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SKEE64.dll CTD on loading saves


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Posted

Hey all, hoping someone here can shed some light on this crash. 

 

Basically I can't load my more recent saves, they immediately CTD and give the same error. I can load older saves and play for a bit but eventually the same issue occurs.

 

I am fairly certain it's related to Racemenu due to the Skee64.dll being flagged up each time in the crash logger, but I can't figure out a solution.

 

I am on version 4-19-16 of Racemenu on the AE version of Skyrim. 

 

If anyone has any fixes or workarounds for this I'd really appreciate it.

 

 

 

https://pastebin.com/C93gz6zw

https://pastebin.com/7MQkyn2P

https://pastebin.com/85NrPj38

Posted (edited)

It crashed because it tried to dereference RDI which at the time of the crash was 0x0. Something resulted in a null pointer while registering a skin override. Maybe memory allocation failed, or some object was supposed to be initialized but wasn't i.e. invalid game data. The issue comes from reference id 0xFF009E7B form id 0x59005904 "Scrap" from "HLIORemi.esp", and it had something to do with form id 0x8C198C37 of type EffectShader from "Summermyst - Enchantments of Skyrim.esp".

 

I would start this by finding where 0x8C198C37 is applying a skin override from.

Edited by traison
Posted

I can't find the form ID 0x8C198C37 anywhere, looked in re-saver, in game console and Mod-ex in game but nothing shows up. 

 

0xFF009E7B and 0x59005904 both show up so maybe something is missing? Like you said invalid game data?

 

Posted

Everything. Compare the enchantment to a commonly used enchantment from the vanilla game. Make sure its not missing a field. If it has a texture, make sure the texture can be converted to tga or otherwise read/opened. If it has a mesh, open it in NifSkope. You can try running both of these through optimizers to see if they change the files in any relevant way. If the enchantment has a script attached to it, open its source or decompile it if the souce is not available. Inspect the script for calls to NiOverride. If its adding a skin override, then inspect the texture its trying to add. Make sure it exists, make sure its properly sized and encoded in a common format like BC7.

Posted

Ok, I can get my head around most of that but I am struggling with the scripts aspect. What am I looking for to indicate attached scripts?

Posted
  1. Using this as an example:
     [00] Skyrim.esm (7CAB85A9) \ Effect Shader \ 00084B3A <AnimalAllyFXS>
  2. View the references tab at the bottom. This effect is used by this MGEF, among others:
     [00] Skyrim.esm (7CAB85A9) \ Magic Effect \ 0009E0C8 <VoiceAnimalAllegianceEffect1>
  3. View its VMAD field for the script file name (without extension).
Posted (edited)

Thank you. There are a few things referenced by the form ID 0x8C198C37 but they are all from the same mod

 

The VMAD field for all the referenced items are empty

Edited by Roswala
Posted

So why that shader effect has an issue with a RM overlay is a mystery then. The easy way out of this is obviously to see if there's a different version of Summermyst, or removing the mod entirely.

Posted

Yeah I just tried removing summermyst, but it still crashes with the skee64.dll error. I'm really not sure what is going on

Posted

Wouldn't be surprised if it was still baked into the save. Spells are one of the many things you need to make sure are not in the game world if you plan to remove a mod mid-playthrough. They have a tendency to stick around and become nearly impossible to remove.

Posted

Could be, but its also a valuable test subject. You can start a new playthrough and risk running into this issue again, or fix it now while you have something to work on.

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