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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);
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  • 5 weeks later...

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.

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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)

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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..

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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?

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  • 3 weeks later...

 

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.

 

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  • 2 weeks later...
  • 1 month later...

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.

 

 

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  • 1 month later...

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.

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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.

 

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  • 2 weeks later...

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?

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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.

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  • 5 months later...

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 :D

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.

 

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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 :D

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 ?

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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.

:)

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  • 5 weeks later...
  • 2 months later...
  • 3 months later...
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.
 

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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

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