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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!

Edited by SayidD

12 answers to this question

Recommended Posts

  • 0
Posted

What I noticed, hope this helps:

 

Since you use the system memory allocator (UseOSAllocators=1) and not the blocks from the Skyrim engine, remove these lines from SKSE.ini:

 

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

I know it should not matter and be ignored, but I had to do it in my setup.

 

You use the custom memory clock for small bits, but it is set very low in the CrashFixPlugin.ini:

 

CustomMemoryBlockTotalSizeMb=64

I myself need something close to 128. You can go ingtame and open the console (`), this will show the percentage of usage. It should be somewhat 80% for all.

  • 0
Posted

You can also try running memory blocks log to see if you're reaching your limit for "DefaultHeapInitialAllocMB". Also you shouldn't be using both the SKSE and CrashFixes memory fixes together. Use one or the other, not both.

  • 0
Posted

Hmm, did you install the SKSE Plugin Preloader in the root Skyrim folder? That is needed for UseOSAllocators=1. I assume you did, but thought I would check since you didn't mention it.

 

Also, fantastic report asking for help. THAT is how it should be done, people. Almost all the information we could want. :-)

  • 0
Posted

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.

  • 0
Posted (edited)

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 :)

Edited by SayidD
  • 0
Posted

Put your skse.ini file back in place and delete the memory section. You need the other settings in skse.ini:

 

 

[General]
ClearInvalidRegistrations=1

[Display]
iTintTextureResolution=2048
  • 0
Posted

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.

  1. Open archive
  2. Extract content of d3d9 folder
  3. Rename d3d9.dll to d3d9_smaa.dll,
  4. Copy/paste all files to your skyrim's root directory.
  5. Open enblocal.ini and set it as below :

[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=d3d9_smaa.dll

  • 0
Posted

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

  • 0
Posted

It's not a good idea to download and overwrite skyrim.ini and skyrimprefs.ini (or even enblocal.ini) because (as you just discovered) some of the settings are specific to your system. At this point I think you should run Skyrim Launcher to let it generate your ini files fresh and then download and run BethINI to safely optimize the skyrim.ini and skyrimprefs.ini settings.

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