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Skyrim Crashes Everywhere? (title screen, scene transitions, saving, menu, loading a save file etc.)


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Posted (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 by Eaglep4w
Posted

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.

Posted

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)

 

 

Posted
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.

Posted
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

Posted
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.

Posted
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?

Posted (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 by Grey Cloud
Posted
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.

Posted
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.

 

Posted

 

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
 

 

Posted
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.

Posted
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 :P 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
 

 

Posted
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.

Posted (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 :P 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 by Kastagir
Posted
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

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