Sceadugengan Posted July 29, 2016 Posted July 29, 2016 Hi there! I've been trying to enter Unterstone Keep in Markath over and over again. Every time with slightly different settings in skyrim.ini, enblocal.ini or CrashFixPlugin.ini, but I only get a CTD spiced with an empty error message from the mod Crash Fixes. OS: Windows 10 RAM: 32GB (of which Skyrim only uses 3 or 4GB) physical VRAM: 2GB virtual VRAM: 4GB mods: # This file was automatically generated by Mod Organizer.Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espFalskaar.esmWyrmstooth.espSchlongs of Skyrim - Core.esmApachiiHair.esmBeeingFemale.esmEFFCore.esmCreatureFramework.esmAzarHair.esmSexLab.esmSexLabAroused.esmInn Girls Resources.esmWM Flora Fixes.espZaZAnimationPack.esmdaymoyl.esmLootification.esmEnhancedAIFramework.esmOrganicFactions.esmPSQ PlayerSuccubusQuest.esmCutting Room Floor.espRaceMenu.espRaceMenuPlugin.espSOS - VectorPlexus Regular Addon.espFISS.espAMatterOfTime.esp12FemaleBrows.espKS Hairdos - HDT.espNPC Body Scale Randomizer.espApropos.espAuto Unequip Ammo.espBeeingFemaleBasicAddOn.espBetter Stealth AI for Followers.espBOTI.espRaceMenuMorphsUUNP.espretakrew7_chest.espWeapons & Armor Fixes_Remade.espEnhancedLightsandFX.espImmersive Citizens - AI Overhaul.espClothing & Clutter Fixes.espCollegeOfWinterholdImmersive.espComplete Crafting Overhaul_Remade.espComplete Alchemy & Cooking Overhaul.espCACO_USKP_Patch.espCACO_Wyrmstooth_Patch.espBrighterTorchesBiggerMagelight.espWintermyst - 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Wyrmstooth.espWyrmstooth - Quest Tweaks - No Increased Level.espaMidianborn_Skyforge_Weapons.espDifferently Ebony.espAMB Glass Variants Lore.espSize Does Matter HF.espSassyTeen.espTES5Merged.espBashed Patch, 0.espASIS-Dependency.espLLI.espDual Sheath Redux Patch.espASIS.esp enblocal.ini: [PROXY]EnableProxyLibrary=trueInitProxyFunctions=true//ProxyLibrary=d3d9_SFX_FXAA.dllProxyLibrary=d3d9_SFX.dll[GLOBAL]UsePatchSpeedhackWithoutGraphics=falseUseDefferedRendering=trueForceFakeVideocard=falseIgnoreCreationKit=true[PERFORMANCE]SpeedHack=trueEnableOcclusionCulling=true[MULTIHEAD]ForceVideoAdapterIndex=falseVideoAdapterIndex=0[MEMORY]ExpandSystemMemoryX64=falseReduceSystemMemoryUsage=trueDisableDriverMemoryManager=falseDisablePreloadToVRAM=falseReservedMemorySizeMb=1024 // tried 256, 512 and 1024EnableUnsafeMemoryHacks=falseVideoMemorySizeMb=4064EnableCompression=falseAutodetectVideoMemorySize=false[WINDOW]ForceBorderless=trueForceBorderlessFullscreen=false[ENGINE]ForceAnisotropicFiltering=trueMaxAnisotropy=16EnableVSync=trueAddDisplaySuperSamplingResolutions=falseVSyncSkipNumFrames=0ForceLodBias=flaseLodBias=0.25[LIMITER]WaitBusyRenderer=falseEnableFPSLimit=trueFPSLimit=58.0[iNPUT]//backKeyReadConfig=8//shiftKeyCombination=16//f12KeyUseEffect=123//homeKeyFPSLimit=36//num / 106KeyShowFPS=106//insertKeyScreenshot=46//enterKeyEditor=13KeyFreeVRAM=115KeyBruteForce=66[ADAPTIVEQUALITY]Enable=falseQuality=0DesiredFPS=20.0[FIX]FixParallaxBugs=trueForceFakeVideocard=falseIgnoreLoadingScreen=trueIgnoreInventory=trueFixGameBugs=trueFixSsaoWaterTransparency=trueFixSsaoHairTransparency=falseFixTintGamma=trueRemoveBlur=falseIgnoreThreadPriority=falseFixSubSurfaceScattering=trueFixAliasedTextures=falseFixSkyReflection=trueFixCursorVisibility=trueFixParallaxTerrain=trueFixLag=false[ANTIALIASING]EnableEdgeAA=trueEnableSubPixelAA=falseEnableTemporalAA=falseEnableTransparencyAA=true[THREADS]DataSyncMode=0PriorityMode=0EnableUnsafeFixes=false[LONGEXPOSURE]EnableLongExposureMode=falseTime=1.0BlendMax=0.0 skyrim.ini: [General]sLanguage=GERMANbBorderRegionsEnabled=0bUseThreadedTempEffects=1bUseThreadedParticleSystem=1bMultiThreadMovement=1bUseThreadedMorpher=1uExterior Cell Buffer=64uGridsToLoad=7iPreloadSizeLimit=51380224[Display]fShadowLODMaxStartFade=1000.0fSpecularLODMaxStartFade=2000.0fLightLODMaxStartFade=3500.0iShadowMapResolutionPrimary=2048iPresentInterval=0bAllowScreenshot=1[Audio]fMusicDuckingSeconds=6.0fMusicUnDuckingSeconds=8.0fMenuModeFadeOutTime=3.0fMenuModeFadeInTime=1.0[Grass]bAllowCreateGrass=1bAllowLoadGrass=0[GeneralWarnings]SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.[Archive]sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsasResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsabInvalidateOlderFiles=0SInvalidationFile=ArchiveInvalidation.txt[Combat]fMagnetismStrafeHeadingMult=0.0fMagnetismLookingMult=0.0f1PArrowTiltUpAngle=0.7f3PArrowTiltUpAngle=0.7[Papyrus]fPostLoadUpdateTimeMS=1000.0fUpdateBudgetMS=2bEnableLogging=0bEnableTrace=0[Water]bReflectLODObjects=1bReflectLODLand=1bReflectSky=0bReflectLODTrees=1[interface]sPosePlayerRaceSexMenu=bShowTutorials=0[Actor]fVisibleNavmeshMoveDist=15000.0000[backgroundLoad]bBackgroundLoadLipFiles=1bLoadBackgroundFaceGen=1bUseMultiThreadedFaceGen=1bBackgroundCellLoads=1bLoadHelmetsInBackground=1bUseMultiThreadedTrees=1bUseBackgroundFileLoader=1[Animation]bMultiThreadBoneUpdate=1[HAVOK]iNumThreads=5[Decals]bDecalMultithreaded=1 CrashFixPlugin.ini: [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: 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.AlignHeapAllocate=0; 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 anywayUnkUniqueId=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 alreadyUnkObjRef4D4EB0=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 messageboxMissingNode=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=0MountNodeWarn=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=0NullLoadedNodeNotify=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: 690A69NullActorBaseForm=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: 6E07C6AVSetCrash=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=1; Info: If AlignHeapAllocate is disabled by user then fix that one movaps crash manually. There's no downside to having this enabled.; Address: 4BD832FixMovApsManuallyIfAlignedAllocateIsDisabled=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: 69B84BNullPlayerNode=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: 4D9D09NullBaseFormMove=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: 46CA06NullRefNode=1; Info: Something is done with outfit of NPC, but one or more entry is NULL and game crashes.; Address: 561FF7NullOutfitEntry=1; Info: Actor is being deleted and base form is NULL.; Address: 6BAC9AActorDeleteNullBase=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: 5A8808NullParentNode=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 My FPS is pretty low when using ENB, so I was already planning to upgrade my graphics card to something with more VRAM. Is my problem related to this? If not, do you know how to fix this? Edit: After fixing another problem described in this thread the resulting error message, when a CTD occurs, actually contains some text again. I've already tried the four suggestion made in the error message without success.
Nick501 Posted July 29, 2016 Posted July 29, 2016 Uninstall your ENB and try it again to see if that fixes the problem. If it does I recommend finding either a better GPU or a new ENB. If that doesn't fix it we're gonna have to look through your mods and see if something is affecting Markarth specifically, but let's just try disabling the ENB first.
Comrade Isbariya Posted July 29, 2016 Posted July 29, 2016 You don't have to get rid of ENB completely, as it improves performance - just disable it's graphics addon in the ini file.
Sceadugengan Posted July 29, 2016 Author Posted July 29, 2016 I've set [GLOBAL] UseEffect=false in enbseries.ini and tried again. The game became much more fluid, so I guess I succeded in disabling the ENB graphics, but that's the only improvement. The CTD with the Crash Fixes error message still happens :x By the way, this is a fresh playthrough and I didn't touch the loadorder since I started it.
D_ManXX2 Posted July 29, 2016 Posted July 29, 2016 you have windows 10 why are you using ReservedMemorySizeMb=1024 so many reserved memory ?? try to lower it you will free up more memory for skyrim. skyrim on windows 10 only uses 4096 ram right now you have this 4096 - 1024 == 3072 ram available for play with skyrim that is why you are crashing you run out of memory.
Sceadugengan Posted July 29, 2016 Author Posted July 29, 2016 you have windows 10 why are you using ReservedMemorySizeMb=1024 so many reserved memory ?? try to lower it you will free up more memory for skyrim. skyrim on windows 10 only uses 4096 ram right now you have this 4096 - 1024 == 3072 ram available for play with skyrim that is why you are crashing you run out of memory. I've been fiddling around with the settings and I forgot to lower it again. It is now back at 256 and I tested again without ENB graphics enabled, but it still produces CTDs and the Crash Fixes error message.
Comrade Isbariya Posted July 29, 2016 Posted July 29, 2016 What message? (sorry if I missed it) Are you speaking of the "running out of vRam" thingy?
Nick501 Posted July 30, 2016 Posted July 30, 2016 Little bit of a general idea here, but I would try making a new save and seeing if that helps you out at all (if you didn't already)
D_ManXX2 Posted July 30, 2016 Posted July 30, 2016 you have windows 10 why are you using ReservedMemorySizeMb=1024 so many reserved memory ?? try to lower it you will free up more memory for skyrim. skyrim on windows 10 only uses 4096 ram right now you have this 4096 - 1024 == 3072 ram available for play with skyrim that is why you are crashing you run out of memory. I've been fiddling around with the settings and I forgot to lower it again. It is now back at 256 and I tested again without ENB graphics enabled, but it still produces CTDs and the Crash Fixes error message. I see your using Asis how is it setup ?? Configuring it wrong or making to many spawn points for npc's and creatures and you will crash allot. You use allot of mods Asis, Immersive Wenches.esp are you also using the other once like deadly wenches etc.. ?? Maybe you need to use loot to redo your load order. If have seen some mods in your list that require to be lowest in it. I think this Immersive Citizens - AI Overhaul.esp needs to be as low as possible in your list. You also have pretty heavy scripted mod list. maybe you need to create a new profile with less mods and see if you can even play the game normally and then slowly add new mods to your list.
Sceadugengan Posted July 30, 2016 Author Posted July 30, 2016 What message? (sorry if I missed it) Are you speaking of the "running out of vRam" thingy? http://imgur.com/KmGABaf Little bit of a general idea here, but I would try making a new save and seeing if that helps you out at all (if you didn't already) I've made a new save in front of the door and tried again but no changes so far D: you have windows 10 why are you using ReservedMemorySizeMb=1024 so many reserved memory ?? try to lower it you will free up more memory for skyrim. skyrim on windows 10 only uses 4096 ram right now you have this 4096 - 1024 == 3072 ram available for play with skyrim that is why you are crashing you run out of memory. I've been fiddling around with the settings and I forgot to lower it again. It is now back at 256 and I tested again without ENB graphics enabled, but it still produces CTDs and the Crash Fixes error message. I see your using Asis how is it setup ?? Configuring it wrong or making to many spawn points for npc's and creatures and you will crash allot. You use allot of mods Asis, Immersive Wenches.esp are you also using the other once like deadly wenches etc.. ?? Maybe you need to use loot to redo your load order. If have seen some mods in your list that require to be lowest in it. I think this Immersive Citizens - AI Overhaul.esp needs to be as low as possible in your list. You also have pretty heavy scripted mod list. maybe you need to create a new profile with less mods and see if you can even play the game normally and then slowly add new mods to your list. I'm using an improved .ini-file for ASIS so it doesn't spawn new mobs when using some illusion spells from the mod Apocalypse. Other than that I didn't change the settings. Nope, Immersive Wenches is the only mod of that "series". No deadly or hateful wenches. I've once used the Hateful Wenches mod it wasn't immersive enough for me and the magic effects were annoying, so I threw it out again. That was long ago and shouldn't affect the current situation. I'm running Loot every time I add another mod to my loadorder. The only rules I've added are for opulent mage robes (all those OMage*.ESPs) and boat fixes, to make sure they're loaded in the correct order.
Sceadugengan Posted August 12, 2016 Author Posted August 12, 2016 After accidentally murdering my mainboard I've finally managed to upgrade my graphics card (pro tip: get yourself an anti static wristband when handling PC innards ). Skyrim runs smoothly with ENB-effects enabled, but the same problem still occurs with the same error message I've linked in a previous post. I guess this confirms it isn't a problem with the hardware. Time to hunt down the responsible mod...
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