The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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CrayonFlux Dec 2, 2016 @ 7:40am
CTD with no errors Orz
I tried all that I could do so I could just play the game. But it CTD every 4 hrs or so with no errors. This will be my last call for help before I give up and just play the vanilla version or with just 50 mods. I tried multiple enboost/skyrim/skyrimprefs/crashfixes.inis tweaks and configurations but to no avail. I'll post all the settings I am running on in the hopes of maybe someone more experienced can point me to the right direction. (I'll just paste it here for ease of viewing and inspection)

===========================My specs:
-Operating System: Windows 10 Home 64-bit
Processor: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 CPUs), ~2.6GHz
Memory: 8192MB RAM
Available OS Memory: 8064MB RAM
DirectX Version: DirectX 12
Video Card: NVIDIA GeForce GTX 960M
===========================LOADORDER (MO ORGANIZER/LOOT)

0 0 Skyrim.esm
1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 Falskaar.esm
6 6 Unofficial Skyrim Legendary Edition Patch.esp
7 7 EFFCore.esm
8 8 ApachiiHair.esm
9 9 OSA.esm
10 a Campfire.esm
11 b notice board.esp
12 c HighResTexturePack01.esp
13 d HighResTexturePack02.esp
14 e HighResTexturePack03.esp
15 f Unofficial High Resolution Patch.esp
16 10 Cutting Room Floor.esp
17 11 FISS.esp
18 12 Auto Unequip Ammo.esp
19 13 Dragon Stalking Fix.esp
20 14 SkyUI.esp
21 15 hornsareforever.esp
22 16 UIExtensions.esp
23 17 Extended UI.esp
24 18 iHUD.esp
25 19 AHZmoreHUD.esp
26 1a RaceMenu.esp
27 1b RaceMenuPlugin.esp
28 1c towConversation.esp
29 1d Atlas Compass Tweaks.esp
30 1e Falskaar - Notice Board.esp
31 1f Complete Crafting Overhaul_Remade.esp
32 20 RealShelter.esp
33 21 WarmongerArmory_Vanilla.esp
34 22 WarmongerArmory_DLC.esp
35 23 Breezehome_Fully_Upgradable.esp
36 24 OBIS.esp
37 25 WarmongerArmory_LeveledList.esp
38 26 OBISDB.esp
39 27 Civil War Overhaul.esp
40 28 BetterQuestObjectives.esp
41 29 Ordinator - Perks of Skyrim.esp
42 2a Relationship Dialogue Overhaul.esp
43 2b sjel blad castle.esp
44 2c Hothtrooper44_ArmorCompilation.esp
45 2d Point The Way.esp
46 2e RealisticWaterTwo.esp
47 2f SOTGenesisMod.esp
48 30 Thieves Guild Requirements.esp
49 31 EFFDialogue.esp
50 32 BFT Ships and Carriages.esp
51 33 TheChoiceIsYours.esp
52 34 WayshrinesIFT.esp
53 35 RealisticWaterTwo - Legendary.esp
54 36 BetterQuestObjectives-CRFPatch.esp
55 37 BetterQuestObjectives-EFFPatch.esp
56 38 RealisticWaterTwo - Falskaar.esp
57 39 DeadlySpellImpacts.esp
58 3a Convenient Horses.esp
59 3b Blaze Of Eventide.esp
60 3c ORM-Arvak.esp
61 3d DeadlyDragons.esp
62 3e Inigo.esp
63 3f Immersive Weapons.esp
64 40 Cloaks.esp
65 41 Frostfall.esp
66 42 Immersive Patrols II.esp
67 43 Atlas Legendary OCS.esp
68 44 SexLab-AmorousAdventures.esp
69 45 CCO - Permanent Birthsigns.esp
70 46 quest_pitfighter.esp
71 47 SofiaFollower.esp
72 48 RealisticWaterTwo - Dragonborn.esp
73 49 AV1Dragon_Lords.esp
74 4a The Paarthurnax Dilemma.esp
75 4b BetterQuestObjectives-PaarDilemmaPatch.esp
76 4c Extended Encounters.esp
77 4d RealisticWaterTwo - Dawnguard.esp
78 4e Beards.esp
79 4f Brows.esp
80 50 iNeed.esp
81 51 Bigger Badder Lich King Version 2.0.esp
82 52 ERSO 09 - Vendor Trainer Quest-giver protected USLEP.esp
83 53 AsharaFollowerFaces.esp
84 54 Bijin Wives.esp
85 55 Bijin Warmaidens.esp
86 56 360WalkandRunPlus-RunBackwardSpeedAdjust.esp
87 57 FNIS.esp
88 58 Serana.esp
89 59 dD-No Spinning Death Animation Merged.esp
90 5a dD - Realistic Ragdoll Force - Realistic.esp
91 5b Dual Sheath Redux.esp
92 5c TKDodge.esp
93 5d Wildcat - Combat of Skyrim.esp
94 5e dD - Enhanced Blood Main.esp
95 5f dD-Dragonborn-Dawnguard-EBT Patch.esp
96 60 dD-Larger Splatter Size.esp
97 61 SimplyKnock.esp
98 62 HelmetToggle2.02b.esp
99 63 Instant Merchant.esp
100 64 ERSO 05 - Dovah Holy Book.esp
101 65 FNISspells.esp
102 66 Hothtrooper44_Armor_Ecksstra.esp
103 67 Mortal Enemies.esp
104 68 LeftHandRings - Dawnguard.esp
105 69 LeftHandRings.esp
106 6a PC Head Tracking - MCM.esp
107 6b PC Head Tracking - Patch.esp
108 6c vAutosaveManager.esp
109 6d sandboxcylinderheight.esp
110 6e Imperious - Races of Skyrim.esp
111 6f VioLens.esp
112 70 SkyTweak.esp
113 71 AMB Glass Variants Lore.esp
114 72 Differently Ebony.esp
115 73 UniqueWeaponsRedone.esp
116 74 Unique Uniques.esp
117 75 Insanity's Dragonbane.esp
118 76 Dual Wield Parrying_SKSE.esp
119 77 AncientTonguesGreatSword.esp
120 78 AncientTonguesSword.esp
121 79 zzzSXP.esp
122 7a Character Creation Overhaul.esp
123 7b CCO - Diverse Races And Genders.esp
124 7c CCO - Dynamic Skill Progression.esp
125 7d CCO - Oblivion Carry Weights.esp
126 7e JaxonzMCMKicker.esp
127 7f FNIS_PCEA2.esp
128 80 vMYC_MeetYourCharacters.esp
129 81 Apocalypse - The Spell Package.esp
130 82 PreventsAccidentPickUp.esp
131 83 Customizable Camera.esp
132 84 RealisticHumanoidMovementSpeed.esp
133 85 GoToBed.esp
134 86 Brevi_MoonlightTalesEssentials.esp
135 87 BloodmoonRising.esp
136 88 aMidianborn_Skyforge_Weapons.esp
137 89 Grimy Utilities Interface.esp
138 8a EasyWheel.esp
139 8b DSerArcheryGameplayOverhaul.esp
140 8c Schlongs of Skyrim - Light.esp
141 8d XPMSE.esp
142 8e SOSRaceMenu.esp
143 8f AH Hotkeys.esp
144 90 MainMenu.esp
145 91 Bijin NPCs.esp
146 92 1nivWICCloaks.esp
147 93 1nivWICSkyCloaksPatch.esp
148 94 Cloaks - Dawnguard.esp
149 95 ERSO 03 - Mighty Dragons DD.esp
150 96 UltimateDragons.esp
151 97 ERSO 03.3 - Mighty Dawnguard Dragons.esp
152 98 ERSO 03.4 - Mighty Dragonborn Dragons.esp
153 99 ERSO 03.5 - New Dragon Loots.esp
154 9a ERSO 04 - Mighty Odahviing.esp
155 9b ERSO 04.2 - Mighty Durnehviir.esp
156 9c ERSO 06 - Wait More Time Dragon Encounter x3.0.esp
157 9d ERSO 07 - Mighty Dragon Priests.esp
158 9e EnchantedArsenal.esp
159 9f DragonBoneWeaponsComplete.esp
160 a0 Souls_Quick_Menu.esp
161 a1 RSPatch.esp
162 a2 Alternate Start - Live Another Life.esp
163 a3 BetterQuestObjectives-AlternateStartPatch.esp
164 a4 Alternate Start -- New Beginnings.esp
165 a5 Bashed Patch, 0.esp
166 a6 ASIS-Dependency.esp
167 a7 Dual Sheath Redux Patch.esp


===========================SKSE

[Memory]
DefaultHeapInitialAllocMB=1024
ScrapHeapSizeMB=256

[Debug]
WriteMiniDumps=1

[Display]
iTintTextureResolution=1024

[General]
ClearInvalidRegistrations=1
EnableDiagnostics=1


============================SKYRIM.ini

[General]
sLanguage=ENGLISH
sIntroSequence=
fFlickeringLightDistance=8192
uExterior Cell Buffer=64
uGridsToLoad=7

[Display]
fShadowLODMaxStartFade=1000.0
fSpecularLODMaxStartFade=2000.0
fLightLODMaxStartFade=3500.0
iShadowMapResolutionPrimary=2048
bAllowScreenshot=1
fSunShadowUpdateTime=0
fSunUpdateThreshold=2.0

[Audio]
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
fMenuModeFadeOutTime=3.0
fMenuModeFadeInTime=1.0

[Grass]
bAllowCreateGrass=1
bAllowLoadGrass=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.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
bInvalidateOlderFiles=0
SInvalidationFile=ArchiveInvalidation.txt

[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0
f1PArrowTiltUpAngle=0.7
f3PArrowTiltUpAngle=0.7
f1PBoltTiltUpAngle=0.7
f3PBoltTiltUpAngle=0.7

[Papyrus]
fUpdateBudgetMS=20
fExtraTaskletBudgetMS=20
fPostLoadUpdateTimeMS=500
iMinMemoryPageSize=128
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=76800
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
< >
Showing 1-7 of 7 comments
CrayonFlux Dec 2, 2016 @ 7:41am 
==========================ENBOOST

[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=other_d3d9.dll

[GLOBAL]
UsePatchSpeedhackWithoutGraphics=true
UseDefferedRendering=false
IgnoreCreationKit=true

[PERFORMANCE]
SpeedHack=true
EnableOcclusionCulling=true

[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=false
ReservedMemorySizeMb=256
VideoMemorySizeMb=25984
EnableCompression=false
AutodetectVideoMemorySize=false

[THREADS]
DataSyncMode=0
PriorityMode=0

[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0

[WINDOW]
ForceBorderless=false
ForceBorderlessFullscreen=false

[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
ForceLodBias=false
LodBias=0.0
AddDisplaySuperSamplingResolutions=false
EnableVSync=true
VSyncSkipNumFrames=0

[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=true
FPSLimit=60

[INPUT]
KeyCombination=16
KeyUseEffect=123
KeyFPSLimit=36
KeyShowFPS=106
KeyScreenshot=44
KeyEditor=13
KeyFreeVRAM=115
KeyBruteForce=66

[ADAPTIVEQUALITY]
Enable=false
Quality=1
DesiredFPS=20.0

[ANTIALIASING]
EnableEdgeAA=false
EnableTemporalAA=false
EnableSubPixelAA=false

[FIX]
FixGameBugs=true
FixParallaxBugs=true
FixParallaxTerrain=false
FixAliasedTextures=true
IgnoreInventory=true
FixTintGamma=true
RemoveBlur=false
FixSubSurfaceScattering=true
FixSkyReflection=true
FixCursorVisibility=true
FixLag=false

[LONGEXPOSURE]
EnableLongExposureMode=false
Time=1.0
BlendMax=0.0


==========================SKYRIMPREFS.ini

[Display]
iTexMipMapSkip=0
bFXAAEnabled=0
fMeshLODLevel2FadeDist=10000000.0000
fMeshLODLevel1FadeDist=10000000.0000
fSpecularLODStartFade=2000.0000
fLightLODStartFade=3500.0000
fTreesMidLODSwitchDist=10000000.0000
iShadowMapResolution=4096
fShadowBiasScale=0.1500
iShadowMaskQuarter=4
iBlurDeferredShadowMask=3
fShadowDistance=8000.0000
iMaxDecalsPerFrame=800
iMaxSkinDecalsPerFrame=250
iAdapter=0
iSize W=1920
iSize H=1080
iMultiSample=1
iMaxAnisotropy=1
iPresentInterval=1
bFull Screen=0
fInteriorShadowDistance=3000.0000
bFloatPointRenderTarget=1
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fGamma=1.0000
iShadowFilter=3
bShadowsOnGrass=1
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fShadowLODStartFade=400.0000
iTexMipMapMinimum=0
bTransparencyMultisampling=0
iWaterMultiSamples=0
bDeferredShadows=1
iShadowMode=3
bTreesReceiveShadows=1
bDrawLandShadows=1
bDrawShadows=1
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
iScreenShotIndex=3
bShadowMaskZPrepass=0
bMainZPrepass=0
sD3DDevice="NVIDIA GeForce GTX 960M"
[Imagespace]
iRadialBlurLevel=2
bDoDepthOfField=1
[LOD]
fLODFadeOutMultActors=15.0000
fLODFadeOutMultItems=14.3000
fLODFadeOutMultObjects=15.0000
fLODFadeOutMultSkyCell=1.0000
[Grass]
fGrassStartFadeDistance=18000.0000
b30GrassVS=0
fGrassMaxStartFadeDistance=7000.0000
fGrassMinStartFadeDistance=400.0000
[Decals]
bDecals=1
bSkinnedDecals=1
uMaxDecals=1000
uMaxSkinDecals=100
uMaxSkinDecalsPerActor=60
[TerrainManager]
fTreeLoadDistance=75000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
bShowLODInEditor=0
[BlurShaderHDR]
bDoHighDynamicRange=1
[BlurShader]
bUseBlurShader=0
[Launcher]
bShowAllResolutions=1
uLastAspectRatio=3
[Water]
iWaterReflectHeight=512
iWaterReflectWidth=512
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
[MAIN]
fSkyCellRefFadeDistance=150000.0000
bGamepadEnable=0
bCrosshairEnabled=1
fHUDOpacity=1.0000
bSaveOnPause=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
[Interface]
fMouseCursorSpeed=1.0000
bDialogueSubtitles=1
bGeneralSubtitles=1
bShowCompass=1
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=2
[Controls]
bUseKinect=0
fMouseHeadingSensitivity=0.0380
fGamepadHeadingSensitivity=1.9000
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=1
bMouseAcceleration=0
[Particles]
iMaxDesired=750
[SaveGame]
fAutosaveEveryXMins=60.0000
[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=771956917
fVal6=1.0000
uID6=771956914
fVal5=1.0000
uID5=771958296
fVal4=1.0000
uID4=771956918
fVal3=0.3500
uID3=466532
fVal2=1.0000
uID2=554685
fVal1=1.0000
uID1=1007612
fVal0=1.0000
uID0=94881
[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
[General]
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=40

Last edited by CrayonFlux; Dec 2, 2016 @ 7:42am
CrayonFlux Dec 2, 2016 @ 7:43am 
======================CrashFixes
[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=1

; 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 anyway
UnkUniqueId=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 already
UnkObjRef4D4EB0=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 :P 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 messagebox
MissingNode=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=0
MountNodeWarn=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=0
NullLoadedNodeNotify=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: 690A69
NullActorBaseForm=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: 6E07C6
AVSetCrash=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=0

; Info: If AlignHeapAllocate is disabled by user then fix that one movaps crash manually. There's no downside to having this enabled.
; Address: 4BD832
FixMovApsManuallyIfAlignedAllocateIsDisabled=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: 69B84B
NullPlayerNode=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: 4D9D09
NullBaseFormMove=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: 46CA06
NullRefNode=1

; Info: Something is done with outfit of NPC, but one or more entry is NULL and game crashes.
; Address: 561FF7
NullOutfitEntry=1

; Info: Actor is being deleted and base form is NULL.
; Address: 6BAC9A
ActorDeleteNullBase=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: 5A8808
NullParentNode=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
cfs111 Dec 2, 2016 @ 10:49am 
Looks like you are running LOOT but not sorting with it. USLEEP is in the wrong position. Have you manually sorted your left pane to match your right pane in MO?
After running LOOT be sure to click on the button in the upper right that says "Sort" when hovered over, then click "Apply" once it appears.

Load order and resource priority basics
http://steamcommunity.com/app/72850/discussions/0/523890681419356033/


CrayonFlux Dec 4, 2016 @ 6:51am 
Oh, I need to rearrange the left pane too? I see. I'll try getting it right this time. Do you think my machined could handle my mods and it's not a memory problem?
smr1957 Dec 4, 2016 @ 8:03am 
I see that you have uGrids set to 7 - WRONG! Ugrids should be set to 5, and if you have the mod uGrids to load, you should remove it and start a new game. Read below:

Masterlist : Dangerous, Outdated and Superseded Mods by Nazenn
http://steamcommunity.com/app/72850/discussions/0/523890681422555089/

START QUOTE
Stable uGridsToLoad - Rating: Two (2)
Last version checked: 1.0
After this mod was released, the author was informed that a memory allocation issue inside the mods code was causing problems with memory allocation, and issue that was rediscovered recently. This was revealed to be an issue where the mod is calling the wrong memory functions which eventually results in memory corruption. Memory corruption is an issue that is considered very high risk however the effects are not well known for Skyrim due to the fact that this is an issue that originates from proper software code and is not Skyrim specific. Potential effects based on the way that this issue can affect other programs are poor performance, various glitches to systems within Skyrim's engine and even crash to desktops. Overall this should be considered a high risk to the games overall stability.
There is no direct replacement for this mod. People looking for better long distance appearance in their game should not touch uGrids settings in their ini files due to overall stability concerns anyway. The recommended solution for this is to use DynDOLOD instead.
http://www.nexusmods.com/skyrim/mods/59721/?
END QUOTE

Also, setting uGrid values higher than 5 will also potentially break your game.
See:
http://steamcommunity.com/app/72850/discussions/0/385429125015580932/ post #9 by Nazenn

"When you raise your uGrids above 5 you aren't just making your game render things further out, you are making your game process EVERYTHING further out, including scripts and quests. This has a huge impact on your engines stability, and it breaks certain quests which aren't meant to activate that soon and end up bugging out.
Stable uGridsToLoad has a memory corruption issue which puts you at a huge risk for CTDs, broken scripting, rendering bugs and other instability. It is not concidered stable to use. This issue was confirmed by the author of the mod"

Also in http://steamcommunity.com/app/72850/discussions/0/385429125015580932/ post #23 by Uncle64[Swe]:

"One thing more, if you have changed your Ugrids you cant change it back to 5. You are stuck whit it where you have set it.
Unless you start one new game."

Read whole thread for detailed discussion.
Last edited by smr1957; Dec 4, 2016 @ 8:03am
CrayonFlux Dec 6, 2016 @ 12:29pm 
Thank you I'll set it back down
smr1957 Dec 6, 2016 @ 12:41pm 
Originally posted by CrayonFlux:
Thank you I'll set it back down
It cannot be reset unless you start a new game; as Uncle64 states in my post "if you have changed your Ugrids you cant change it back to 5. You are stuck whit it where you have set it.
Unless you start one new game."

Though if you have a save from before that number was changed from the default setting, that should work (default setting is 5).
Last edited by smr1957; Dec 6, 2016 @ 12:45pm
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Date Posted: Dec 2, 2016 @ 7:40am
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