TheFettONE Posted December 8, 2016 Share Posted December 8, 2016 Oi, I just had a CTD and wanted to share the dump. It happened, when I've used a carriage from Windhelm to Riften, the load screen after enetring the carriage came up, but just before it would have ended, the CTD occurred. Here the crash dump data: Crash Dump Analysis provided by OSR Open Systems Resources, Inc. (http://www.osr.com) Online Crash Dump Analysis Service See http://www.osronline.com for more information Windows 8 Version 14393 MP (8 procs) Free x86 compatible Product: WinNt, suite: SingleUserTS Personal kernel32.dll version: 10.0.14393.0 (rs1_release.160715-1616) Machine Name: Debug session time: Wed Nov 23 05:51:07.000 2016 (UTC - 5:00) System Uptime: not available Process Uptime: 0 days 1:20:22.000 Kernel time: 0 days 0:07:50.000 User time: 0 days 4:10:06.000 TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\oca.ini, error 2 TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp\triage.ini, error 2 TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\user.ini, error 2 ******************************************************************************* * * * Exception Analysis * * * ******************************************************************************* TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\guids.ini, error 2 *** WARNING: Unable to verify timestamp for XAudio2_7.dll *** WARNING: Unable to verify timestamp for nvd3dum.dll *** ERROR: Module load completed but symbols could not be loaded for nvd3dum.dll *** WARNING: Unable to verify timestamp for hdtSkyrimMemPatch-PE.dll *** ERROR: Module load completed but symbols could not be loaded for hdtSkyrimMemPatch-PE.dll *** WARNING: Unable to verify timestamp for JContainers.dll *** ERROR: Module load completed but symbols could not be loaded for JContainers.dll *** WARNING: Unable to verify timestamp for nioverride.dll *** ERROR: Module load completed but symbols could not be loaded for nioverride.dll *** WARNING: Unable to verify timestamp for CONCRT140.dll *** ERROR: Module load completed but symbols could not be loaded for CONCRT140.dll TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\modclass.ini, error 2 *** The OS name list needs to be updated! Unknown Windows version: 10.0 *** FAULTING_IP: TESV+746113 00b46113 8b33 mov esi,dword ptr [ebx] EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 00b46113 (TESV+0x00746113) ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 00000000 Parameter[1]: 00000000 Attempt to read from address 00000000 DEFAULT_BUCKET_ID: NULL_POINTER_READ PROCESS_NAME: TESV.exe ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s". EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s". EXCEPTION_PARAMETER1: 00000000 EXCEPTION_PARAMETER2: 00000000 READ_ADDRESS: 00000000 FOLLOWUP_IP: TESV+746113 00b46113 8b33 mov esi,dword ptr [ebx] FAULTING_THREAD: 000015f4 PRIMARY_PROBLEM_CLASS: NULL_POINTER_READ BUGCHECK_STR: APPLICATION_FAULT_NULL_POINTER_READ LAST_CONTROL_TRANSFER: from 00b8009f to 00b46113 STACK_TEXT: WARNING: Stack unwind information not available. Following frames may be wrong. 22e1fce0 00b8009f 22e1fd08 22e1fd24 22e1fd00 TESV+0x746113 22e1fd1c 00010064 7f7fffff 7f7fffff 7f7fffff TESV+0x78009f 22e1fd20 7f7fffff 7f7fffff 7f7fffff 00000000 0x10064 22e1fd24 7f7fffff 7f7fffff 00000000 00000000 0x7f7fffff 22e1fd28 7f7fffff 00000000 00000000 00000000 0x7f7fffff 22e1fd2c 00000000 00000000 00000000 0000ffff 0x7f7fffff SYMBOL_STACK_INDEX: 0 SYMBOL_NAME: TESV+746113 FOLLOWUP_NAME: MachineOwner MODULE_NAME: TESV IMAGE_NAME: TESV.exe DEBUG_FLR_IMAGE_TIMESTAMP: 51437ce5 STACK_COMMAND: ~17s; .ecxr ; kb FAILURE_BUCKET_ID: NULL_POINTER_READ_c0000005_TESV.exe!Unknown BUCKET_ID: APPLICATION_FAULT_NULL_POINTER_READ_TESV+746113 WATSON_STAGEONE_URL: http://watson.microsoft.com/StageOne/TESV_exe/1_9_32_0/51437ce5/TESV_exe/1_9_32_0/51437ce5/c0000005/00746113.htm?Retriage=1 Followup: MachineOwner --------- I've got the same crash here. Just after starting an Alternate Life on my way to Riverwood. Crash info: 2016_12_08_07-45-56 - B46113: V(1); EAX(5EEC0044); EBX(0); ECX(5EEC0030); EDX(10C5E9C); ESI(0); EDI(6E3FE9D0); EBP(1CC2FCE0); ESP(1CC2FC50); STACK(B7E3DB 6A8F97 609A5F 6B5BB9 B8009F B4384C B43D9B B70AEE 6C64BC 401739 BCE304 6A7E71 6D5000 6D6439 756502 6F414E 6F3A33 A4E31E A4B4A0 A4BB02 A4B4A0 A4B4A0 A4B4A9 A4B4A0); Link to comment
btasqan Posted January 7, 2017 Share Posted January 7, 2017 I am not sure, but I think untamed has issues with crash fixes. I randomly have some of my pets not following me after a certain period though they are marked to follow. They still fight in combat, but just stop following.. Maybe someone can confirm this. It seems to be a rare known issue. Link to comment
Green Tryst Posted January 7, 2017 Share Posted January 7, 2017 I have a couple of crash dumps. If someone could translate, please 2016_12_31_08-50-42 - 4AEF0C: V(1); EAX(B712C); EBX(0); ECX(12E32D4); EDX(0); ESI(30A5DF58); EDI(18070310); EBP(0); ESP(23B4F1B8); STACK(50D7AC 5EA49E 448AD8 5E9523 5E97EF 56FB13 570574 5720F1 573E71 574016 574D37 1000000 E16904 E16911 A4AF84 57559B 1000001 5E96AD 63F929 63FB15 DE00A3 640280 63F6D1 63F6D1 63E803 63E96B C42B98) 2017_01_02_11-22-25 - A495B2: V(1); EAX(0); EBX(8); ECX(20); EDX(20); ESI(FFCFC9C); EDI(274601E8); EBP(28); ESP(FFCFA74); STACK(B3011B B3029B B2FB43 B359BC 440001 650002 B546FB A49E2D B67944 B2ED8D B67C84 B69B21) Link to comment
chevalierx Posted January 9, 2017 Share Posted January 9, 2017 i have remove this thing and game work fine without !!! less ctd Link to comment
btasqan Posted January 15, 2017 Share Posted January 15, 2017 I am not sure, but I think untamed has issues with crash fixes. I randomly have some of my pets not following me after a certain period though they are marked to follow. They still fight in combat, but just stop following.. Maybe someone can confirm this. It seems to be a rare known issue. At least for my, the latest version working fine for me with untamed is crash fixes 6. All other above versions break the following system.. Link to comment
Green Tryst Posted January 15, 2017 Share Posted January 15, 2017 I have a couple of crash dumps. If someone could translate, please 2016_12_31_08-50-42 - 4AEF0C: V(1); EAX(B712C); EBX(0); ECX(12E32D4); EDX(0); ESI(30A5DF58); EDI(18070310); EBP(0); ESP(23B4F1B8); STACK(50D7AC 5EA49E 448AD8 5E9523 5E97EF 56FB13 570574 5720F1 573E71 574016 574D37 1000000 E16904 E16911 A4AF84 57559B 1000001 5E96AD 63F929 63FB15 DE00A3 640280 63F6D1 63F6D1 63E803 63E96B C42B98) 2017_01_02_11-22-25 - A495B2: V(1); EAX(0); EBX(8); ECX(20); EDX(20); ESI(FFCFC9C); EDI(274601E8); EBP(28); ESP(FFCFA74); STACK(B3011B B3029B B2FB43 B359BC 440001 650002 B546FB A49E2D B67944 B2ED8D B67C84 B69B21) Or is there a guide so I can try and translate myself? Or at least identify offending mods? Link to comment
aim4it Posted February 5, 2017 Share Posted February 5, 2017 I have a couple of crash dumps. If someone could translate, please 2016_12_31_08-50-42 - 4AEF0C: V(1); EAX(B712C); EBX(0); ECX(12E32D4); EDX(0); ESI(30A5DF58); EDI(18070310); EBP(0); ESP(23B4F1B8); STACK(50D7AC 5EA49E 448AD8 5E9523 5E97EF 56FB13 570574 5720F1 573E71 574016 574D37 1000000 E16904 E16911 A4AF84 57559B 1000001 5E96AD 63F929 63FB15 DE00A3 640280 63F6D1 63F6D1 63E803 63E96B C42B98) 2017_01_02_11-22-25 - A495B2: V(1); EAX(0); EBX(8); ECX(20); EDX(20); ESI(FFCFC9C); EDI(274601E8); EBP(28); ESP(FFCFA74); STACK(B3011B B3029B B2FB43 B359BC 440001 650002 B546FB A49E2D B67944 B2ED8D B67C84 B69B21) Or is there a guide so I can try and translate myself? Or at least identify offending mods? Even if you could understand the Assembly code it wouldn't identify the "offending mod", rather what function in the skyrim engine produced the unhanded exception. Link to comment
27X Posted February 6, 2017 Share Posted February 6, 2017 i have remove this thing and game work fine without !!! less ctd ... This isn't for SSE. roflmao. Link to comment
heroko Posted February 16, 2017 Share Posted February 16, 2017 hey im just wondering can failing to run dyndolod properly cuse ctd? Link to comment
EnfantTerrible75 Posted April 2, 2017 Share Posted April 2, 2017 I keep getting a crash that originates at the same address: this is the CrashFixPluginLog message: Game has crashed with exception address 0xA50B70! and this is the crash info for the last three crashes that occurred at this address: 2017_03_31_16-12-25 - A50B70: V(1); EAX(1); EBX(19ABB5C0); ECX(6E); EDX(19ABB5C1); ESI(4E6B6862); EDI(19ABB5C0); EBP(28D7FA14); ESP(28D7F918); STACK(A51006 A511F7 AA0020 AAE208 AAE208 AAE1DE AAE208 B06195 46F28C B291EC AB0345 D0E57C DDAF80 D0D00E 1010000 4202EA D2C509 D0D00E 4202EA D2C227 D2C4A5 AAE1DE AAE208 7315A2 AAE208 AAE208 AAE208 AAE208 AAE1DE AAE208); 2017_04_01_00-44-35 - A50B70: V(1); EAX(FFFFFF9E); EBX(42A60218); ECX(6E); EDX(42A60219); ESI(42444F6); EDI(42A60218); EBP(42A60218); ESP(2928F6E4); STACK(A51006 A511F7 AB2736 AB289F AB0485 AFDFA8 AC6A0E AC6580 AC65A0 66696E D6AE21 DFA462 D6AE21 DFA462 D6AE21 DFA462); 2017_04_02_00-51-40 - A50B70: V(1); EAX(8F); EBX(1BA2B5C0); ECX(6E); EDX(1BA2B5C1); ESI(C7F18B56); EDI(1BA2B5C0); EBP(2B63FA14); ESP(2B63F918); STACK(A51006 A511F7 AAE200 AA0020 AAE208 AAE208 AAE1DE AAE208 B06195 46F28C AAE200 AAE200 AAE200 D0E57C AAE200 AAE200 AAE200 AAE208 AAE1DE 1000000 1010000 AAE208 AAE208 AAE208 ABE3BD AAE1DE AAE208 AAE1DE AAE208 B06195 7315DB AAE208 AAE1DE AAE208 AAE1DE AAE208 AAE208 AAE208); Any idea what could be causing this? It happens in both interior or exterior cells. The crashing did not start until about 30 hours into the playthrough Here is my load order: https://modwat.ch/u/EnfantTerrible75 I have more crash info logs that I can post if it helps in any way. Link to comment
fly91 Posted May 6, 2017 Share Posted May 6, 2017 Many thanks for the mod, with the memory allocator patch the game runs smoothly, also with the help of the mod I found two corrupted nif-files and one actor without combat AI, now I can play for hours without any crashes with my favorite ENB, HDT and script-heavy mods. I didn't even imagine that it was possible at all. Link to comment
Kinky Posted May 6, 2017 Share Posted May 6, 2017 Is this still being developed? Also is there a way to limit fps with this mod? Link to comment
fly91 Posted May 6, 2017 Share Posted May 6, 2017 Is this still being developed? Also is there a way to limit fps with this mod? As for your questions - no and no, as far as I know. But some Nexus users are developing tutorials, how to interpret error codes in the Crash Fixes log file if the crash occurs. The tutorial is here (the last update - April 2017), I don't know if it's hard to use it in practice. Link to comment
Vortec Posted May 6, 2017 Share Posted May 6, 2017 Is this still being developed? Also is there a way to limit fps with this mod? Author hasn't posted in here since last May, read into that what you will. Link to comment
Dsmas Posted May 17, 2017 Share Posted May 17, 2017 can someone explain to me why UseOSAllocators needs skse preloader. It seems to me that the preloader actually makes SKSE load later in the startup process. Since skse_loader be default starts the skyrim process with CREATE_SUSPENDED, which should cause the main thread of the application to never start running. Am I wrong to assume that CREATE_SUSPENDED suspends the thread before the execution of even KiThreadStartup (the kernel mode start of the process)? If I understand correctly skse should load before everything else using the method skse_loader uses. I'm not sure I understand why injecting through d3dx9_xx.dll moves this earlier? Link to comment
27X Posted May 17, 2017 Share Posted May 17, 2017 Pretty simple, because it needs to run before skse partitions memory blocks, and if you are SUBSTITUTING this memory allocation for the SKSE/Sheson's scheme you don't need the SKSE allocation to begin with Shaders run first, so this is injected as a shader would be, just like SMP does if it's properly set up. Why would you need to run THREE different memory allocation programs? You need one. You use skse, or you use malloc which overrides skse. Link to comment
Guest Posted October 29, 2017 Share Posted October 29, 2017 Sorry to ask it but do we have to install it with a mod manager like Mod Organizer ? Link to comment
worik Posted October 29, 2017 Share Posted October 29, 2017 Sorry to ask it but do we have to install it with a mod manager like Mod Organizer ? That depends on how you have set up your SKSE E.g. I let my SKSE plugins be controlled by MO, so naturally I have Crach Fixes installed under MO control. But to answer your question literally: No, you don't have to. But yes, you can. Link to comment
Guest Posted October 29, 2017 Share Posted October 29, 2017 Sorry to ask it but do we have to install it with a mod manager like Mod Organizer ? That depends on how you have set up your SKSE E.g. I let my SKSE plugins be controlled by MO, so naturally I have Crach Fixes installed under MO control. But to answer your question literally: No, you don't have to. But yes, you can. Thanks, what do you mean by "let your SKSE plugins controlled by MO" ? How can we do that ? Link to comment
worik Posted October 29, 2017 Share Posted October 29, 2017 I can't remember where, but there is a very good guide how you set up your SKSE under MO. I'm not good at this so you better search for the good guide. But basically you split the SKSE installation into a manual installation part and after that, you can let MO control all other files, that would normally go under /data/SKSE/ .. .. and this includes also /data/SKSE/plugins Crash Fixes (and many other SKSE plugins) are only needing /data/SKSE/plugins ... so if you have SKSE up and running and you have all your other mods under MO, then it is totally simple to add Crash Fixes. It's just another one. If you haven't bothered with MO yet, maybe because you preferred NMM, that's fine. Just skip my explanation or take your time to read more about it first. As I wrote above: you CAN use MO for it, but you don't HAVE TO. Link to comment
MadMansGun Posted November 29, 2017 Share Posted November 29, 2017 https://www.youtube.com/watch?v=5QQdNbvSGok Link to comment
LeoninJesterXII Posted February 10, 2018 Share Posted February 10, 2018 What if both of these ae true and I am still crashing? UseOSAllocators=1 and crashing on game startup or loading save or shortly after.Set ExpandSystemMemoryX64=false in enblocal.ini Link to comment
DarkLeon54 Posted June 9, 2018 Share Posted June 9, 2018 Since this is installed my game crash during character creation, id was not doing this before. Removing it asap Link to comment
bandygirl1 Posted June 9, 2018 Share Posted June 9, 2018 6 minutes ago, DarkLeon54 said: Since this is installed my game crash during character creation, id was not doing this before. Removing it asap I'm assuming you're using Bodyslide? If so; From the Bodyslide page Q10: Why does my game crash every time I touch a morph slider in RaceMenu?A: This is often related to the "Crash Fixes" mod. Check your "CrashFixPlugin.ini" file: if the "UseOSAllocators=1" option is enabled, you also need to enable the "AlignHeapAllocate=1" option to prevent the crash when morphing. If you are playing Oldrim, crash fixes is pretty much required for a stable game. Link to comment
DarkLeon54 Posted June 9, 2018 Share Posted June 9, 2018 6 hours ago, bandygirl1 said: I'm assuming you're using Bodyslide? If so; From the Bodyslide page Q10: Why does my game crash every time I touch a morph slider in RaceMenu?A: This is often related to the "Crash Fixes" mod. Check your "CrashFixPlugin.ini" file: if the "UseOSAllocators=1" option is enabled, you also need to enable the "AlignHeapAllocate=1" option to prevent the crash when morphing. If you are playing Oldrim, crash fixes is pretty much required for a stable game. Not using the sliders from bodyslide, I just had an error when changin the Hair Link to comment
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