why it happens. ; Address: 437604 ; Solution: return 0 if this crash would happen. ; Result: Haven't had this crash since, but it's rare anyway so it could be coincidence. CellNullCrash=1 ; Info: Crash when trying to do: v14 = MagicItem::unk_406C70(a3)->properties.projectile; ; This 406C70 function is something like "GetMainMagicEffect". Sometimes though it may return ; NULL and in 90% of places the game expects this and checks for NULL result, this patch will ; fix the remaining locations. ; Address: 7E39EC, 657677, 6577D5, 65FEEC, 8127CF ; Solution: Check for NULL and skip (depends on location) if it is. GetMainMagicEffect=1 ; Info: Crash when game searches node "NPC COM [COM ]" on actor but the node was not found. This is unexpected ; for game because it uses the result without checking for NULL. This whole thing has something to do ; with mounting. The function that does this whole thing is present in "StopMountCameraHandler" and ; "MountInteraction" vtable. Also it seems that this has something to do with updating position. ; More info: Was reported that this could happen if non-humanoid tries to mount a horse. This is a rather specific ; error with a mod. Instead we will show error message to user when this happens so they can ; fix or uninstall that mod. ; Address: 6E7F85 ; Solution: Check for NULL and if it is NULL then use base node of actor instead of this. It's fine because ; we only take X and Y position from it. ; Solution2: Show error message and crash after. MountNodeCrash=0 MountNodeWarn=1 ; Info: Crash when game is trying to setup foot IK but there's a problem. Real cause is unknown but for me. ; So we will display a message box when this crash happens. Seems related to the ; StrCmp crash in BF2FB3, maybe. Try reducing the amount of installed animations. ; Address: BFECC1 ; Solution: No solution from here, display warning with helpful tips. IKCrashWarn=1 ; Info: Crash happens when rendering and saving. I think this is when it renders the save game image. ; if ( v8 ) // <- not null ; { ; if ( v8 ) ; v9 = *(v8 + 8); // <- *(v8 + 😎 is null ; else ; v9 = 0; ; v10 = *(v9 + 140) * *(a2 + 4) // <- crash because null ; + *(v9 + 136) * *a2 ; + *(v9 + 144) * *(a2 + 8); ; v21 = v10 - *(*(v8 + 😎 + 148) * a3; ; } ; Address: CB051A ; Solution: We will skip this if block when *(v8 + 😎 is null, as if v8 was null. RenderSave=1 ; Info: Crash was reported as casting spell. Only happens sometimes. Happens in movement controller. ; Seems like vtable is NULL. ; Address: 76636B ; Solution: This happens in a for loop and it happens in if clause. We can skip if this crash would happen. MoveControllerCast=1 ; Info: Crash when saving game and trying to render (possibly save game image again?). It's trying to get ; vtable of NULL pointer which will crash. ; if ((*a2 + 76)(a2, a1)) // a2 is null ; { ; *(0x1BA9344) = a1; ; *(0x1BA9340) = a2; ; } ; else ; { ; *(0x1BA9340) = 0; ; *(0x1BA9344) = 0; ; } ; Address: CAF9F7 ; Solution: Skip function call and set return value to false so we don't have to use the NULL value. SaveRenderCrash=1 ; Info: Crash when game tries to get loaded node but it is set to NULL. Only ever seen this on two people. ; It is most likely actually related to corrupted mesh being unable to be loaded and game does not expect it. ; NiNode * node = a->GetLoadedStateNiNode(); ; v2 = node->(*(vtable+0x14))(); // <- node is NULL ; if(v2) { *((int*)(v2 + 212)) = 0; } // <- we can skip this part since it has a check anyway ; Address: 4C119E ; Solution: Real solution would be to find the broken mesh and remove it. So lets notify user instead of ignoring this part. ; Enable one of the following, ignore problem and try to continue or show message box with object reference form ID and form Type. NullLoadedNodeIgnore=0 NullLoadedNodeNotify=1 ; Info: Crash in GarbageCollector::Add when actor argument's base form is NULL. Game does not check this, when in ; some other places it does check for this possibility. ; Address: 690A69 NullActorBaseForm=1 ; Info: Crash when modifying actor value but the pointer is bad, possibly due to actor being invalid. This happens often ; when script engine is lagged and spells want to modify actor values a lot. ; Address: 6E07C6 AVSetCrash=1 ; Info: If your scripts use more than 65535 different strings then the save game will be corrupt and not possible to load. ; This fixes it by changing the save file format slightly if string count is higher than 65520. That means if you ; have this option enabled and your save game would have become corrupt it changes format instead and vanilla game ; or save game tools will not be able to open it! Opposite is true as well, if the count goes below 65520 after ; and you save again then the format reverts to vanilla. ; TLDR: Fix for https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/ ; Address: Around 30 different parts of code had to be patched. StringCount32=1 ; Info: Warn if SKSE memory patch is not active. This checks if default heap size is 256 or less and warns if you try to ; click New, Continue or Load in main menu. Still lets you play the game, just shows a warning. WarnSKSEMemoryPatch=1 ; Info: If AlignHeapAllocate is disabled by user then fix that one movaps crash manually. There's no downside to having this enabled. ; Address: 4BD832 FixMovApsManuallyIfAlignedAllocateIsDisabled=1 ; Info: Overwrite array allocator directly when UseOSAllocators is set to 1. Don't understand the code enough yet to ; say if it's safe or not. At this point it's just here for testing. OverwriteArrayAllocator=0 ; Info: Player's NiNode (not necessarily same as loaded node) is NULL while drawing world. ; Address: 69B84B NullPlayerNode=1 ; Info: Function TESObjectREFR::CanBeMoved_4D9CF0 is called on an object reference that has NULL base form. This is not expected ; and will crash. We will instead return false from that function if that's the case. The problem is most likely larger than ; just this, if you prefer to crash instead disable it. ; Address: 4D9D09 NullBaseFormMove=1 ; Info: Game tries to iterate child nodes of a NiAVObject but it's possible that the target is not a NiNode and can't have child nodes. ; This ends up in a NULL pointer crash. ; v26 = v22->vtable->sub_5EADD0(v22); // Returns "this" if v22 is a NiNode and returns "NULL" if not. ; for ( i = 0; i < v26->children.emptyRunStart; ++i ) // crash because v26 is NULL. ; Address: 46CA06 NullRefNode=1 ; Info: Something is done with outfit of NPC, but one or more entry is NULL and game crashes. ; Address: 561FF7 NullOutfitEntry=1 ; Info: Actor is being deleted and base form is NULL. ; Address: 6BAC9A ActorDeleteNullBase=1 ; Info: Does two things: ; 1. Tracks the last X files opened by game. ; 2. If the game crashes while reading binary data stream (e.g. NIF file but could be others too) then show message box listing ; those files. ; This can be helpful to track down a corrupted NIF file. DebugStream=1 ; Info: When the game fails to create texture in memory should we display a warning and exit game? Recommended yes because you will ; see purple textures couple of seconds and then the game will crash anyway since it's not expected for this to be a NULL value. WarnTextureFailure=1 ; Info: Something is done with face gen animation on BSFaceGenNiNode but the parent node is NULL which is unexpected. ; Address: 5A8808 NullParentNode=1 ; Info: For debugging purposes, on game startup run allocator benchmark and write results to "AllocatorBenchmark.txt" in Skyrim root ; directory. This compares vanilla, aligned vanilla, malloc, aligned_malloc and custom memory block implementation. When you reach ; main menu the game will start the test, wait for a message box to say the test is completed, then close game and disable this option. RunAllocatorBenchmark=0 ; Info: How many objects to allocate and free for each size (8, 12 and 16). CountAllocatorBenchmark=1000000 ; Info: How many times to run each test. TimesAllocatorBenchmark=2 ; Info: How many threads to run concurrently. Most accurate is only running one thread, although you can also try 2 to see the performance ; of thread-safe code. ThreadsAllocatorBenchmark=1 ; Info: Enable custom block allocator for small sizes. May help with memory fragmentation problem. This option does nothing if UseOSAllocators ; is not enabled. CustomMemoryBlock=0 ; Info: Set total megabytes allocated for the custom block allocators. This amount is sensibly divided between each block. ; Has no effect if CustomMemoryBlock is not enabled. The more you allocate here the less memory you have for other stuff! CustomMemoryBlockTotalSizeMb=64 ; Info: Show usage of each memory block in per cent when you open console. Has no effect if CustomMemoryBlock is not enabled. ; This can help you tweak the CustomMemoryBlockTotalSizeMb value. MemoryInfoConsole=1 ; Info: Fixes two crashes specific to Enderal mod. Seems like something to do with havok. ; Address: EBC0A6 and ECD92E EnderalSpecific=1 ; Info: Active effect list of actors is not thread safe but accessed and modified from multiple threads, this will add mutex to each actor's ; effect list. FixUnsafeEffectList=1 ; Info: Game crashes when actor's combat style form is NULL for some reason. Warn the user and try to display the actor's reference and base ID. ; Address: 8368B1 WarnNullCombatStyle=1 ; Info: Set OS update frequency to 1 millisecond (regular is around 16) and replace GetTickCount with timeGetTime. This is for debug only! Don't use. ; May reduce performance. HighFrequencyOSTimer=0 ; Info: Make game's update timer more accurate. This is for debug only! Don't use. HighFrequencyGameTimer=0 No, the .ini is the configuration file. You want to upload the crash .log file that's generated. (sigh) Here are some general tips to troubleshooting: 1. Someone recommends that you install a mod like Crash Fixes, so you install the mod and read the instructions on the mod's description page: How to use the memory allocator patch? 1. Open CrashFixPlugin.ini and find "UseOSAllocators=0" 2. Change it to "UseOSAllocators=1" 3. Download and install SKSE Plugin Preloader 4. Start game, if you get an error saying that memory patch could not be applied read the message for help, otherwise you're good to go. (5.) Causes game to crash and you use ENB? Set ExpandSystemMemoryX64=false in enblocal.ini (6.) Causes game to crash more frequently (especially with UNP RaceMenu sliders)? Try AlignHeapAllocate=1 in CrashFixPlugin.ini Did you do this? 2. Provide the CrashXXXXXXXX.log file that's generated in your \Skyrim folder when the game crashes. Edited June 28, 2024 by Kastagir
woodsman30 Posted June 28, 2024 Posted June 28, 2024 10 hours ago, Miauzi said: I know - the process is very time-consuming Well said a heavily modded game can take weeks to build.. well if the person modding it wants a stable game. To the OP there are no short cuts listen to what @Grey Cloud and @Miauzi said..... or, don't and just listen to everyone else and have CTD
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now