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Creation Kit crash reading


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Posted (edited)

Had another look at the crash log and I'm wondering if this log is actually completely useless. RIP was at 0x1413936BE when the crash occured, and we know a little bit about the state of the CPU; but RIP is meaningless without a module address list. In old systems (or those with certain memory security features disabled) you could use RIP alone to guess the offset into the module, but since we're not in 1990's anymore that's typically not the case.

 

So, before you get into debugging the next crash, dump a module list from the current instance of CreationKit.exe. Remember to do this for every test crash you need to do, as the addresses will change every time.

 

Edit: or instead of all that, use x64dbg itself to catch the exception and do the debugging live. Just need to make sure the other exception handlers don't get in the way.

Edited by traison
  • 2 weeks later...
Posted
On 1/25/2025 at 1:26 PM, traison said:

Had another look at the crash log and I'm wondering if this log is actually completely useless. RIP was at 0x1413936BE when the crash occured, and we know a little bit about the state of the CPU; but RIP is meaningless without a module address list. In old systems (or those with certain memory security features disabled) you could use RIP alone to guess the offset into the module, but since we're not in 1990's anymore that's typically not the case.

 

So, before you get into debugging the next crash, dump a module list from the current instance of CreationKit.exe. Remember to do this for every test crash you need to do, as the addresses will change every time.

 

Edit: or instead of all that, use x64dbg itself to catch the exception and do the debugging live. Just need to make sure the other exception handlers don't get in the way.

Well I have Debug but no x64dbg

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