daedrasp Posted February 17, 2015 Posted February 17, 2015 Thanks for good job! But my skyrim is also CTD when click sculpt Here is my My Games\Skyrim\SKSE Log files. SKSE_log.7z Cheer up nice work! XD
Expired6978 Posted February 18, 2015 Author Posted February 18, 2015 Thanks for good job! But my skyrim is also CTD when click sculpt Here is my My Games\Skyrim\SKSE Log files. SKSE_log.7z Cheer up nice work! XD The logs don't indicate anything out of the ordinary, does this happen for every race, gender, and hair style? I don't know why you're loading 3 different physics extensions and two redundant plugins though plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensions.dll (00000001 hdtPhysicsExtensions 00000001) loaded correctly plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensions2.dll (00000001 hdtPhysicsExtensions 00000001) loaded correctly plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensionsR.dll (00000001 hdtPhysicsExtensions 00000001) loaded correctly These are redundant, they are both integrated in RM plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\disablefacegencache.dll (00000001 disablefacengencache 00000001) loaded correctly plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\showRaceMenu_preCacheKiller.dll (00000001 ShowRaceMenu preCacheKiller plugin 00000001) loaded
Kastagir Posted February 18, 2015 Posted February 18, 2015 I don't know if these things have been suggested: Poses broken whenever a slider reaches zero Ability to PAN view in sculpting window Increase wireframe resolution in sculpting window I often use a static pose whenever editing a character's face. I typically use an empty pose slot to get the actor in a T-pose, looking straight ahead to avoid any possible distortion from looking up, down or to the side that might affect the appearance. Whenever a slider is moved to zero, the pose is broken. I was wondering if it was possible to change this behavior. The sculpt window would be a lot easier to use if we were able to pan the view. Zooming in is sometimes necessary to get the right vertex and this is simply not possible with some parts of the head due to the inability to pan the view. The wireframe in the sculpting window seems to be relatively low resolution. Is it possible to increase this resolution or does the performance cost prevent this from being feasible?
daedrasp Posted February 18, 2015 Posted February 18, 2015 Thanks for good job! But my skyrim is also CTD when click sculpt Here is my My Games\Skyrim\SKSE Log files. SKSE_log.7z Cheer up nice work! XD The logs don't indicate anything out of the ordinary, does this happen for every race, gender, and hair style? I don't know why you're loading 3 different physics extensions and two redundant plugins though plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensions.dll (00000001 hdtPhysicsExtensions 00000001) loaded correctly plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensions2.dll (00000001 hdtPhysicsExtensions 00000001) loaded correctly plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensionsR.dll (00000001 hdtPhysicsExtensions 00000001) loaded correctly These are redundant, they are both integrated in RM plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\disablefacegencache.dll (00000001 disablefacengencache 00000001) loaded correctly plugin C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\\showRaceMenu_preCacheKiller.dll (00000001 ShowRaceMenu preCacheKiller plugin 00000001) loaded However erase other dll files and other race(RedGuard Female, Aragonian Male) too CTD on click sculpt.
Expired6978 Posted February 18, 2015 Author Posted February 18, 2015 I don't know if these things have been suggested: Poses broken whenever a slider reaches zero Ability to PAN view in sculpting window Increase wireframe resolution in sculpting window I often use a static pose whenever editing a character's face. I typically use an empty pose slot to get the actor in a T-pose, looking straight ahead to avoid any possible distortion from looking up, down or to the side that might affect the appearance. Whenever a slider is moved to zero, the pose is broken. I was wondering if it was possible to change this behavior. The sculpt window would be a lot easier to use if we were able to pan the view. Zooming in is sometimes necessary to get the right vertex and this is simply not possible with some parts of the head due to the inability to pan the view. The wireframe in the sculpting window seems to be relatively low resolution. Is it possible to increase this resolution or does the performance cost prevent this from being feasible? Poses arent an official RM feature. This is a big with the plugin that provides this feature. Camera isn't designed to pan, so this probably isn't going to happen. I would need to re-do the internal camera to the wireframe render. It's not actually using any engine code to render it, it's render in a mini-engine of its own that I wrote. DirectX 9 wireframes aren't that easy to manipulate, it's actually much worse than it is, what's really happening is the wireframe is being drawn multiple times in slightly different positions, this is the easiest way to do it, as there are really strange ways it's currently done. Basically in DirectX 9 you cant change anything about the hardware wireframe render, you essentially have to render it normally but with triangle holes in it, which is much more difficult than it seems. Resolution doesn't have anything to do with it, it's just not anti-aliased at all, this requires more complex shaders, ontop of that you can't anti-alias hardware wireframes on DirectX 9. However erase other dll files and other race(RedGuard Female, Aragonian Male) too CTD on click sculpt. Yeah, I wasn't expecting erasing those DLLs to fix anything, they were just redundant. As for why you are crashing I don't know. You may need to start removing mods to narrow down the problem, if this happens with only RaceMenu and SKSE installed and literally nothing else I'll further investigate, as for now there is nothing I can do with what you've described as there are hundreds of things that could have gone wrong internally, especially with a large load order. There's a lot of stuff that happens when you click on the Sculpt tab, saying it crashes there doesn't help in the slightest. The most likely problem is a mesh issue that the Sculpt renderer can't process, which is why I suggested trying other races and/or gender. It could also alternatively be a texture issue, but this is less likely.
Kastagir Posted February 18, 2015 Posted February 18, 2015 Camera isn't designed to pan, so this probably isn't going to happen. I would need to re-do the internal camera to the wireframe render. It's not actually using any engine code to render it, it's render in a mini-engine of its own that I wrote. Is there any way to make the sculpt window resizable? Allowing it to be resized horizontally might make it easier to see parts that you are sculpting when zoomed in. Right now the window can only be moved - it's proportions can not be manipulated as far as I can tell. Even if this is not really possible, if there was a way to switch between a 3:4 and a 16:9 sculpt window it would be much more usable for fine sculpting work. Are either of these things possible?
Expired6978 Posted February 19, 2015 Author Posted February 19, 2015 Camera isn't designed to pan, so this probably isn't going to happen. I would need to re-do the internal camera to the wireframe render. It's not actually using any engine code to render it, it's render in a mini-engine of its own that I wrote. Is there any way to make the sculpt window resizable? Allowing it to be resized horizontally might make it easier to see parts that you are sculpting when zoomed in. Right now the window can only be moved - it's proportions can not be manipulated as far as I can tell. Even if this is not really possible, if there was a way to switch between a 3:4 and a 16:9 sculpt window it would be much more usable for fine sculpting work. Are either of these things possible? Wouldn't be dynamically resizable. It creates a texture and renders onto the texture, re-creating a new texture with different dimensions can be quite sluggish. It could only be numbers divisible by 8 and it would most likely lag when changing size, so at best I could make a switch.
Kastagir Posted February 19, 2015 Posted February 19, 2015 Camera isn't designed to pan, so this probably isn't going to happen. I would need to re-do the internal camera to the wireframe render. It's not actually using any engine code to render it, it's render in a mini-engine of its own that I wrote. Is there any way to make the sculpt window resizable? Allowing it to be resized horizontally might make it easier to see parts that you are sculpting when zoomed in. Right now the window can only be moved - it's proportions can not be manipulated as far as I can tell. Even if this is not really possible, if there was a way to switch between a 3:4 and a 16:9 sculpt window it would be much more usable for fine sculpting work. Are either of these things possible? Wouldn't be dynamically resizable. It creates a texture and renders onto the texture, re-creating a new texture with different dimensions can be quite sluggish. It could only be numbers divisible by 8 and it would most likely lag when changing size, so at best I could make a switch. That doesn't surprise me. Would it make sense to switch between the current windowed view and a larger widescreen window, or a fullscreen view (perhaps with a view toggle in the corner)? Can it detect the current screen resolution? Anything that extends the view in one axis would be helpful and I'm guessing people have more horizontal real estate than vertical.
Expired6978 Posted February 23, 2015 Author Posted February 23, 2015 Update to CharGen and NiOverride Improvements to NiOverride stability and made changes to BodyMorph interface. https://drive.google.com/file/d/0BxcCUXFKD04_cWpGNURsXy1VbGM/view?usp=sharing
daedrasp Posted February 23, 2015 Posted February 23, 2015 I'm continue CTD newer version too clicked sculpt and see this message only one time 문제 서명: 문제 이벤트 이름: APPCRASH 응용 프로그램 이름: TESV.exe 응용 프로그램 버전: 1.9.32.0 응용 프로그램 타임스탬프: 51437ce5 오류 모듈 이름: KERNELBASE.dll 오류 모듈 버전: 6.1.7601.18409 오류 모듈 타임스탬프: 53159a86 예외 코드: 40010006 예외 오프셋: 0000c42d OS 버전: 6.1.7601.2.1.0.256.1 로캘 ID: 1042 추가 정보 1: 59d2 추가 정보 2: 59d28f4851ee3e61e3aa57edc696ac9e 추가 정보 3: 2c27 추가 정보 4: 2c27055a259ac44d7f7d35cdeeecf14b korean word is not important but for the feedback. Cheer up guy! Thanks.
Expired6978 Posted February 23, 2015 Author Posted February 23, 2015 I'm continue CTD newer version too clicked sculpt and see this message only one time 문제 서명: 문제 이벤트 이름: APPCRASH 응용 프로그램 이름: TESV.exe 응용 프로그램 버전: 1.9.32.0 응용 프로그램 타임스탬프: 51437ce5 오류 모듈 이름: KERNELBASE.dll 오류 모듈 버전: 6.1.7601.18409 오류 모듈 타임스탬프: 53159a86 예외 코드: 40010006 예외 오프셋: 0000c42d OS 버전: 6.1.7601.2.1.0.256.1 로캘 ID: 1042 추가 정보 1: 59d2 추가 정보 2: 59d28f4851ee3e61e3aa57edc696ac9e 추가 정보 3: 2c27 추가 정보 4: 2c27055a259ac44d7f7d35cdeeecf14b korean word is not important but for the feedback. Cheer up guy! Thanks. This crash information isn't all that helpful when the crash module is kernelbase and all of the addresses are out of program space. It could literally be crashing anywhere. A stack trace would be more useful. Do you have SKSE mini dumps enabled? You should have crash dumps here C:\Users\%USER%\Documents\My Games\Skyrim\SKSE\Crashdumps\ If mini dumps are enabled. If possible, please try this with no mods enabled except for SKSE and RaceMenu, if this is a mod problem it will be easier for me to fix if I can reproduce it. New beta: -Fixed some load-time crashes by rewritting custom morph application, no longer overwrites Skyrim's vanilla TRI cache -Improved robustness of Sculpt mode when dealing with nonsense cases such as NiTriShapes with no GeometryData -Changes to BodyMorph API and tested on NPCs (Seems to be working but needs further testing) https://drive.google.com/file/d/0BxcCUXFKD04_dUpidVF4bk8tYjQ/view?usp=sharing
daedrasp Posted February 23, 2015 Posted February 23, 2015 I'm continue CTD newer version too clicked sculpt and see this message only one time 문제 서명: 문제 이벤트 이름: APPCRASH 응용 프로그램 이름: TESV.exe 응용 프로그램 버전: 1.9.32.0 응용 프로그램 타임스탬프: 51437ce5 오류 모듈 이름: KERNELBASE.dll 오류 모듈 버전: 6.1.7601.18409 오류 모듈 타임스탬프: 53159a86 예외 코드: 40010006 예외 오프셋: 0000c42d OS 버전: 6.1.7601.2.1.0.256.1 로캘 ID: 1042 추가 정보 1: 59d2 추가 정보 2: 59d28f4851ee3e61e3aa57edc696ac9e 추가 정보 3: 2c27 추가 정보 4: 2c27055a259ac44d7f7d35cdeeecf14b korean word is not important but for the feedback. Cheer up guy! Thanks. This crash information isn't all that helpful when the crash module is kernelbase and all of the addresses are out of program space. It could literally be crashing anywhere. A stack trace would be more useful. Do you have SKSE mini dumps enabled? You should have crash dumps here C:\Users\%USER%\Documents\My Games\Skyrim\SKSE\Crashdumps\ If mini dumps are enabled. If possible, please try this with no mods enabled except for SKSE and RaceMenu, if this is a mod problem it will be easier for me to fix if I can reproduce it. New beta: -Fixed some load-time crashes by rewritting custom morph application, no longer overwrites Skyrim's vanilla TRI cache -Improved robustness of Sculpt mode when dealing with nonsense cases such as NiTriShapes with no GeometryData -Changes to BodyMorph API and tested on NPCs (Seems to be working but needs further testing) https://drive.google.com/file/d/0BxcCUXFKD04_dUpidVF4bk8tYjQ/view?usp=sharing Thnks for good job but also CTDing.. And my skyrim do not make minidump file. How can make dump file?
Expired6978 Posted February 24, 2015 Author Posted February 24, 2015 How can make dump file? Thnks for good job but also CTDing.. And my skyrim do not make minidump file. You can make the dump file by enabling it in SKSE.ini [Debug] WriteMinidumps=1 Here's another version: https://drive.google.com/file/d/0BxcCUXFKD04_dUpidVF4bk8tYjQ/view?usp=sharing I've safeguarded literally everything that could potentially go wrong, if you still CTD then you're probably shit outta luck and something else is seriously wrong. Worst case things should just be empty, or not preset, instead of crashing, but if this is happening there's a more serious problem at hand since the only possibilities left are ones where the rest of the system isn't going to work anyway.
daedrasp Posted February 24, 2015 Posted February 24, 2015 Also CTD and Here is dump file. 2015-02-24_03.00.43.7z Thanks to your kindness!
Expired6978 Posted February 24, 2015 Author Posted February 24, 2015 Also CTD and Here is dump file. 2015-02-24_03.00.43.7z Thanks to your kindness! 0018c3c4 58bf2d16 162bb398 00000000 0018c3ec d3dcompiler_42!D3DDisassemble10Effect+0x151a5 0018c3f0 58bf0b30 162bb404 00000000 0018c418 D3DX9_42!D3DXCreateEffect+0x206c 0018c420 58bf0cd1 15ed0048 57e7c058 00001018 D3DX9_42!D3DXCreateEffectEx+0x146 0018c450 57e2dbdb 15ed0048 57e7c058 00001018 D3DX9_42!D3DXCreateEffect+0x27 Stack dump tells me there was memory corruption in the DirectX function that disassembles an effect created by another DirectX function... Yeah this isn't getting fixed since I can't exactly fix DirectX. Though the rest of the stack here seems to lead me to believe you are using an ENB (possibly a corrupted proxy DLL?), try disabling your ENB and trying again.
daedrasp Posted February 24, 2015 Posted February 24, 2015 Also CTD and Here is dump file. 2015-02-24_03.00.43.7z Thanks to your kindness! 0018c3c4 58bf2d16 162bb398 00000000 0018c3ec d3dcompiler_42!D3DDisassemble10Effect+0x151a5 0018c3f0 58bf0b30 162bb404 00000000 0018c418 D3DX9_42!D3DXCreateEffect+0x206c 0018c420 58bf0cd1 15ed0048 57e7c058 00001018 D3DX9_42!D3DXCreateEffectEx+0x146 0018c450 57e2dbdb 15ed0048 57e7c058 00001018 D3DX9_42!D3DXCreateEffect+0x27 Stack dump tells me there was memory corruption in the DirectX function that disassembles an effect created by another DirectX function... Yeah this isn't getting fixed since I can't exactly fix DirectX. Though the rest of the stack here seems to lead me to believe you are using an ENB (possibly a corrupted proxy DLL?), try disabling your ENB and trying again. Turn offed d3d9.dll and run sculpt and again CTD.. T-T Here is turn offed CTD dump 2015-02-24_12.13.02.7z And this is not CTDed normal dump file. 2015-02-24_11.46.41.7z Thanks!!
Expired6978 Posted February 24, 2015 Author Posted February 24, 2015 Also CTD and Here is dump file. 2015-02-24_03.00.43.7z Thanks to your kindness! 0018c3c4 58bf2d16 162bb398 00000000 0018c3ec d3dcompiler_42!D3DDisassemble10Effect+0x151a5 0018c3f0 58bf0b30 162bb404 00000000 0018c418 D3DX9_42!D3DXCreateEffect+0x206c 0018c420 58bf0cd1 15ed0048 57e7c058 00001018 D3DX9_42!D3DXCreateEffectEx+0x146 0018c450 57e2dbdb 15ed0048 57e7c058 00001018 D3DX9_42!D3DXCreateEffect+0x27 Stack dump tells me there was memory corruption in the DirectX function that disassembles an effect created by another DirectX function... Yeah this isn't getting fixed since I can't exactly fix DirectX. Though the rest of the stack here seems to lead me to believe you are using an ENB (possibly a corrupted proxy DLL?), try disabling your ENB and trying again. Turn offed d3d9.dll and run sculpt and again CTD.. T-T Here is turn offed CTD dump 2015-02-24_12.13.02.7z And this is not CTDed normal dump file. 2015-02-24_11.46.41.7z Thanks!! The first dump is unchanged, still crashes from the DirectX CreateEffect from corrupted memory. Second dump is entirely on Skyrim and nothing else 0018fb98 0018fbf8 f2383010 0000000e f2382950 TESV+0xb81aaf 0018fb9c f2383010 0000000e f2382950 301e70eb 0x18fbf8 0018fbf8 f2383000 f2383010 f2382870 f2383870 0xf2383010 0018fbfc f2383010 f2382870 f2383870 f2383000 0xf2383000 0018fc00 f2382870 f2383870 f2383000 f22d1180 0xf2383010 0018fc04 f2383870 f2383000 f22d1180 00f7ba5f 0xf2382870 0018fc08 f2383000 f22d1180 00f7ba5f f22d1180 0xf2383870 0018fc0c f22d1180 00f7ba5f f22d1180 00000000 0xf2383000 0018fc10 00f7ba5f f22d1180 00000000 f236ef00 0xf22d1180 0018fc14 f22d1180 00000000 f236ef00 f2370810 TESV+0xb7ba5f 0018fc18 00000000 f236ef00 f2370810 f3cc105c 0xf22d1180 You're probably going to need to disable everything you have that is directly related to rendering hooks which include: ENB, SweetFX, HDT Mem Patch. The problem doesn't lie in my plugins, or even my code, it's crashing in DirectX. Something you have installed is fucked and needs to be fixed or removed. It could be any number of things, it could even be a poorly made global DirectX hook, Steam Overlay, Origin Overlay, pretty much anything that messes with DirectX could be the problem. Thanks for your contribution of stack dumps and logs, but unfortunately it's no longer in my hands to fix.
Arhon Posted February 26, 2015 Posted February 26, 2015 Maybe you are using an Out-of-date version of DirectX ? Try the validate files in the steam->Skyrim->Properties-Local Files, and check if it works or if it crashes.
LukeDuke Posted February 27, 2015 Posted February 27, 2015 First I would like to thank you for this fantastic mod. I had crashes on loading save game with v3.0.0, but I don't have any with latest v3.0.1B, so thanks for fixes. I'm also using your EFF v4.0.0 and it's working great with multiple followers. And I was blaming SAM (Shape Atlas for Men) mod author for my crashes.. I have to apologize him. Thanks again, latest version it's working great for me so far.
Hymnaru Posted February 27, 2015 Posted February 27, 2015 It seems Shape Atlas for Men is not being able to apply Samson/Samuel morphs after I installed this beta... tested with a savegame and a new game.It applies the texture for the morph but fails to apply the morph from the tri file.
Expired6978 Posted February 28, 2015 Author Posted February 28, 2015 It seems Shape Atlas for Men is not being able to apply Samson/Samuel morphs after I installed this beta... tested with a savegame and a new game. It applies the texture for the morph but fails to apply the morph from the tri file. Known issue. The problem has been internally resolved, but the tri file layout has changed and as such the files must be reorganized by any mods using the Body TRI format. The application of custom face morphs have been rewritten in this version, and the occasional random crash-on-load should be resolved. https://drive.google.com/file/d/0BxcCUXFKD04_eENGdERBWVEzY3c/view?usp=sharing This version also changes the layout of the BODYTRI files so that all morphs are applied to the geometry object they are for, rather than applying a particular morph in sequence to different geometry objects. Previously: Morph ---TriShape ---TriShape Now: TriShape ---Morph ---Morph The application of these morphs is somewhat complicated, the layout changed for both optimization reasons and operational reasons. The old program will still work for making the TRI files, just ignore what the text says in the context menu. "Add Morph..." now means "Add TriShape..." and vice-versa. Set Vertex Delta File is unchanged.
Expired6978 Posted March 1, 2015 Author Posted March 1, 2015 Fixed morph pile-up issue with consecutive loads when an actor has a body morph applied (Morph would be applied multiple times) https://drive.google.com/file/d/0BxcCUXFKD04_M2RJV3M5M3J4TkE/view?usp=sharing
Gatterr Posted March 1, 2015 Posted March 1, 2015 Hm, I'm not sure if this is a known issue but I'm getting ctds when I try to export presets in v3.0.1B. (everything works fine in 3.0) When I click export, It ctds and creates a jslot that's corrupted. This dump file has an exception of interest stored in it. The stored exception information can be accessed via .ecxr. (14e0.1168): Access violation - code c0000005 (first/second chance not available) *** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll - eax=00000000 ebx=4e0b21b0 ecx=3a4d20d8 edx=3a4d0350 esi=4e0b2170 edi=0018d6f0 eip=77840bd2 esp=0018d3b0 ebp=0018d3c0 iopl=0 nv up ei pl nz na pe nc cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00210206 ntdll!ZwGetContextThread+0x12: 77840bd2 83c404 add esp,4
Hymnaru Posted March 1, 2015 Posted March 1, 2015 Known issue. The problem has been internally resolved, but the tri file layout has changed and as such the files must be reorganized by any mods using the Body TRI format. This version also changes the layout of the BODYTRI files so that all morphs are applied to the geometry object they are for, rather than applying a particular morph in sequence to different geometry objects. Previously: Morph ---TriShape ---TriShape Now: TriShape ---Morph ---Morph The application of these morphs is somewhat complicated, the layout changed for both optimization reasons and operational reasons. The old program will still work for making the TRI files, just ignore what the text says in the context menu. "Add Morph..." now means "Add TriShape..." and vice-versa. Set Vertex Delta File is unchanged. Thanks for the explanation... I tooked some time to figure it what that means since I'm new to it... but I've managed to get it working with an armor using your tips! I'll try to repass this to people over LadyMoiraine.
Expired6978 Posted March 1, 2015 Author Posted March 1, 2015 Implemented panning for next version, will upload soon:
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