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Posted

upon starting an ostim scene 90% of the time it crashes, and when it doesnt and i try to get into an animation, it either does or does not crash depending on the animation

this is what i got on my papyrus log

 

 

[08/23/2026 - 01:54:25PM] SlaveTats: Cleared Feet [Ovl0]
[08/23/2026 - 01:54:42PM] Amorous Adventures: AnimateMyLover: Type: 4
[08/23/2026 - 01:54:42PM] Error: Cannot call Show() on a None object, aborting function call
stack:
    [SexLabAmorousAdventuresLovers (2F014B6A)].AmorousAdventuresLoversMain.AnimateMyLover() - "tahtskpdckdvhfvpakccvjxifsbjnjl" Line 323
    .AmorousAdvLoversOptionsSexd.Fragment_0() - "AmorousAdvLoversOptionsSexd.psc" Line 11
[08/23/2026 - 01:54:42PM] Warning: Assigning None to a non-object variable named "::temp24"
stack:
    [SexLabAmorousAdventuresLovers (2F014B6A)].AmorousAdventuresLoversMain.AnimateMyLover() - "tahtskpdckdvhfvpakccvjxifsbjnjl" Line 323
    .AmorousAdvLoversOptionsSexd.Fragment_0() - "AmorousAdvLoversOptionsSexd.psc" Line 11

 

stack:
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 564
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

 

 

or 

 


[08/23/2026 - 02:19:41PM] Error: Static function GetInstallationCRC not found on object fnis_aa. Aborting call and returning None
stack:
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.GetFNISSaveData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1652
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1261
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/23/2026 - 02:19:41PM] Warning: Assigning None to a non-object variable named "::temp150"
stack:
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.GetFNISSaveData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1652
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1261
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/23/2026 - 02:19:41PM] Error: Static function SetAnimGroupEX not found on object fnis_aa. Aborting call and returning None
stack:
    <unknown self>.xpmselib.SetAA() - "XPMSELib.psc" Line 238
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line 1553
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1261
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[08/23/2026 - 02:19:41PM] Warning: Assigning None to a non-object variable named "::temp50"
stack:
    <unknown self>.xpmselib.SetAA() - "XPMSELib.psc" Line 238
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line 1553
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1261
    [Active effect 4 on  (00013488)].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
 

Posted (edited)

It crashed because it tried to dereference RCX at a time when it was 0x8000000000000000. This is definitely not a valid memory address, but it is also far too "neat" to be the result of bad arithmetic I'd say (I mean what are the odds of that). It's having issues with a behaviour file that contains an element named "LeitoHuman_Root". File name "0_Master.hkb" project name "DefaultFemale" associated with form id 0x7 reference id 0x14 "Elithara" in "RiverwoodRiverwoodTrader".

 

  • If this crash keeps repeating always blaming LeitoHuman_Root regardless of which animation you try to play then disable the mod that provides that element.
  • If this crash keeps repeating but always blaming the behaviour file of whichever animation you tried to play then disable OpenAnimationReplacer and test again.

 

Edit: 0x8000000000000000 is probably the equivalent of -1 in a 64-bit unsigned integer datatype. This could be the return value from something, signifying failure or an invalid pointer. Whatever tried to use this invalid pointer did not check whether it was valid before using it. This is a programming error in SkyrimSE.exe (assuming the location where the crash occured was not bytecode patched).

Edited by traison
Posted
40 minutes ago, traison said:

It crashed because it tried to dereference RCX at a time when it was 0x8000000000000000. This is definitely not a valid memory address, but it is also far too "neat" to be the result of bad arithmetic I'd say (I mean what are the odds of that). It's having issues with a behaviour file that contains an element named "LeitoHuman_Root". File name "0_Master.hkb" project name "DefaultFemale" associated with form id 0x7 reference id 0x14 "Elithara" in "RiverwoodRiverwoodTrader".

 

  • If this crash keeps repeating always blaming LeitoHuman_Root regardless of which animation you try to play then disable the mod that provides that element.
  • If this crash keeps repeating but always blaming the behaviour file of whichever animation you tried to play then disable OpenAnimationReplacer and test again.

 

Edit: 0x8000000000000000 is probably the equivalent of -1 in a 64-bit unsigned integer datatype. This could be the return value from something, signifying failure or an invalid pointer. Whatever tried to use this invalid pointer did not check whether it was valid before using it. This is a programming error in SkyrimSE.exe (assuming the location where the crash occured was not bytecode patched).

 

it does seem like an issue with the animation mod since animation i pick out of leitos, ayatos or nibbles crashes the game, what I dont get is why they started crashing now, as it used to work before i had to reinstall all my mods since i accidentally deleted them.

Posted
1 hour ago, zzoozod said:

...what I dont get is why they started crashing now, as it used to work before i had to reinstall all my mods since i accidentally deleted them.

 

Probably installed a different version combination, or it's just a race condition in OAR.

Posted

yuh thats what i thought too, it was the newer version of ostim that I installed first, then it was the newer versions of the anims, for some reason it crashes with the newest ostim version.

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