Starlight64 Posted February 13, 2025 Posted February 13, 2025 I have Creation kit through steam version 1.6.1378.1 and then I downloaded Creation kit Platform Extended version 0.4.0.0. . But when I try loading it up through MO2, Microsoft brings up that it could not load it, because Creation Kit took to long. But when Ioad Creation Kit outside of MO2 like in Skyrim Data, it loads right up no problem. I also have tried looking up the problem on the internet and didn't get anything.
traison Posted February 14, 2025 Posted February 14, 2025 12 hours ago, Starlight64 said: Microsoft brings up that it could not load it, because Creation Kit took to long. 12 hours ago, Starlight64 said: I also have tried looking up the problem on the internet and didn't get anything. No wonder, considering the OS is not interested in a process "taking too long". May want to screenshot or otherwise copy that error.
Starlight64 Posted February 14, 2025 Author Posted February 14, 2025 4 hours ago, traison said: No wonder, considering the OS is not interested in a process "taking too long". May want to screenshot or otherwise copy that error.
traison Posted February 14, 2025 Posted February 14, 2025 That's just a crash notice from WER. There will be an AppCrash entry in the Application Event Log describing what went wrong. Creation Kit Platform also has a crash logger in it.
Starlight64 Posted February 14, 2025 Author Posted February 14, 2025 4 hours ago, traison said: That's just a crash notice from WER. There will be an AppCrash entry in the Application Event Log describing what went wrong. Creation Kit Platform also has a crash logger in it. I am not sure if this is right..... I didn't know what to look under for creation kit platform crash..... CreationKitPlatformExtended.log CreationKitPlatformExtendedCrash.log
traison Posted February 14, 2025 Posted February 14, 2025 The issue with these crash logs is that they're useless on their own. Not only is it nearly impossible to do anything with them remotely; without a module list you need to know where the modules were loaded *before* the crash occurs. That is to say, even if you were to throw the CK into a debugger right now, you'd still have no idea where it crashed last time. RIP is 0x0 as well so there isn't even any way to guess in this case. My point is, you're on your own with this one. Personally I'd either wire up a competent JIT debugger and wait for it to crash, or have WER do a full memory dump on crash then run through that in windbg. If neither of these options tickle your brain in a funny way then trial-n-error is your only option as I see it unfortunately. Try without CK Platform if you haven't already. Make sure your Anti-virus isn't getting in the way. Did you run the vanilla game launcher before running the CK? How are your ini files? Reset these and try again. Disable ENB/CS/ReShade and any other 3rd party hacks that may be tapping into the CK. Is there a game version requirement for the CK version you have? Is SKSE involved in the CK outside of its script files? If it is, is it compatible with this CK version?
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