
SayidD
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Skyrim CTD BEFORE Bethesda Logo with ENB
SayidD replied to SayidD's question in Post-Processing Support
EDIT 2: So i figure somethign out, my windows desktop res is 1440x900, but in skyrim prefs.ini is 1280x800 (cause in 1440x900 i get the CTDs of this initial post), the result rough borders in textures. If I change my windows res. to the same of the skyrimprefs I got nice textures ingame, but.. a blurry as hell windows, mircrosoft word etc D: Any idea? please -
Skyrim CTD BEFORE Bethesda Logo with ENB
SayidD replied to SayidD's question in Post-Processing Support
Mr Akatosh good ngiht, I did it, then put again the skse.ini as Mr. dragonborn recomm. But still got rough border textures :/ [spoiler=Actual Skyrimprefs.ini][General] iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [Display] iBlurDeferredShadowMask=3 fInteriorShadowDistance=3000.0000 fShadowDistance=4000.0000 iMaxAnisotropy=8 fTreesMidLODSwitchDist=8192.0000 fGamma=1.0000 fLightLODStartFade=50000.0000 iMultiSample=0 iShadowFilter=4 bDeferredShadows=1 bTreesReceiveShadows=1 bDrawLandShadows=1 bShadowsOnGrass=1 bFull Screen=0 iSize H=800 iSize W=1280 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=4096.0000 fMeshLODLevel1FadeTreeDistance=6144.0000 fMeshLODLevel2FadeDist=10000000.0000 fMeshLODLevel1FadeDist=10000000.0000 iScreenShotIndex=2 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=100 iMaxDecalsPerFrame=250 bFloatPointRenderTarget=1 sD3DDevice="NVIDIA GeForce GTX 750" bFXAAEnabled=0 iShadowMapResolution=4096 fShadowBiasScale=0.1500 iShadowMaskQuarter=4 iAdapter=0 bTransparencyMultisampling=0 bDrawShadows=1 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fDecalLOD2=1500.0000 fDecalLOD1=1000.0000 fSpecularLODStartFade=600.0000 fShadowLODStartFade=200.0000 iTexMipMapMinimum=0 iTexMipMapSkip=0 iWaterMultiSamples=0 iShadowMode=3 [Grass] fGrassStartFadeDistance=18000.0000 fGrassMaxStartFadeDistance=18000.0000 fGrassMinStartFadeDistance=0.0000 b30GrassVS=0 [MAIN] bGamepadEnable=0 bCrosshairEnabled=1 fHUDOpacity=1.0000 bSaveOnPause=0 bSaveOnTravel=0 bSaveOnWait=0 bSaveOnRest=0 fSkyCellRefFadeDistance=600000.0000 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=2 [imagespace] bDoDepthOfField=1 [interface] bDialogueSubtitles=1 bGeneralSubtitles=1 fMouseCursorSpeed=1.0000 bShowCompass=1 [Controls] fGamepadHeadingSensitivity=1.0000 fMouseHeadingYScale=0.0100 fMouseHeadingXScale=0.0100 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=0 bMouseAcceleration=0 bUseKinect=0 fMouseHeadingSensitivity=0.0125 [Particles] iMaxDesired=750 [saveGame] fAutosaveEveryXMins=60.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=2919440565 fVal6=1.0000 uID6=2919440562 fVal5=1.0000 uID5=2919441944 fVal4=1.0000 uID4=2919440566 fVal3=1.0000 uID3=94881 fVal2=0.2500 uID2=466532 fVal1=1.0000 uID1=554685 fVal0=0.8000 uID0=1007612 [TerrainManager] fTreeLoadDistance=40000.0000 fBlockMaximumDistance=250000.0000 fBlockLevel1Distance=70000.0000 fBlockLevel0Distance=35000.0000 fSplitDistanceMult=1.5000 bShowLODInEditor=0 [NavMesh] fObstacleAlpha=0.5000 fCoverSideHighAlpha=0.8000 fCoverSideLowAlpha=0.6500 fEdgeFullAlpha=1.0000 fEdgeHighAlpha=0.7500 fEdgeLowAlpha=0.5000 fTriangleFullAlpha=0.7000 fTriangleHighAlpha=0.3500 fTriangleLowAlpha=0.2000 fLedgeBoxHalfHeight=25.0000 fEdgeDistFromVert=10.0000 fEdgeThickness=10.0000 fPointSize=2.5000 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=200 [Water] iWaterReflectHeight=1024 iWaterReflectWidth=1024 bUseWaterDisplacements=1 bUseWaterReflections=1 bUseWaterRefractions=1 bUseWaterDepth=1 [LOD] fLODFadeOutMultObjects=15.0000 fLODFadeOutMultItems=15.0000 fLODFadeOutMultActors=15.0000 fLODFadeOutMultSkyCell=1.0000 [Launcher] bEnableFileSelection=1 bShowAllResolutions=0 uLastAspectRatio=3 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [Decals] uMaxDecals=100 [spoiler=Actual enblocal.ini][PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=d3d9_smaa.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=512 VideoMemorySizeMb=4032 EnableCompression=false AutodetectVideoMemorySize=false [THREADS] DataSyncMode=0 PriorityMode=0 EnableUnsafeFixes=false [MULTIHEAD] ForceVideoAdapterIndex=false VideoAdapterIndex=0 [WINDOW] ForceBorderless=true ForceBorderlessFullscreen=true [ENGINE] ForceAnisotropicFiltering=true MaxAnisotropy=16 ForceLodBias=false LodBias=0.25 AddDisplaySuperSamplingResolutions=false EnableVSync=false VSyncSkipNumFrames=0 [LIMITER] WaitBusyRenderer=false EnableFPSLimit=true FPSLimit=58.0 [iNPUT] //shift KeyCombination=16 //f12 KeyUseEffect=123 //home KeyFPSLimit=36 //num / 106 KeyShowFPS=106 //print screen KeyScreenshot=44 //enter KeyEditor=13 //f4 KeyFreeVRAM=115 //B KeyBruteForce=66 [ADAPTIVEQUALITY] Enable=false Quality=0 DesiredFPS=20.0 [ANTIALIASING] EnableEdgeAA=true EnableTemporalAA=false EnableSubPixelAA=true [FIX] FixGameBugs=true FixParallaxBugs=true FixParallaxTerrain=false FixAliasedTextures=false IgnoreInventory=true FixSsaoWaterTransparency=true FixTintGamma=true RemoveBlur=false FixSubSurfaceScattering=true FixSkyReflection=true FixCursorVisibility=true FixLag=false [LONGEXPOSURE] EnableLongExposureMode=false Time=1.0 BlendMax=0.0 Weird... I used this recomm. from Mr. Sthaagg on nexus: UseSMAA injector instead. Open archive Extract content of d3d9 folder Rename d3d9.dll to d3d9_smaa.dll, Copy/paste all files to your skyrim's root directory. Open enblocal.ini and set it as below :[PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=d3d9_smaa.dll -
Skyrim CTD BEFORE Bethesda Logo with ENB
SayidD replied to SayidD's question in Post-Processing Support
Hello Mr Greg, I did what you wrotte and got CTDs after clicked the "New" (game) option in the menu :/ -
Skyrim CTD BEFORE Bethesda Logo with ENB
SayidD replied to SayidD's question in Post-Processing Support
I cant...I just cant believe this... Grrr, just Grrr The first think that i did was uninstall DynDOLOD then I follow Mr. akatosh recomendation and "delete" (actually just moved to my desktop) the skse.ini and change the CustomMemoryBlockTotalSizeMb=64 to 128 as Mr. disi recommended (in the crashpluginfix.ini). But still I was getting CTD before bethesda logo. Then I got a Talos premonition.... "¿Why dont change the resolution in the skyrim launcher to the value that appears after uncheck windowed mode?" So I tried that, change the 1440x900 to 1280x800 (the second option that I have and the only one before 1440x900) And now magically I enter the menu! the ENB info. appeared in the corner, then the red message about the speedhack been activated appears, then menu loaded :D, then I create a new game (via the MCM menu of Skyrim Unbound mod), then I enter the game!!! Now objetive info.: I tried open the console (`), to see the percentage of usage. and I got this: .... .... .... Memory block (16) current: 43.24% highest: 43.29% Memory block (32) current: 40.24% highest: 40.25% I can see downgrade in the quality of textures (they not see like 2K) is very clear that the AA and AF options are off. If Mr. disi have 80% aprox. I suppose I can upgrade some tweaks in the .INIs? Recommendations please as the only think that I change was delete the skse.ini? Perhaps should I install DynDOLOD again? I would prefer to get nice textures, and -I assume- if the new memory block usage % is not so high could Install again DynDOLOD? Thanks in advance :) -
Skyrim CTD BEFORE Bethesda Logo with ENB
SayidD replied to SayidD's question in Post-Processing Support
Grattitude Mr. Nebulous112, yes SKSE Plugin prelaoder installed correctly and thanks for the kind works n.n/ Will try with Mr. disi´recommendations then the one from Mr. Akatosh, and back with the results! Again thanks. -
Hello S.T.E.P community, I hope somebody can help with my problem: Previous Info.: RAM: 8192 MB VRAM: 4037 MB Graphic card: NVIDIA Geforce GX 750 Directx: Version 11 System: Windows 8.1 pro 64bits Intel ® core i5- 4440 CPU @ 3.10 Ghz (4 CPUs) Using Mod Organizer Using SKSE Memory patch Crash fixes.ini from Mr. meh321( Good Load order using LOOT as a base. [spoiler=If anyone is curious]# This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm RSkyrimChildren.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Falskaar.esm moonpath.esm hdtHighHeel.esm Havok Breast Physic.esm JSwords.esm TERAArmors.esm WM Flora Fixes.esp RSChildren - Complete.esp RSChildren_PatchUSKP.esp EnhancedLightsandFX.esp ELFX - Exteriors.esp yukikaze.esp SkyUI.esp iHUD.esp AMatterOfTime.esp ViewableFactionRanksBothDLC.esp Real Roads.esp Immersive Citizens - AI Overhaul.esp Prometheus_No_snow_Under_the_roof.esp Better Dynamic Snow.esp Moss Rocks - Legendary.esp 83Willows_101BUGS_V4_HighRes.esp Birdsofskyrim.esp Havok Breast Physic.esp Point The Way.esp Book Covers Skyrim.esp ELFXEnhancer.esp Parche VE.esp Hothtrooper44_ArmorCompilation.esp Tera Armor Level List.esp Armored Circlets.esp realistic piercing arrows.esp DeadlySpellImpacts.esp Master Assassin Armor.esp SMIM-DragonbornTernFix.esp EMCompViljaSkyrim.esp Cloaks.esp SMIM-FarmhouseFlickeringFix.esp Inigo.esp UniqueBorderGates-All.esp moonpath_questdata.esp ELFX - Moonpath.esp Falskaar Quest-Fix.esp Immersive Weapons.esp JSwordsDistributionBalancePlugin.esp Immersive Horses.esp Craftable Horse Barding.esp SMIM-ShackRoofFixes.esp SMIM-RiftenDocksRopesObjectFix.esp No More Glowing Edges.esp Prometheus_NSUTR BDS Patch.esp Vivid Weathers.esp Vivid Weathers - Falskaar.esp NirShor-MusicalLore.esp Beards.esp Brows.esp dD - Realistic Ragdoll Force - Realistic.esp dD-No Spinning Death Animation Merged.esp VioLens.esp TKDodge.esp Dual Wield Parrying_SKSE.esp TERA Weapons.esp Animated Enchantments.esp Saeri_Khajiit_Hair.esp Angelic_Demonic.esp TDNEquipableHorns.esp RaceMenu.esp KJ Tattoos 2K.esp Havok Breast Physic Dawnguard.esp Havok Breast Physic Dragonborn.esp XPMSE.esp Immersive Horses - Hearthfire Patch.esp SFMFollower.esp AncientTonguesGreatSword.esp AncientTonguesSword.esp JSwords_Load_Screens.esp Heavenly She-wolf Skyrim.esp Quel'Delar - Johnskyrim.esp ibanstaff.esp IslandFastTravel.esp Hell Sword.esp Shalamayne - Johnskyrim.esp MithrodinSword.esp Purifier.esp FS_Skycutter.esp Hothtrooper44_Armor_Ecksstra.esp DragonCarvedArmorSet.esp DCR_Blade_Set_Reloaded_v1_0.esp FaceMasksOfSkyrim.esp SMIM-DungeonsCliffsIceSkirts.esp SMIM-FurnitureChestSnowFix.esp SMIM-ShackRoofFixesDragonborn.esp Immersive Citizens - ELFXEnhancer patch.esp 1nivWICCloaks.esp 1nivWICSkyCloaksPatch.esp Varian Wrynn Armor.esp SilverDragonArmor.esp zzArmormashups.esp ScarletDawnArmor.esp GDZZJJDH.esp Ranger Outfit.esp Sylvanas Windrunner Cuirass.esp renaissance_heroes.esp WILDHUNT Caranthir Armor.esp XXwanhunyiHH.esp BetterArchmagesRobes.esp LadyHorus_TERA.esp UltimateShouting.esp Avatar of Baltazar.esp BVFE_Serana.esp Stealth Skills Rebalanced_COMPLETE.esp Better Vampires.esp Skyrim Unbound.esp Vampirelordroyal.esp Smelter_Riften & Solitude.esp Cloaks - Dawnguard.esp Argonian Access.esp Immersive Citizens - MTE patch.esp Thunderfury - Johnskyrim.esp Random Vampire Attacks in Towns Disabled.esp ImprovedSneakDetection.esp BVandRB_Formlist.esp The Ordinary Women.esp ORM-Arvak.esp arvak_anywhere.esp Alquimia y cocina.esp Mannequin Hall.esp shadowscaleset.esp Prometheus_NSUTR Falskaar Dock.esp UniqueBorderGates-All-PointTheWay.esp Knight Of Thorns Armor.esp Brevi_MoonlightTalesEssentials.esp Apocalypse - The Spell Package.esp Medusa and Drakul Armors.esp SOT-Sleeping.esp Gigas Armor.esp ScarvesOfSkyrim - Linds.esp Edda - Immersive Real Flying.esp Real Flying Dwemer Backpacks - Edda.esp No Current Location.esp Obis Relevel.esp Blowing in the Wind.esp KS Hairdos - HDT.esp QuickLight.esp MannequinStayStill.esp Girls Overhaul Fix.esp Paarthurnax_Bypass.esp HearthfireMoveKidsfix.esp EMViljaInSolstheimAddOn.esp EMCompViljaSkyrim_Hotkeys.esp InigoMCM.esp UIExtensions.esp AddItemMenu2.esp LightningStormNoAshPile.esp Jump Sound Fix.esp fFastTravelSpeedMult_4.esp Bijin Wives.esp TheEyesOfBeauty.esp WMFF Inigo Patch.esp TimingIsEverything.esp NotSoFast-MageGuild.esp UFD Enhanced Soultrap.esp BetterQuestObjectives.esp BetterQuestObjectives-DBForevertoMisc.esp WM Trap Fixes.esp RealisticWaterTwo.esp RealisticWaterTwo - Waves.esp RealisticWaterTwo - Falskaar.esp RealisticWaterTwo - Waves - Falskaar.esp RealisticWaterTwo - Dawnguard.esp RealisticWaterTwo - Waves - Dawnguard.esp RealisticWaterTwo - Dragonborn.esp Verdant - A Skyrim Grass Plugin.esp SkySight-Simply-Bigger-Trees-Slower-Branches.esp SimplyKnock.esp Skyrim Immersive Creatures.esp Skyrim Immersive Creatures - DLC2.esp Compatibility Patches Merged.esp TES5Merged.esp Bashed Patch, 0.esp FNIS.esp FNISSexyMove.esp Dual Sheath Redux.esp Dual Sheath Redux Patch.esp DesyncBirdsOfPrey.esp HighHrothgarWindowGlow.esp SolitudeExterior.esp WhiterunExterior.esp DynDOLOD.esp Master files cleaned Several TES5EDIT patches for conflicts (then merging all of this plugins) Using TES5Merged patch Using wrye bash patch Using DynDOLOD [spoiler=This is my Skyrim.ini config][General] sLanguage=SPANISH bBorderRegionsEnabled=0 bPreemptivelyUnloadCells=0 [Display] fDecalLifetime=256.000 fShadowLODMaxStartFade=1000.0 fSpecularLODMaxStartFade=2000.0 fLightLODMaxStartFade=3500.0 iShadowMapResolutionPrimary=2048 bAllowScreenshot=1 [Audio] fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 fMenuModeFadeOutTime=3.0 fMenuModeFadeInTime=1.0 [Grass] iGrassCellRadius=2 bAllowCreateGrass=1 bAllowLoadGrass=0 bGrassPointLighting=1 b30GrassVS=0 iMaxGrassTypesPerTexure=15 iMinGrassSize=100 [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 [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 [Water] bReflectLODObjects=1 bReflectLODLand=1 bReflectSky=0 bReflectLODTrees=1 [interface] sPosePlayerRaceSexMenu= bShowTutorials=0 [spoiler=This is my Skyrimprefs.ini config][imagespace] bDoDepthOfField=1 iRadialBlurLevel=1 [Display] fShadowBiasScale=0.25 fInteriorShadowDistance=3000.0000 fShadowDistance=4000 iBlurDeferredShadowMask=3 bFloatPointRenderTarget=1 iShadowMaskQuarter=4 iShadowMapResolution=2048 bFXAAEnabled=0 iMaxAnisotropy=1 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fTreesMidLODSwitchDist=5000 fGamma=1.0000 iShadowFilter=3 bShadowsOnGrass=1 fDecalLOD2=1500.0000 fDecalLOD1=1000.0000 fSpecularLODStartFade=1000 fShadowLODStartFade=200.0000 fLightLODStartFade=860 iTexMipMapMinimum=0 iTexMipMapSkip=0 bTransparencyMultisampling=0 iWaterMultiSamples=0 iMultiSample=1 bDeferredShadows=1 iShadowMode=3 bTreesReceiveShadows=1 bDrawLandShadows=1 bDrawShadows=1 bFull Screen=0 iSize H=900 iSize W=1440 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=2048.0000 fMeshLODLevel1FadeTreeDistance=2844.0000 fMeshLODLevel2FadeDist=1e+007 fMeshLODLevel1FadeDist=1e+007 iScreenShotIndex=5 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=10 iMaxDecalsPerFrame=30 sD3DDevice="NVIDIA GeForce GTX 750" iAdapter=0 iPresentInterval=0 [Grass] b30GrassVS=0 fGrassStartFadeDistance=2000 fGrassMaxStartFadeDistance=9000.0000 fGrassMinStartFadeDistance=400.0000 [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=1 bSaveOnTravel=0 bSaveOnWait=1 bSaveOnRest=1 [interface] fMouseCursorSpeed=1.0000 bDialogueSubtitles=1 bGeneralSubtitles=1 bShowCompass=1 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=1 [Controls] bUseKinect=0 fMouseHeadingSensitivity=0.0420 fGamepadHeadingSensitivity=1.9000 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=1 [Particles] iMaxDesired=750 [saveGame] fAutosaveEveryXMins=15.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=2936217781 fVal6=1.0000 uID6=2936217778 fVal5=1.0000 uID5=2936219160 fVal4=1.0000 uID4=2936217782 fVal3=0.9500 uID3=466532 fVal2=1.0000 uID2=554685 fVal1=0.6500 uID1=1007612 fVal0=0.8500 uID0=94881 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [General] iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [TerrainManager] fTreeLoadDistance=40000 fBlockMaximumDistance=150000 fBlockLevel1Distance=40000 fBlockLevel0Distance=25000 fSplitDistanceMult=1.1 bShowLODInEditor=0 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=40 [Decals] bDecalsOnSkinnedGeometry=1 uMaxDecals=250 bDecals=1 bSkinnedDecals=1 uMaxSkinDecals=50 uMaxSkinDecalsPerActor=40 [LOD] fLODFadeOutMultSkyCell=1.0000 fLODFadeOutMultObjects=3.8 fLODFadeOutMultItems=3.8 fLODFadeOutMultActors=4.6 [blurShaderHDR] bDoHighDynamicRange=1 [blurShader] bUseBlurShader=0 [Launcher] bShowAllResolutions=0 uLastAspectRatio=4 [spoiler=This is my SKESE.ini config][Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 [Debug] WriteMiniDumps=1 [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [spoiler=This is my CrashFixPlugin.ini config][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": https://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=1 ; 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 I can play the game, already have 30 minutes playing, everithing smooth,but I get some CTD for what i suppose clash with the 3.1gb limiter, im getting this error message thanks to the mod CRASH FIXES from the mod´author meh321 on Nexus: Skyrim has failed to allocate memory! Possibly running out of memory. Size/alignment of object being allocated was 67109039/0. Some things you can try:1. Make sure ReduceSystemMemoryUsage=true is set in enblocal.ini - if you dont habe ENB then install ENBoost and enable this option.2.Try set AlignHeapAllocate=0 in CrashFixPlugin.ini - if you get additional crashes then put back to 1.3. If its during showracemenu then close the meno from time to time to free memory.4. Enable CustomMemoryBlock in CrashFixPlugin.ini to reduce memory fragmentation. So I follow that instruction and downloaded the ENB binaries and follow the STEP tutorial (https://wiki.step-project.com/ENBoost), Because I already tried the N° 2 and 4; N° 3 wasnt the case. Also I used the recommendations here: https://www.reddit.com/r/skyrimmods/wiki/enb here: https://forum.step-project.com/topic/8412-general-problems-with-enbs-and-solutions-troubleshooting/ here: https://wiki.step-project.com/Recommended_ENB_Profiles#tab=Installation Prior to the CTDs I deactivated ONE TWEAK MOD, uncheck window mode in the skyrim launcher, put back the 1440x900 res, AA and AF always off before and after put and config. the enblocal.ini NOTE: My graphic setup in the skyrim launcher is "normal", when I put to "low" before using enblocal.ini I get similar CTDs...weird I avoid this issue IGNORE THIS PLEASE NOTE: the VRamSizeDX9.exe tool gave me the number that I put down below NOTE 2: Yes I installed the Dirext 9 runtimes NOTE 3: CTDs occurs in open places, obviously cause all the things that are charging in the game [spoiler=This is my enblocal.ini][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=4032 EnableCompression=false AutodetectVideoMemorySize=false [THREADS] DataSyncMode=0 PriorityMode=0 EnableUnsafeFixes=false [MULTIHEAD] ForceVideoAdapterIndex=false VideoAdapterIndex=0 [WINDOW] ForceBorderless=false ForceBorderlessFullscreen=false [ENGINE] ForceAnisotropicFiltering=true MaxAnisotropy=16 ForceLodBias=false LodBias=0.0 AddDisplaySuperSamplingResolutions=false EnableVSync=false VSyncSkipNumFrames=0 [LIMITER] WaitBusyRenderer=false EnableFPSLimit=false FPSLimit=10.0 [iNPUT] //shift KeyCombination=16 //f12 KeyUseEffect=123 //home KeyFPSLimit=36 //num / 106 KeyShowFPS=106 //print screen KeyScreenshot=44 //enter KeyEditor=13 //f4 KeyFreeVRAM=115 //B 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=false IgnoreInventory=true FixTintGamma=false RemoveBlur=false FixSubSurfaceScattering=true FixSkyReflection=true FixCursorVisibility=false FixLag=false [LONGEXPOSURE] EnableLongExposureMode=false Time=1.0 BlendMax=0.0 PLease help, I have a clue that it have to be a conflict between the .ini (enblocal.ini and the others), cause I really can load my saves without enblocal.ini but with CDTs that im trying to sovle with the enblocal.ini. Thanks in advance T-T Any info. that I skip and it will help to dilucidate this issue I will give it righ away!