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CTD on open space in cities


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Posted

Sorry, what you mean with "RSP+48" and "RSP+50" ?

Downloaded the crash logger you suggest and I will post news about

Thanks !

|<afhir

 

Posted

Reinstalled the mod everything is ok ! Thanks

Just a final question sometime I have CTD but without a crashlog .

Game freeze expecially when I move to other areas (teleport)

Any suggestion to how to debug the cause ?

 

Thanks

|<afhir

Posted

Freezes are not crases, and its possible to seemingly crash without it actually being a crash.

 

Crash loggers are handlers for unhandled exceptions (CTDs), but its possible to terminate an application as a result of handling an exception. Both will look identical - you end up looking at your desktop background image - but technically these are very different.

 

Freezes are difficult. You'd need a debugger to figure one of those out, and even if you already knew how to use one it might take weeks. Its going to be easier and faster to rip your setup apart.

Posted

Ok, I hope to find something to look at, and my feeling is that my Skyrim freeze for some graphic conflicts (ENB, Upscaler & DLAA).

I learned a lot thanks

|< afhir

Posted

The crash occuredin OBody.dll. Seems like its having issues with form id 0x0001B39F "Scaled Boots", worn by form id 0xFE1C3801 reference id 0xFE1C3813 "Figga" from "Figga Nyr - Follower.esp".

Posted (edited)

That's the exact same issue as previously. obody.dll, form id 0x0006B46C "College Boots" most likely worn by form id 0xFE07FC3A reference id 0xFF00239C "Mercenary Wizard".

 

Edit: Also keep in mind that the o-series of mods, especially their dlls, seem to be quite stingy on version numbers. Like for instance obody version 1.2 may only work with osex version 1.44 (and whatever other o-mods there may be). Yes I'm just making up version numbers, but that's irrelevant.

Edited by traison
  • 8 months later...
Posted

Looks like the game crashed while trying to cast a spell. If you didn't expect to cast a spell when pressing R, then start by going through MCM to see if one of them lists R as being bound to something.

Posted

Ok thanks for the replay !

1) I check all the MCM > nothing that involve "R"

2) Check all the installed spell > nothing revelant

3) Open a three months old save > everything OK

Sadly I lost something but it's better than reinstalling 2308 mods !

May I ask how do you find that the problem was spell related ?

Thanks again for your help

 

!<afhir

Posted (edited)
6 hours ago, cafiero said:

May I ask how do you find that the problem was spell related ?

 

At and above RSP+98

  1. Take the 2nd callstack entry and search for it in the stack: SkyrimSE.exe+05B0DE7
  2. The stack entries at and above RSP+98 most likely belong to the stack frame where the crash occured.
  3. Working the frame from the bottom up:
    1. ActorMagicCaster.
    2. "Dovhakin" form id 0x14 in "RavenscarHollow01".
    3. bhkCollisionObject.
    4. BGSArtObjectCloneTask.

Translating that to english:

 

The player is casting magic. The game is preparing or using physics and art.

 

Q: Why not the first callstack entry, surely that's where all the action is?

A: That is where the crash occured yes. IMO the faulting offset (RIP at the time of the crash) shouldn't be included in the callstack. It wasn't pushed to the stack by a CALL instruction. The 2nd entry in the callstack is the one that actually has a stack frame, and thus gives us *some* view into what's going on.

 

Below RSP+98

 

Looking below RSP+98 could suggest ScrambledBugs.dll is involved and that it would be worth disabling that while testing. The crash logger conveniently lists the source code for some of these entries making it seem a bit less likely however:

  1. ScrambledBugs: ModifyArmorWeightPerkEntryPoint
  2. SoftShadows: PlayerCharacter_Update
  3. DeviousDevices: UpdatePlayer

Again translating that to English:

 

The game is updating the player. DeviousDevices, SoftShadows and ScrambledBugs are hooked into this function with CALL instructions (most likely) making them visible in the callstack. Scrambled bugs is applying its fixes to armor weight modifying perk entrypoints, and probably has nothing to do with the spell being cast later on. It makes sense for key input to be checked in a player update function.

 

That's nice n' all, but what now?

 

It's possible I'm reading this too literally. R if I'm not mistaken is the default key used by the game to holster and draw weapons. If that's the case then it makes PartialAnimationReplacer.dll look suspicious.

Edited by traison
Posted

Woah everytime you teach me something of the "hidden" skyrim ...

Since I don't delete the faulty save I would like to make some test acoording to your suggestion !

Again thanks and forgive my english I'm not native speaker

 

All the best

|<afhir

 

Posted

Ok I restart from a past save and deleted the most recent installed mods. After 4 saves games crashed again on the same situation: raise up with "R" trying to use a spell

I'm very upset because I don't want to restart from 0 again (mod list is about 1890 mods)

I attach the last log hpoing to find a solution, but I think taht the only solution is to rebuilt everything ...

Thanks anyway

!<afhir

crash-2025-07-23-10-04-28.log

Posted

That's the exact same problem as last time.

 

7 minutes ago, cafiero said:

I think taht the only solution is to rebuilt everything ...

 

I wouldn't go that far yet. I would remove PartialAnimationReplacer.dll, SoftShadows.dll and DeviousDevices.dll; in that order. It's somewhat likely the latter 2 have nothing to do with this, but when you run out of ideas for what to do with a crash log, it makes sense to simplify it - get rid of unknown variables.

Posted (edited)

How about ScrambledBugs.dll, same reason as before. I'm not really seeing how a perk would be connected to a spell, so this seems unlikely it will fix anything.

 

Meanwhile I'm gonna go through the header file for ActorMagicCaster from CommonLibSSE.

Edited by traison
Posted

Are you using Pandora? Rebuild your behaviour files with FNIS if you are, then test again.

 

Also what do you have in your hands when you're pressing R? Healing spell? Flames? A bow? Nothing?

Posted

I use Pandora

Don't know how to run FNIS in my configuraton ....

Using axe, bow, sword, torch no problem at all

try to use Candlelight > CDT 

the save file report no errors with ReSaver

Pandora.png

enb2025_7_23_13_35_32.jpg

Posted
19 minutes ago, cafiero said:

Don't know how to run FNIS in my configuraton...

 

Just install and run it like any other tool under MO2. It's irrelevant whether your other mods work with it or not.

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