Starlight64 Posted January 25, 2025 Posted January 25, 2025 I am still having problems with the latest Creation Kit not loading. I even installed the Creation Kit Extended. I have this crash report but I don't understand it. Also the name Dylan in the crash is my current character. CreationKitPlatformExtendedCrash.log
traison Posted January 25, 2025 Posted January 25, 2025 You need a debugger to work with a crash log like this.
Starlight64 Posted January 25, 2025 Author Posted January 25, 2025 1 hour ago, traison said: You need a debugger to work with a crash log like this. Do you know of a debugger I could use?
traison Posted January 25, 2025 Posted January 25, 2025 (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 January 25, 2025 by traison
Starlight64 Posted February 9, 2025 Author Posted February 9, 2025 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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