[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.
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
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
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
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.
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
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!
Question
SayidD
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:
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 SayidDLink to comment
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