Aki K Posted February 12 Posted February 12 Having two frequently reoccuring crashes and I cannot figure it out. I suspect memory is involved but I could swear I have all the setting rights and I'm working off a more powerful and newer machine than my previous setup (albiet not too much of a difference, but still a better machine). Playing on LE and using mod organizer. Memory: Getting a crash on loading screens where skyrim fails to allocate memory. It's not super frequent, but it is more frequent than my low end machine. I used to be able to play for hours without a crash. Now I can barely get through half a quest chain before I need to restart. So I thought, save frequently and figure it out later. Save: Doesn't happen on every save attempt. But randomly the game will CTD when i try to save. I very much doubt such a new save is corrupted. If it is, then that suggests different problems. I have also noticed very minor but still noticeable lag spikes when running or moving the camera around (especially outside of buildings) Here are my .ini files below. Skyrim ini Spoiler [Actor] fVisibleNavmeshMoveDist=12288 [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa bInvalidateOlderFiles=1 SInvalidationFile=ArchiveInvalidation.txt [Audio] uMaxSizeForCachedSound=4096 [Camera] fMouseWheelZoomSpeed=10.00 [Combat] f1PArrowTiltUpAngle=0.7 f1PBoltTiltUpAngle=0.7 f3PArrowTiltUpAngle=2.5 [Controls] fDialogueHardStopAngle1P=180 fDialogueHardStopAngle3P=180 fDialogueSoftStopAngle1P=150 fDialogueSoftStopAngle3P=150 fMouseHeadingSensitivityMax=0.0625 fMouseHeadingXScale=0.0200 fMouseHeadingYScale=0.8500 [Decals] bDecals=1 uMaxSkinDecalPerActor=60 uMaxSkinDecals=100 [Display] bAllowScreenShot=0 fDecalLifetime=300 fLightLODMaxStartFade=6144 fLightLODRange=34816 fShadowLODMaxStartFade=1000 fSpecularLODMaxStartFade=2000 fSunShadowUpdateTime=0.25 fSunUpdateThreshold=1.5 iPresentInterval=1 [General] bBackgroundLoadVMData=1 fFlickeringLightDistance=8192 sIntroSequence= uExterior Cell Buffer=108 uInterior Cell Buffer=108 uGridsToLoad=5 IPreloadSizeLimit=1048576000 [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 bDrawShaderGrass=1 fGrassFadeRange=14128 fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=3 iMinGrassSize=40 [HAVOK] fMaxTime=0.01666667 [Interface] bShowTutorials=0 uMaxCustomItemNameLength=64 [LightingShader] fDecalLODFadeEnd=1.1 fDecalLODFadeStart=1 fEnvmapLODFadeEnd=1.1 fEnvmapLODFadeStart=1 [LOD] fDistanceMultiplier=1.00 [MapMenu] fMapWorldMaxPitch=90 fMapWorldMinPitch=0 fMapWorldYawRange=400 [Menu] iConsoleSizeScreenPercent=40 iConsoleTextSize=20 [Papyrus] bEnableLogging=0 bEnableProfiling=0 bEnableTrace=0 bLoadDebugInformation=0 fPostLoadUpdateTimeMS=2000 [SaveGame] iAutoSaveCount=3 [Trees] bEnableTreeAnimations=1 bEnableTrees=1 fUpdateBudget=1.5 [Water] bReflectLODLand=1 bReflectLODObjects=1 bReflectLODTrees=1 bReflectSky=0 [Launcher] bEnableFileSelection=1 Skyrimprefs.ini Spoiler [Controls] fMouseHeadingSensitivity=0.0153 bUseKinect=0 fGamepadHeadingSensitivity=1.9000 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=0 [Decals] uMaxDecals=350 [Display] bDeferredShadows=1 bDrawLandShadows=1 bDrawShadows=1 bFloatPointRenderTarget=1 bFXAAEnabled=0 bMainZPrepass=0 bShadowMaskZPrepass=0 bShadowsOnGrass=1 bTransparencyMultisampling=0 bTreesReceiveShadows=1 fDecalLOD1=1000.0000 fDecalLOD2=1500.0000 fGamma=1.0000 fInteriorShadowDistance=3000.0000 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fLightLODStartFade=6144.0000 fMeshLODFadeBoundDefault=256.0000 fMeshLODFadePercentDefault=1.2000 fMeshLODLevel1FadeDist=12288.0000 fMeshLODLevel1FadeTreeDistance=12288.0000 fMeshLODLevel2FadeDist=16384.0000 fMeshLODLevel2FadeTreeDistance=16384.0000 fShadowBiasScale=1.0000 fShadowDistance=5430.0000 fShadowLODStartFade=200.0000 fSpecularLODStartFade=2000.0000 fTreesMidLODSwitchDist=16384.0000 iBlurDeferredShadowMask=4 iMaxAnisotropy=16 iMaxDecalsPerFrame=250 iMaxSkinDecalsPerFrame=100 iMultiSample=0 iScreenShotIndex=0 iShadowFilter=3 iShadowMapResolution=4096 iShadowMaskQuarter=4 iShadowMode=3 iTexMipMapMinimum=0 iTexMipMapSkip=0 iWaterMultiSamples=0 sD3DDevice="NVIDIA GeForce GTX 1060" bFull Screen=0 iSize H=1080 iSize W=1920 [Grass] b30GrassVS=0 fGrassMaxStartFadeDistance=6144.0000 fGrassMinStartFadeDistance=0.0000 fGrassStartFadeDistance=6144.0000 [Imagespace] bDoDepthOfField=1 [Interface] bDialogueSubtitles=1 bGeneralSubtitles=1 fMouseCursorSpeed=1.0000 bShowCompass=1 [Launcher] bEnableFileSelection=1 [LOD] fLODFadeOutMultActors=15.0000 fLODFadeOutMultItems=10.0000 fLODFadeOutMultObjects=15.0000 fLODFadeOutMultSkyCell=1.0000 [MAIN] fSkyCellRefFadeDistance=600000.0000 bGamepadEnable=0 bCrosshairEnabled=1 fHUDOpacity=1.0000 bSaveOnPause=0 bSaveOnTravel=1 bSaveOnWait=1 bSaveOnRest=1 [Particles] iMaxDesired=6000 [TerrainManager] fBlockLevel0Distance=57344.0000 fBlockLevel1Distance=147456.0000 fBlockMaximumDistance=327680.0000 fSplitDistanceMult=1.0000 fTreeLoadDistance=57344.0000 bShowLODInEditor=0 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=200 [Water] bUseWaterDepth=1 bUseWaterDisplacements=1 bUseWaterReflections=1 bUseWaterRefractions=1 iWaterReflectHeight=1024 iWaterReflectWidth=1024 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=0 [SaveGame] fAutosaveEveryXMins=60.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=2197851862 fVal4=1.0000 uID4=251797882 fVal3=0.5000 uID3=466532 fVal2=0.8000 uID2=554685 fVal1=0.8000 uID1=1007612 fVal0=1.0000 uID0=94881 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [General] iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 ENBLocal.ini Spoiler [PROXY] EnableProxyLibrary=false InitProxyFunctions=true ProxyLibrary=other_d3d9.dll [GLOBAL] UsePatchSpeedhackWithoutGraphics=true UseDefferedRendering=true IgnoreCreationKit=true IsEnderal=false [PERFORMANCE] SpeedHack=true EnableOcclusionCulling=true [MULTIGPU] DisableCloudsShadowInReflections=false [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=64 VideoMemorySizeMb=10240 EnableCompression=false AutodetectVideoMemorySize=false [THREADS] DataSyncMode=0 PriorityMode=0 EnableUnsafeFixes=false [MULTIHEAD] ForceVideoAdapterIndex=false VideoAdapterIndex=0 [WINDOW] ForceBorderless=false ForceBorderlessFullscreen=false [ENGINE] ForceAnisotropicFiltering=true MaxAnisotropy=16 ForceLodBias=false LodBias=0.0 AddDisplaySuperSamplingResolutions=false EnableVSync=false VSyncSkipNumFrames=0 [LIMITER] WaitBusyRenderer=false EnableFPSLimit=true FPSLimit=60.0 [INPUT] //shift KeyCombination=16 //f12 KeyUseEffect=123 //home KeyFPSLimit=36 //num / 106 KeyShowFPS=106 //print screen KeyScreenshot=44 //enter KeyEditor=13 //f4 KeyFreeVRAM=115 //B KeyBruteForce=66 KeyDepthOfField=118 [ADAPTIVEQUALITY] Enable=false Quality=1 DesiredFPS=20.0 [ANTIALIASING] EnableEdgeAA=false EnableTemporalAA=false EnableSubPixelAA=false [FIX] FixGameBugs=true FixParallaxBugs=true FixParallaxTerrain=false FixAliasedTextures=true IgnoreInventory=true FixTintGamma=true RemoveBlur=false RemoveRadialBlur=false FixSubSurfaceScattering=true FixSkyReflection=true FixCursorVisibility=true FixLag=false GenerateGrassNormals=true [LONGEXPOSURE] EnableLongExposureMode=false Time=1.0 BlendMax=0.0 [FILE] ScreenshotFormat=0 [GUI] HighResolutionScaling=true ShowShadersWindow=true ShowWeatherWindow=false ShowObjectsWindow=false Crashfixes: Spoiler [Patch] ; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore ; and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens) ; and eliminate most ILS or freezing issues. ; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes! ; Here is the link to "SKSE Plugin Preloader": http://www.nexusmods.com/skyrim/mods/75795/? ; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them. UseOSAllocators=1 ; Info: When the game crashes unexpectedly then write the relevant information from crash to Data/SKSE/Plugins/CrashLog/crash_time.txt ; If game crashes when running out of memory or has other issues it's possible for the file to not appear or become empty! ; If the game crashes in SKSE dll or a SKSE plugin dll then it's possible for the crash information to not appear. ; This setting's value is treated as flags where: ; 1 - enabled (TL;DR set this for normal enable) ; 2 - don't write timestamp into file name but instead always write to crash_last.txt (overwritten by default) ; 4 - don't ignore already known crashes, usually ones that display a message box are ignored ; 8 - append file if it already exists instead of replacing ; 16 - when the game crashes CTD without a message box about game stopped responding RecordCrashInfo=0 ; Write messages that appear in error box also to file in "Data/SKSE/Plugins/CrashFixPluginLog.txt" LogMessageToFile=1 ; Info: Warn user on startup if ENB settings are incorrect. WarnBadENB=1 ; Info: Crash happens unknown constructor (TESObjectLAND::unk_24 object), movaps instruction is used ; but heap allocate did not allocate this object to have 16 align. Crash happens more frequently ; with high Ugrids because more cells are loaded and greater chance to misalign. ; Solution: Could align only this object or align all objects. Trying with all to see what happens since ; same error could be elsewhere as well and I think I have seen it elsewhere. ; Result: Fixes these type of crashes. Some people report longer loading times and higher memory usage with this enabled! ; Update: Disabled by default since it's incompatible with some ENB settings, higher memory usage and longer loading times. ; It's safe and probably good to enable if you are ok with those downsides. I have not personally experienced ; any incompatibility with ENB, some people say it messes up their game that's why I wrote it here. AlignHeapAllocate=1 ; Info: Game crashes when strcmp is passed NULL char* ; Address: D573A8 ; Cause: Most frequently happens in TthkbClipGenerator::activate (0xBF2FB3), ; tracked issue to skeleton was deleted in another thread while ; this function is attempting to use it. Have seen in other places ; too. ; Solution: Unknown. This doesn't really fix it for BF2FB3 because it just pops up in foot IK. ; If patched in foot IK it pops up in hand IK, the problem is larger than just this. ; Still enabled because it may fix crashes in other places too this is a very common function. ; There's really no reason not to have it since the game would crash certainly with this off. ; Enable one. NoTry may be slightly faster but catches less crashes. StrCmp=1 ;StrCmpNoTry=1 ; Info: Game crashes when strlen is used on NULL char* ; Address: 46EDF0 ; Cause: NiNode names are compared, one of the NiNode's name is NULL. ; Code: ; NiNode ** v72 = NiNode::children.data - this is iterated until count ; NiNode * v69 = ... ; const char * v56 = v69->name; ; if ( v56 ) ; { ; const char * v57 = v72[v49]->name; // <- v57 name is not checked for NULL for some reason ? ; _strnicmp(v56, v57, strlen(v57)); <- strlen on NULL, also result is not even used anywhere! ; } ; Solution: Unknown, temporarily bypass whole strcmp since it's unused. ; Result: Seems to have stopped the crash for me. StrLen=1 ; Info: Unknown, reported as loading save game. ; Address: 8B437C - vtable seems to be 0 or wrong pointer is used. ; Solution: Skip since this is the last part of the function and already has a check anyway UnkUniqueId=1 ; Info: Unknown, reported as loading save game. Possibly related to rendering. First ; argument is gNiDX9Renderer->unk_650 which is a pointer. ; Address: CEC5EC - null pointer is passed as second argument to function, this function does not expect it ; Solution: Bypass using argument if it's null. Maybe doesn't fix. Render650=1 ; Info: Unknown, no info was provided. // char __thiscall TESObjectREFR::unk_4D4EB0(TESObjectREFR *this) ; Address: 4D4EB9 - vtable of base form is 0 ; Solution: Bypass and pretend that base form is 0 since the function does this check itself already UnkObjRef4D4EB0=1 ; Info: Game is saving location's seen data to save game. The data is NULL. ; Address: 4C6031 ; Cause: Game doesn't check for null pointer ; Code: ; TESObjectCELL * v3 = ... ; v5 = BaseExtraList::GetSeenData_40D980(&v3->extraData); ; result = (void *)(*((int (__thiscall **)(_DWORD, _DWORD))*v5 + 1))(v5, v2); // <-- v5 can be null! but not checked ; v5 is IntSeenData, size is known. ; Solution: Only solution seems to be temporarily creating an empty IntSeenData and writing this to stream instead. NullSeenData=1 ; Info: BSFixedString::Set is called with NULL argument. ; Address: A51285 ; Solution: Ignore call when NULL argument. Not really a solution probably better than crashing though. StringRefSetNull=1 ; Info: This crash happens because StrLen crash was prevented. ; Address: 46EE1D ; Solution: Skip over it. ; Result: See StrLen. SkipStrLenCrash=1 ; Info: This crash happens because unknown reasons during loading. Something to do with behavior graph. ; One of the more common crashes I get. ; Address: C27A8F ; Solution: Don't know, trying to let game think the value is 0 and see what happens. ; Result: Haven't had this crash since. bhvGraphUpdateLoad=1 ; Info: Crash happens during loading, no idea. Might be related to rendering. ; Address: D822D8 ; Solution: Tried patch something but it probably doesn't work. Unk11=1 ; Info: Incompatible skeleton, but could be something else too. ; Address: 46ECF5 - NiNode children access ; Solution: No solution from here, but since it's going to crash anyway we could at least ; warn user about possible incompatible skeleton and let them fix it. Shows messagebox MissingNode=1 ; Info: Crash, it's function array and index goes out of bounds which causes it to call invalid address. ; Address: 6F3A31 ; Solution: Check index before calling. ; Result: Haven't had this crash since. IndexError1=1 ; Info: Crash happens in "MovementPlannerAgentWarp" function, unknown what it does. LookupFormById returns ; NULL and game does not check or expect this to happen. ; Address: 76E358 ; Solution: Game has a check for if returned isn't actor it sets 0 as value, we will do same if NULL is returned. MovementPlannerAgentWarp=1 ; Info: Crash happens in DDB0A0, seems to be used in some havok animated object's vtables. ; Normally these crashes are fixed by aligning allocated memory with 16 bytes. But ; this one isn't because it can be used on static memory locations which aren't using ; Skyrim's allocator at all, this means that memory isn't guaranteed to be 16 byte aligned. ; Address: DDB0B2 ; Solution: Use movups instruction instead of movaps. UnallocatedMovaps=1 ; Info: Weird crash with NULL ptr in TESWorldSpace::GetCellByCoordMask_4375D0, don't know why it happens. ; Address: 437604 ; Solution: return 0 if this crash would happen. ; Result: Haven't had this crash since, but it's rare anyway so it could be coincidence. CellNullCrash=1 ; Info: Crash when trying to do: v14 = MagicItem::unk_406C70(a3)->properties.projectile; ; This 406C70 function is something like "GetMainMagicEffect". Sometimes though it may return ; NULL and in 90% of places the game expects this and checks for NULL result, this patch will ; fix the remaining locations. ; Address: 7E39EC, 657677, 6577D5, 65FEEC, 8127CF ; Solution: Check for NULL and skip (depends on location) if it is. GetMainMagicEffect=1 ; Info: Crash when game searches node "NPC COM [COM ]" on actor but the node was not found. This is unexpected ; for game because it uses the result without checking for NULL. This whole thing has something to do ; with mounting. The function that does this whole thing is present in "StopMountCameraHandler" and ; "MountInteraction" vtable. Also it seems that this has something to do with updating position. ; More info: Was reported that this could happen if non-humanoid tries to mount a horse. This is a rather specific ; error with a mod. Instead we will show error message to user when this happens so they can ; fix or uninstall that mod. ; Address: 6E7F85 ; Solution: Check for NULL and if it is NULL then use base node of actor instead of this. It's fine because ; we only take X and Y position from it. ; Solution2: Show error message and crash after. MountNodeCrash=0 MountNodeWarn=1 ; Info: Crash when game is trying to setup foot IK but there's a problem. Real cause is unknown but for me. ; So we will display a message box when this crash happens. Seems related to the ; StrCmp crash in BF2FB3, maybe. Try reducing the amount of installed animations. ; Address: BFECC1 ; Solution: No solution from here, display warning with helpful tips. IKCrashWarn=1 ; Info: Crash happens when rendering and saving. I think this is when it renders the save game image. ; if ( v8 ) // <- not null ; { ; if ( v8 ) ; v9 = *(v8 + 8); // <- *(v8 + 8) is null ; else ; v9 = 0; ; v10 = *(v9 + 140) * *(a2 + 4) // <- crash because null ; + *(v9 + 136) * *a2 ; + *(v9 + 144) * *(a2 + 8); ; v21 = v10 - *(*(v8 + 8) + 148) * a3; ; } ; Address: CB051A ; Solution: We will skip this if block when *(v8 + 8) is null, as if v8 was null. RenderSave=1 ; Info: Crash was reported as casting spell. Only happens sometimes. Happens in movement controller. ; Seems like vtable is NULL. ; Address: 76636B ; Solution: This happens in a for loop and it happens in if clause. We can skip if this crash would happen. MoveControllerCast=1 ; Info: Crash when saving game and trying to render (possibly save game image again?). It's trying to get ; vtable of NULL pointer which will crash. ; if ((*a2 + 76)(a2, a1)) // a2 is null ; { ; *(0x1BA9344) = a1; ; *(0x1BA9340) = a2; ; } ; else ; { ; *(0x1BA9340) = 0; ; *(0x1BA9344) = 0; ; } ; Address: CAF9F7 ; Solution: Skip function call and set return value to false so we don't have to use the NULL value. SaveRenderCrash=1 ; Info: Crash when game tries to get loaded node but it is set to NULL. Only ever seen this on two people. ; It is most likely actually related to corrupted mesh being unable to be loaded and game does not expect it. ; NiNode * node = a->GetLoadedStateNiNode(); ; v2 = node->(*(vtable+0x14))(); // <- node is NULL ; if(v2) { *((int*)(v2 + 212)) = 0; } // <- we can skip this part since it has a check anyway ; Address: 4C119E ; Solution: Real solution would be to find the broken mesh and remove it. So lets notify user instead of ignoring this part. ; Enable one of the following, ignore problem and try to continue or show message box with object reference form ID and form Type. NullLoadedNodeIgnore=0 NullLoadedNodeNotify=1 ; Info: Crash in GarbageCollector::Add when actor argument's base form is NULL. Game does not check this, when in ; some other places it does check for this possibility. ; Address: 690A69 NullActorBaseForm=1 ; Info: Crash when modifying actor value but the pointer is bad, possibly due to actor being invalid. This happens often ; when script engine is lagged and spells want to modify actor values a lot. ; Address: 6E07C6 AVSetCrash=1 ; Info: If your scripts use more than 65535 different strings then the save game will be corrupt and not possible to load. ; This fixes it by changing the save file format slightly if string count is higher than 65520. That means if you ; have this option enabled and your save game would have become corrupt it changes format instead and vanilla game ; or save game tools will not be able to open it! Opposite is true as well, if the count goes below 65520 after ; and you save again then the format reverts to vanilla. ; TLDR: Fix for https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/ ; Address: Around 30 different parts of code had to be patched. StringCount32=1 ; Info: Warn if SKSE memory patch is not active. This checks if default heap size is 256 or less and warns if you try to ; click New, Continue or Load in main menu. Still lets you play the game, just shows a warning. WarnSKSEMemoryPatch=0 ; Info: If AlignHeapAllocate is disabled by user then fix that one movaps crash manually. There's no downside to having this enabled. ; Address: 4BD832 FixMovApsManuallyIfAlignedAllocateIsDisabled=1 ; Info: Overwrite array allocator directly when UseOSAllocators is set to 1. Don't understand the code enough yet to ; say if it's safe or not. At this point it's just here for testing. OverwriteArrayAllocator=0 ; Info: Player's NiNode (not necessarily same as loaded node) is NULL while drawing world. ; Address: 69B84B NullPlayerNode=1 ; Info: Function TESObjectREFR::CanBeMoved_4D9CF0 is called on an object reference that has NULL base form. This is not expected ; and will crash. We will instead return false from that function if that's the case. The problem is most likely larger than ; just this, if you prefer to crash instead disable it. ; Address: 4D9D09 NullBaseFormMove=1 ; Info: Game tries to iterate child nodes of a NiAVObject but it's possible that the target is not a NiNode and can't have child nodes. ; This ends up in a NULL pointer crash. ; v26 = v22->vtable->sub_5EADD0(v22); // Returns "this" if v22 is a NiNode and returns "NULL" if not. ; for ( i = 0; i < v26->children.emptyRunStart; ++i ) // crash because v26 is NULL. ; Address: 46CA06 NullRefNode=1 ; Info: Something is done with outfit of NPC, but one or more entry is NULL and game crashes. ; Address: 561FF7 NullOutfitEntry=1 ; Info: Actor is being deleted and base form is NULL. ; Address: 6BAC9A ActorDeleteNullBase=1 ; Info: Does two things: ; 1. Tracks the last X files opened by game. ; 2. If the game crashes while reading binary data stream (e.g. NIF file but could be others too) then show message box listing ; those files. ; This can be helpful to track down a corrupted NIF file. DebugStream=1 ; Info: When the game fails to create texture in memory should we display a warning and exit game? Recommended yes because you will ; see purple textures couple of seconds and then the game will crash anyway since it's not expected for this to be a NULL value. WarnTextureFailure=1 ; Info: Something is done with face gen animation on BSFaceGenNiNode but the parent node is NULL which is unexpected. ; Address: 5A8808 NullParentNode=1 ; Info: For debugging purposes, on game startup run allocator benchmark and write results to "AllocatorBenchmark.txt" in Skyrim root ; directory. This compares vanilla, aligned vanilla, malloc, aligned_malloc and custom memory block implementation. When you reach ; main menu the game will start the test, wait for a message box to say the test is completed, then close game and disable this option. RunAllocatorBenchmark=0 ; Info: How many objects to allocate and free for each size (8, 12 and 16). CountAllocatorBenchmark=1000000 ; Info: How many times to run each test. TimesAllocatorBenchmark=2 ; Info: How many threads to run concurrently. Most accurate is only running one thread, although you can also try 2 to see the performance ; of thread-safe code. ThreadsAllocatorBenchmark=1 ; Info: Enable custom block allocator for small sizes. May help with memory fragmentation problem. This option does nothing if UseOSAllocators ; is not enabled. CustomMemoryBlock=1 ; Info: Set total megabytes allocated for the custom block allocators. This amount is sensibly divided between each block. ; Has no effect if CustomMemoryBlock is not enabled. The more you allocate here the less memory you have for other stuff! CustomMemoryBlockTotalSizeMb=64 ; Info: Show usage of each memory block in per cent when you open console. Has no effect if CustomMemoryBlock is not enabled. ; This can help you tweak the CustomMemoryBlockTotalSizeMb value. MemoryInfoConsole=1 ; Info: Fixes two crashes specific to Enderal mod. Seems like something to do with havok. ; Address: EBC0A6 and ECD92E EnderalSpecific=1 ; Info: Active effect list of actors is not thread safe but accessed and modified from multiple threads, this will add mutex to each actor's ; effect list. FixUnsafeEffectList=1 ; Info: Game crashes when actor's combat style form is NULL for some reason. Warn the user and try to display the actor's reference and base ID. ; Address: 8368B1 WarnNullCombatStyle=1 ; Info: Set OS update frequency to 1 millisecond (regular is around 16) and replace GetTickCount with timeGetTime. This is for debug only! Don't use. ; May reduce performance. HighFrequencyOSTimer=0 ; Info: Make game's update timer more accurate. This is for debug only! Don't use. HighFrequencyGameTimer=0 I also installed SRT crashfix and Krnos suite memory crash fix. Load Order: Spoiler 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 Schlongs of Skyrim - Core.esm 7 7 RaceCompatibility.esm 8 8 Shark Race.esp 9 9 SexLab.esm 10 a hdtHighHeel.esm 11 b Heels Sound.esm 12 c SexLabAroused.esm 13 d CreatureFramework.esm 14 e Devious Devices - Assets.esm 15 f ZaZAnimationPack.esm 16 10 Devious Devices - Integration.esm 17 11 Devious Devices - Expansion.esm 18 12 Devious Devices - Contraptions.esm 19 13 RSkyrimChildren.esm 20 14 GenderBender.esm 21 15 Apachii_DivineEleganceStore.esm 22 16 Vampire Slavers Den v2.0.esm 23 17 Magicka Sabers Unique.esp 24 18 Toys.esm 25 19 ManicZombieFurnitureMovement.esm 26 1a Tropical Skyrim.esp 27 1b DemonicCreatures.esp 28 1c BanneredMareImmersiveSexualPlayground.esp 29 1d Tropical Skyrim -- Birds.esp 30 1e RaceCompatibilityUSKPOverride.esp 31 1f SpellMerge1.esp UBWRe.esp 32 20 Thunderchild - Epic Shout Package.esp 33 21 SexLab_Solutions.esp 34 22 SexLab Confabulation.esp 35 23 SimplyKnock.esp 36 24 ethereal_elven_overhaul.esp 37 25 SL Survival.esp 38 26 Remodeled Armor - Vanilla Replacer.esp 39 27 DragonTreeTemple.esp 40 28 Deviously Cursed Loot.esp 41 29 StatueMerge.esp 42 2a Bloodskal Magic Overhaul.esp 43 2b Thoom.esp 44 2c lilithstools.esp 45 2d EtR_HearthfireDungeonAddon.esp 46 2e TentaCave.esp 47 2f Identity Crisis.esp 48 30 MoreNastyCritters.esp 49 31 Oblivion.esp 50 32 The Modern Scrolls.esp TRX - Statue TrixieWitchFlight.esp 51 33 RSChildren.esp 52 34 Apachii_DivineEleganceStore_Patch.esp 53 35 Killable Lootable Children for Hearthfires.esp 54 36 Phenderix Magic World.esp 55 37 SimpleSlavery.esp 56 38 RavenCastle.esp 57 39 Triumvirate - Mage Archetypes.esp TRX - Statue CumGirl.esp 58 3a The Manipulator.esp 59 3b submissivelola_est.esp 60 3c EggFactory.esp 61 3d SkyUI.esp 62 3e UIExtensions.esp 63 3f Amarna.esp 64 40 LairOfDarkness.esp 65 41 DarkEnvoy.esp Optional.DibellaStatuesFixes.esp 66 42 DaxafaganSpells.esp 67 43 SexLab Eager NPCs.esp 68 44 Waking Nightmare.esp 69 45 Devious Sounds.esp 70 46 Aymarandfriends.esp StoneLadyFix.esp 71 47 _GSPoses.esp NewStatueOfShalidorMagicLights.esp 72 48 NINDMerge1.esp StoneLoverFix.esp 73 49 Colorful Bound Weapons.esp 74 4a Devious Daedra.esp 75 4b RohZima_AnimObjects.esp 76 4c Let's dance again.esp 77 4d AetherSuite.esp 78 4e SimpleWeapons.esp 79 4f Apocalypse - The Spell Package.esp 80 50 Schlongs of Skyrim.esp 81 51 SOS - VectorPlexus Regular Addon.esp 82 52 HIMBO.esp 83 53 RaceMenuMorphsHIMBO.esp 84 54 RaceMenu.esp 85 55 RaceMenuPlugin.esp 86 56 Brows.esp 87 57 SOSRaceMenu.esp 88 58 XPMSE.esp 89 59 RaceMenuMorphsCBBE.esp 90 5a FNIS.esp 91 5b SpaceWikingSpecialEffectFreyjaGems.esp Shiny Catsuits.esp ShinyCatsuitsMerge.esp 92 5c FNISspells.esp 93 5d AddItemMenuLE.esp 94 5e EyesFix.esp 95 5f SuccubusRaceLite.esp 96 60 halfdragonrace.esp 97 61 FNIS_PCEA2.esp 98 62 P1FlyingRing.esp 99 63 Animated Wings Ultimate.esp 100 64 MikanEyes All in one.esp 101 65 Remodeled Armor - Vanilla Replacer - Dawnguard.esp 102 66 Remodeled Armor - Vanilla Replacer - Dragonborn.esp SummonVampireCattle.esp 103 67 LindsMerEyes.esp 104 68 Smooth Argonians.esp GateOfBabylon.esp KillCurse.esp MarblePhantasm.esp Tempest.esp TweaksMagicTouchCrafting.esp 105 69 REP_Tattoos.esp 106 6a VioLens.esp New Vaermina Statue.esp StoneThiefFix.esp 107 6b GomaPeroLand.esp 108 6c StoneShadowFix.esp TRX - SanguineF.esp New Falmer Statue fixes.esp 109 6d NewFollowerMerge.esp Ciceriareplacor.esp Shaley.esp 110 6e [Dint999] KSH's HDT.esp shadowman_Bury_Face_Breasts_Shout.esp shadowman_kissanywoman.esp shadowman_plant_face_shout.esp slap_butt_shout.esp shadowman_grab_ass_shout.esp shadowman_grindanywomanshout.esp 111 6f ShadowManShouts.esp 112 70 ShadowSpellPackage.esp 113 71 FNISSexyMove.esp 114 72 MystVisionFilters.esp 115 73 Za Warudo.esp 116 74 Ponzu Merged.esp PonzuEffectRing.esp PonzuEffectRingDLC1.esp PonzuEffectRingDLC3.esp 117 75 HDTSextoys.esp 118 76 Apropos2.esp 119 77 AnimatedHarvesting.esp 120 78 RSChildren Patch - USLEEP.esp 121 79 SlaveTats.esp 122 7a SlaveTatsMagicManager.esp 123 7b Private Needs Discreet.esp 124 7c Magic Lights by ZckeZckT.esp 125 7d SexLabTools.esp 126 7e SLAnimLoader.esp 127 7f SLALAnimObjBillyy.esp 128 80 SexLab Confabulation - Solutions Patch.esp 129 81 Shark Race - Sexlab Tails.esp 130 82 NibblesAnimObjects.esp 131 83 zzEstrus.esp 132 84 SOS - ERF - HighPoly Addon.esp 133 85 SOS - ERF - HighPoly Equipable.esp 134 86 EstrusChaurus.esp 135 87 Cumshot.esp 136 88 CumshotSL.esp 137 89 SOS Female Schlongifier (No Schlong Addon by Erundil).esp 138 8a Poser Hotkeys.esp 139 8b Poser Merged Module.esp 140 8c PredatorPoses.esp 141 8d GPPoses.esp 142 8e RZ_AetherialAnimations.esp 143 8f RZ_ApocryphalAnimations.esp 144 90 SexLab Extra Voices.esp 145 91 RSCOnaked.esp 146 92 RSCOarmors.esp 147 93 RSCOsos.esp 148 94 AnubAnimObj.esp 149 95 dcc-dm2.esp 150 96 SL Deadly Drain.esp 151 97 QUNPXToys.esp 152 98 HentaiCreatures.esp 153 99 OtherMerge2.esp 154 9a CumOnAnything.esp CROSS_Crucible.esp 155 9b KatanaCrafting.esp 156 9c Leah Lilith Jewelry.esp _ImoMegane.esp HTools.esp 157 9d AetherSuite_TeleportMenu.esp Anabel.esp Fachry Raven the Titan Follower.esp Moolgogi Serana.esp VivisCockcage.esp VivisThong.esp 158 9e NIER 9S by Team TAL.esp 159 9f 00FacialExpressions.esp 160 a0 PsycheAnimationObjects.esp 161 a1 pchsImmersivePlugs.esp 162 a2 AdultMerge1.esp CBBE Lust Control.esp Pee Stained Good Girl Adult Diapers.esp Wet Good Girl Adult Diapers.esp 163 a3 C5KevMerge1.esp C5Kev's Animated Living Armor Colors CBBE.esp C5Kev's Animated Tentacle Parasite Armor.esp C5Kev's Damned Witch CBBE HS.esp C5Kev's Herme Mora Priestess CBBE.esp C5Kev's Sexy Spriggan Armor CBBE.esp C5Kev's Text From The Black Books CBBE.esp 164 a4 h2135Merge1.esp H2135FantasySeries1.esp H2135ModernSeries1.esp H2135WickedSeries1.esp 165 a5 MelodicMerge1.esp [Melodic] Big Sweater.esp [Melodic] Combat Gear MK2.esp [Melodic] Detective.esp [Melodic] Hestia.esp [Melodic] Hot Witch.esp [Melodic] Hypersuit.esp [Melodic] Lace Underwear.esp [Melodic] liquid Armor.esp [Melodic] Sedictive Sister.esp [Melodic] Trinity Wolf.esp 166 a6 MelodicMerge3.esp [Melodic] Indian Jewels.esp [Melodic] Novarien Outfit.esp [Melodic] Playful Bunny.esp [Melodic] Santa Baby.esp [Melodic] Sensual wear.esp [Melodic] Shiny Jumpsuit.esp [Melodic] Sweet Valentine.esp 167 a7 MelodicMerge4.esp [Melodic] Business Woman LE.esp [Melodic] Flirty Girl.esp [Melodic] Gold Princess.esp [Melodic] Raven.esp [Melodic] Sweet Romance.esp [GT]BloodyspellSUB.esp HDT Maid Outfit.esp HDT Maid Outfit Slot Change.esp HDT Piercingsets.esp Osare HotPants CBBE Convert by Engeljess23.esp TeraSuccubusArmor.esp Wicks UNPB Chainmail Bikinis.esp 168 a8 OtherMerge1.esp Angelic_Demonic.esp Fantasy Ilusions.esp HDTTailsEquipable.esp Necrosarium.esp Ballet Boots.esp [MaRi-GnoMod] Tactical Mashup.esp 169 a9 OtherMerge3.esp Demon Armor UNP LE.esp NewmillerDarkVampKnight.esp NewVampChainsCuirass.esp Partizan Nurse.esp VAmeliaBandages.esp 170 aa mcgDwarvenDeviousCuirass.esp 171 ab [dint]_NeirAutomataHDT.esp [NIND] CBBE BloodMagicArmor LE.esp [Predator] Chatity Fuck Trainer.esp [RyanReos] High Priestess.esp HakuWeddingDress.esp Honoka Pasties.esp 172 ac NINDMerge2.esp [NIND] CBBE KziitdXXXToolset.esp Daughters of Dimitrescu.esp KziitdFeitshSet-BdsmMaidSTANDALONE.esp [COCO] 2B Wedding Outfit.esp [COCO]Bikini_collection.esp [COCO]Student Uniform.esp [COCO]Succubus.esp [RyanReos] Battle Bunny Irelia.esp 173 ad COCOMerge1.esp RTRApocalypse.esp The Jagged Vein.esp Warlock axe Nexus.esp 174 ae ParticleField.esp 175 af SimpleOutfitManager.esp no_guard_warning_after_shouts.esp 176 b0 ScriptMerge.esp Rayg_NoBYOHAttacks.esp Random Vampire Attacks in Towns Disabled.esp 177 b1 beinz_plugin.esp KziitdXXXToolset.esp 178 b2 SLAL_AnimationsByLeito.esp 179 b3 Demonic Hentai Creatures v.2 with hotfix.esp 180 b4 FreckleMania2.esp Dragon Claws Auto-Unlock.esp 181 b5 No NPC Greetings.esp CBBE BisPackage.esp ForestNymph CBBE.esp XN_Sagittarius.esp 182 b6 Shadow666Merge1.esp [Melodic] Allure panties.esp [Melodic] Bati Minon LE.esp [Melodic] Dryad LE.esp [Melodic] Flowing.esp 183 b7 [NIND] CBBE NewmCeremRedone.esp 184 b8 MelodicNewMerge2.esp H2135ModernSeries4.esp 185 b9 Celes Rogue Armor UNP LE.esp 186 ba DX Druid Armor.esp 187 bb E_AtronachArmor.esp 188 bc ExpandedJewelryCrafting.esp 189 bd [NIND] Bloodmage.esp 190 be DX Succubus Armor.esp 191 bf Brevi_MoonlightTalesEssentials.esp 192 c0 SAS.esp 193 c1 HeartBreaker.esp 194 c2 SFO_SkinFeatureOverlays.esp 195 c3 [Predator] Tentacle Parasite.esp 196 c4 [Caenarvon] Cosplay Pack Schooldays.esp 197 c5 [Caenarvon] Cosplay Pack Sportdays.esp 198 c6 VtawWardrobe5.esp 199 c7 HPObjects.esp 200 c8 SLAL_AnimationByBakaFactory.esp 201 c9 NocturnalReplacer.esp 202 ca Velmyr_Valerica_replacer.esp 203 cb CommunityOverlays2_31T50.esp 204 cc CommunityOverlays3.esp 205 cd RaceMenu_Gothica.esp 206 ce RaceMenuGothicaFace.esp 207 cf [Kirax] Project Vindictus Vol.2.esp 208 d0 [Kirax] Project Vindictus Vol.3.esp 209 d1 [Kirax] Project Vindictus Vol.1 Remastered.esp ZaitamaStandaloneUniqueArmorCBBE-NIND.esp maidude.esp Ragged Slave Skirt.esp [Christine] Dibella's Silk.esp [Melodic] Bohomode bikini.esp [Melodic] Cat Keyhole Lingerie LE.esp 210 d2 Angel Armor Ori.esp 211 d3 NeoOutfitMerge1.esp 212 d4 abcd_valerica.esp 213 d5 Crential EroPoser.esp 214 d6 cpkinokopose.esp 215 d7 SOS Equipable Schlong.esp 216 d8 Alternate Start - Live Another Life.esp 217 d9 Deviously Cursed Loot LAL AddOn.esp 218 da Alternate Start -- New Beginnings.esp 219 db Sacrosanct - Vampires of Skyrim.esp 220 dc SCS_RacePatch_HalfDragon.esp 221 dd SCS_RacePatch_Succubus.esp 222 de FlufyPoses.esp
Hex Bolt Posted February 12 Posted February 12 37 minutes ago, Aki K said: Save: Doesn't happen on every save attempt. But randomly the game will CTD when i try to save. I very much doubt such a new save is corrupted. If it is, then that suggests different problems. This might possibly be the odd problem that goes away after you die. It's an old problem that also affects Fallout games. If that's the cause, you can clear it by just dying (Player.Kill in the console). If a defeat mod has made you essential so you can't die, enter "SetEssential 7 0" before your suicide.
MadMansGun Posted February 12 Posted February 12 Skyrim.ini [General] bPreemptivelyUnloadCells=1 [Papyrus] fUpdateBudgetMS=1.6 fExtraTaskletBudgetMS=1.6 fPostLoadUpdateTimeMS=1000.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 iMaxMemoryPageSize=8192 iMinMemoryPageSize=256 iMaxAllocatedMemoryBytes=153600 ENBLocal.ini [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=256 VideoMemorySizeMb=15000 EnableCompression=false AutodetectVideoMemorySize=false [WINDOW] ForceBorderless=true ForceBorderlessFullscreen=true https://www.nexusmods.com/skyrim/mods/50305 ssme.ini NewValue01=0x00000500 1
Aki K Posted February 14 Author Posted February 14 On 2/12/2026 at 4:36 PM, MadMansGun said: Skyrim.ini [General] bPreemptivelyUnloadCells=1 [Papyrus] fUpdateBudgetMS=1.6 fExtraTaskletBudgetMS=1.6 fPostLoadUpdateTimeMS=1000.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 iMaxMemoryPageSize=8192 iMinMemoryPageSize=256 iMaxAllocatedMemoryBytes=153600 ENBLocal.ini [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=256 VideoMemorySizeMb=15000 EnableCompression=false AutodetectVideoMemorySize=false [WINDOW] ForceBorderless=true ForceBorderlessFullscreen=true https://www.nexusmods.com/skyrim/mods/50305 ssme.ini NewValue01=0x00000500 I will give this a try. On 2/12/2026 at 3:33 PM, Hex Bolt said: This might possibly be the odd problem that goes away after you die. It's an old problem that also affects Fallout games. If that's the cause, you can clear it by just dying (Player.Kill in the console). If a defeat mod has made you essential so you can't die, enter "SetEssential 7 0" before your suicide. Weird but I'll try it. My character shouldn't be essential since I don't have any defeat mods installed.
Aki K Posted February 14 Author Posted February 14 (edited) Now I get this error. I'm pretty sure its because of SSME and looking at the comments, most people are saying that mod is bad and that crashfixes (which i already had installed) is better. Spoiler Edited February 14 by Aki K
Andy14 Posted February 20 Posted February 20 On 2/14/2026 at 6:01 PM, Aki K said: Now I get this error. I'm pretty sure its because of SSME and looking at the comments, most people are saying that mod is bad and that crashfixes (which i already had installed) is better. Hide contents Read the comments in den ini. 😉 ; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore ; and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens) ; and eliminate most ILS or freezing issues. ; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes! ; Here is the link to "SKSE Plugin Preloader": http://www.nexusmods.com/skyrim/mods/75795/? ; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them.
Aki K Posted February 21 Author Posted February 21 23 hours ago, Andy14 said: Read the comments in den ini. 😉 ; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore ; and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens) ; and eliminate most ILS or freezing issues. ; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes! ; Here is the link to "SKSE Plugin Preloader": http://www.nexusmods.com/skyrim/mods/75795/? ; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them. I'll see if I can figure it out. I already have the SKSE preloader. So I disable memory allocater, install SSME, and it should work?
alex77r4 Posted February 21 Posted February 21 3 hours ago, Aki K said: I'll see if I can figure it out. I already have the SKSE preloader. If CrashFixes show that error message is because the pre-loader is bad installed... Revise your installation... 3 hours ago, Aki K said: So I disable memory allocater, install SSME, and it should work? SSME was the first memory manager for Legendary. Was launched in 2014 and overpassed when SKSE include the same functionality. Forget SSME and use CrashFixes whit OSAllocators... Or better.. forget Legendary...
Aki K Posted February 22 Author Posted February 22 22 hours ago, alex77r4 said: Or better.. forget Legendary... I gave SE/AE a shot and found I prefer Legendary. As unstable as it is, it's a lot easier to mod in my opinion. For one, not every mod is available for AE. And some of my favorite mods were never made for SE at all. One day I'll make the switch over, after I'm 100% sure they're done updating that game and breaking all the mods. And once all the mods I want catch up to AE.
MadMansGun Posted February 22 Posted February 22 23 hours ago, alex77r4 said: SSME was the first memory manager for Legendary. Was launched in 2014 and overpassed when SKSE include the same functionality. the skse version never worked right for me.
Aki K Posted February 22 Author Posted February 22 This: On 2/21/2026 at 1:19 PM, alex77r4 said: If CrashFixes show that error message is because the pre-loader is bad installed... Revise your installation... SSME was the first memory manager for Legendary. Was launched in 2014 and overpassed when SKSE include the same functionality. Forget SSME and use CrashFixes whit OSAllocators... Combined with the .ini recommendations from above Spoiler On 2/12/2026 at 4:36 PM, MadMansGun said: Skyrim.ini [General] bPreemptivelyUnloadCells=1 [Papyrus] fUpdateBudgetMS=1.6 fExtraTaskletBudgetMS=1.6 fPostLoadUpdateTimeMS=1000.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 iMaxMemoryPageSize=8192 iMinMemoryPageSize=256 iMaxAllocatedMemoryBytes=153600 ENBLocal.ini [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=256 VideoMemorySizeMb=15000 EnableCompression=false AutodetectVideoMemorySize=false [WINDOW] ForceBorderless=true ForceBorderlessFullscreen=true https://www.nexusmods.com/skyrim/mods/50305 ssme.ini NewValue01=0x00000500 Seems to have done the trick. There's still a bit of lag when entering some rooms or rotating the camera outdoors. But the frequent CTDs seem to have stopped.
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