sheson Posted June 27, 2022 Author Posted June 27, 2022 1 hour ago, TinyBlanket said: Error while using 3.0 Error: Access violation at address 000000000041A26F in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Skyrim.esm RiftenGrelkaStrongbox "Grelka's Strongbox" [CONT:000B8F32] Read the first post which log, debug log and bugreport.txt to upload when making posts.
Dez756 Posted June 27, 2022 Posted June 27, 2022 5 hours ago, sheson said: Let me know if that is the case or if the possible relevant objects / call stack is a bit different between crashes. Here are two crash logs from this morning. Relevant objects look the same, probable call stack a bit different. Crash_2022_6_27_6-8-54.txt Crash_2022_6_27_6-17-30.txt
sheson Posted June 27, 2022 Author Posted June 27, 2022 2 hours ago, Dez756 said: Here are two crash logs from this morning. Relevant objects look the same, probable call stack a bit different. Crash_2022_6_27_6-8-54.txt 39.55 kB · 4 downloads Crash_2022_6_27_6-17-30.txt 40.88 kB · 3 downloads OK, the crash logs seems to indicate a problem with a texture used by NIF that has a BStriShape called "IcebergSmall02:0" Unfortunately the logs do not contain any hint about the involved *.DDS or *.NIF. Typically the NIF filename will be IcebergSmall02.NIF (but it is totally possible for any random *.NIF to contain such a named BSTriShape as well). Load all plugins in xEdit (so it loads all BSA as well). Start the xEdit Asset Browser with CTRL+F3. Enter IcebergSmall02.nif into the filter field at the top. For now we are only interested in exact matches. Check the listed Containers (BSA or Data) to the right. The first one listed "wins". Data means loose file. If the winning container is Data, use the MO2 right windows data tab to find t he loose file and its mod it comes form. If it is a BSA other than Skyrim - Meshes1.bsa the BSA filename should hint the mod it comes from. Since the NIF seems to have a NiSourceTexture instead of a BSShaderTextureSet I do not expect it to be the vanilla NIF. Click the result filename to highlight it. The status window at the bottom should list texture filenames under Assets used in ... You can enter the texture filenames into the filter field again to find out if they come from the mod or another mod. A quick troubleshooting test if we on the right path would be to temporarily disable any mod modifying that NIF so the one from the vanilla BSA is used instead to see if there is no more CTD. Alternative you can right click and Save As the vanilla NIF from Skyrim - Meshes1.bsa and put it with the correct path (meshes\lansdcape\ice\IcebergSmall02.nif) into the MO2 overwrite folder, so it loads last and overwrites the version(s) included in any mods/BSA.
Dez756 Posted June 27, 2022 Posted June 27, 2022 8 hours ago, sheson said: OK, the crash logs seems to indicate a problem with a texture used by NIF that has a BStriShape called "IcebergSmall02:0" Unfortunately the logs do not contain any hint about the involved *.DDS or *.NIF. Typically the NIF filename will be IcebergSmall02.NIF (but it is totally possible for any random *.NIF to contain such a named BSTriShape as well). Load all plugins in xEdit (so it loads all BSA as well). Start the xEdit Asset Browser with CTRL+F3. Enter IcebergSmall02.nif into the filter field at the top. For now we are only interested in exact matches. Check the listed Containers (BSA or Data) to the right. The first one listed "wins". Data means loose file. If the winning container is Data, use the MO2 right windows data tab to find t he loose file and its mod it comes form. If it is a BSA other than Skyrim - Meshes1.bsa the BSA filename should hint the mod it comes from. Since the NIF seems to have a NiSourceTexture instead of a BSShaderTextureSet I do not expect it to be the vanilla NIF. Click the result filename to highlight it. The status window at the bottom should list texture filenames under Assets used in ... You can enter the texture filenames into the filter field again to find out if they come from the mod or another mod. A quick troubleshooting test if we on the right path would be to temporarily disable any mod modifying that NIF so the one from the vanilla BSA is used instead to see if there is no more CTD. Alternative you can right click and Save As the vanilla NIF from Skyrim - Meshes1.bsa and put it with the correct path (meshes\lansdcape\ice\IcebergSmall02.nif) into the MO2 overwrite folder, so it loads last and overwrites the version(s) included in any mods/BSA. Here're the results from xEdit Asset Browser - it seems to indicate that the mod with the problem nif is the USSEP?!? I have the most recent 1.5.97 version if that. One other thing - somehow right before I started on this modlist, the game auto updated to 1.6xxx. I used this (Unofficial Skyrim Downloader at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)) to roll back to 1.5.97 and then started my current playthrough. I'm wondering if there's a problem with that patch that's causing all these problems, which I didn't have before. Any thoughts? I so appreciate the time you're taking with me. I'm going to be away from my computer for a bit but I'll start on the troubleshooting you recommended when I get back in about an hour.
sheson Posted June 27, 2022 Author Posted June 27, 2022 1 hour ago, Dez756 said: Here're the results from xEdit Asset Browser - it seems to indicate that the mod with the problem nif is the USSEP?!? I have the most recent 1.5.97 version if that. One other thing - somehow right before I started on this modlist, the game auto updated to 1.6xxx. I used this (Unofficial Skyrim Downloader at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)) to roll back to 1.5.97 and then started my current playthrough. I'm wondering if there's a problem with that patch that's causing all these problems, which I didn't have before. Any thoughts? I so appreciate the time you're taking with me. I'm going to be away from my computer for a bit but I'll start on the troubleshooting you recommended when I get back in about an hour. The first Container is Data, which means a loose file is winning. Use MO2 right window Data tab to drill down to the file and then check the Mod column to find out with mod contains the loose file.
Dez756 Posted June 28, 2022 Posted June 28, 2022 1 hour ago, sheson said: The first Container is Data, which means a loose file is winning. Use MO2 right window Data tab to drill down to the file and then check the Mod column to find out with mod contains the loose file. Sorry I misunderstood. The mesh is in Glorious Glaciers (Glorious Glaciers at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)). I disabled that mod but CTD'd at the same place. The log is attached. I saved the vanilla mesh from Skyrim - Meshes1.bsa and put it in and confirmed in the MO2 data tab that it was in the correct path in overwrite. CTD in the same place. Second second log. Crash_2022_6_27_19-20-36.txt Crash_2022_6_27_19-49-33.txt
Blackread Posted June 28, 2022 Posted June 28, 2022 (edited) A couple days ago I was googling for information related to a crash I was experiencing, and I found a post made here earlier this month: Having now solved this crash I thought I would make a reply here to provide some information that may help in the future, if someone else shows up with a similar crash. To be exact, I was actually experiencing two different crashes. One with the same address as Joe9075 https://pastebin.com/QftfaANk and another at a different address https://pastebin.com/fFsvKSQs. However, these both reference pathing related things, so I suspect they are very much related. My crashes were predominantly happening upon fast traveling or shortly after arriving at my destination, but they could also happen when simply running around. First I tried to solve this with the binary search method of disabling mods, and I did find a complete list of mods that, when enabled, caused the game to crash. They were as follows: Praedy's Staves AIO Salt and Wind - ApachiiSkyHairMale SE v1.2 Retexture Prince and the Pauper Simply Realistic Armor and Weapons Grass Cache DynDOLOD Output If even one of these mods was enabled the game would crash, and with all of them disabled it was crash free. However, I found this very unbelievable, as I had used some of them for a long time, and how could a hair texture replacer cause a pathing related crash? So I tried another approach and started reverting my recent changes to my list. Quite soon I found out that the real cause of the crash was actually my collection of ESMified plugins, and eventually I narrowed it down to the plugin from RedBag's Rorikstead. I removed the ESM flag, and the crashing was gone. As to why flagging this plugin as a master produced crashing, I have no idea. It seems that some plugins just don't like being ESM flagged, I have seen the same behavior in the past with a couple other mods too. Checking for errors and running the QuickAutoClean revealed nothing. Though the original plugin from RBR does have 31 ITMs and 4 deleted navmeshes, but I had already fixed these for my modified version. - name: 'RedBag''s Rorikstead.esp' dirty: - <<: *reqManualFix crc: 0x471AAB46 util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 31 nav: 4 dirty: - <<: *reqManualFix crc: 0xF229C160 util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)' nav: 4 Anyway, I hope this information can help someone else experiencing the same crashes. If you have any questions I will try and answer them, assuming I get notifications for replies to this post. Edited June 28, 2022 by Blackread
sheson Posted June 28, 2022 Author Posted June 28, 2022 5 hours ago, Dez756 said: Sorry I misunderstood. The mesh is in Glorious Glaciers (Glorious Glaciers at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)). I disabled that mod but CTD'd at the same place. The log is attached. I saved the vanilla mesh from Skyrim - Meshes1.bsa and put it in and confirmed in the MO2 data tab that it was in the correct path in overwrite. CTD in the same place. Second second log. Crash_2022_6_27_19-20-36.txt 48.88 kB · 1 download Crash_2022_6_27_19-49-33.txt 47.67 kB · 1 download Do the same for any of the reported textures that are shown when the currently used NIF is highlighted in the asset browser.
sheson Posted June 28, 2022 Author Posted June 28, 2022 1 hour ago, Blackread said: A couple days ago I was googling for information related to a crash I was experiencing, and I found a post made here earlier this month: Having now solved this crash I thought I would make a reply here to provide some information that may help in the future, if someone else shows up with a similar crash. To be exact, I was actually experiencing two different crashes. One with the same address as Joe9075 https://pastebin.com/QftfaANk and another at a different address https://pastebin.com/fFsvKSQs. However, these both reference pathing related things, so I suspect they are very much related. My crashes were predominantly happening upon fast traveling or shortly after arriving at my destination, but they could also happen when simply running around. First I tried to solve this with the binary search method of disabling mods, and I did find a complete list of mods that, when enabled, caused the game to crash. They were as follows: Praedy's Staves AIO Salt and Wind - ApachiiSkyHairMale SE v1.2 Retexture Prince and the Pauper Simply Realistic Armor and Weapons Grass Cache DynDOLOD Output If even one of these mods was enabled the game would crash, and with all of them disabled it was crash free. However, I found this very unbelievable, as I had used some of them for a long time, and how could a hair texture replacer cause a pathing related crash? So I tried another approach and started reverting my recent changes to my list. Quite soon I found out that the real cause of the crash was actually my collection of ESMified plugins, and eventually I narrowed it down to the plugin from RedBag's Rorikstead. I removed the ESM flag, and the crashing was gone. As to why flagging this plugin as a master produced crashing, I have no idea. It seems that some plugins just don't like being ESM flagged, I have seen the same behavior in the past with a couple other mods too. Checking for errors and running the QuickAutoClean revealed nothing. Though the original plugin from RBR does have 31 ITMs and 4 deleted navmeshes, but I had already fixed these for my modified version. - name: 'RedBag''s Rorikstead.esp' dirty: - <<: *reqManualFix crc: 0x471AAB46 util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 31 nav: 4 dirty: - <<: *reqManualFix crc: 0xF229C160 util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)' nav: 4 Anyway, I hope this information can help someone else experiencing the same crashes. If you have any questions I will try and answer them, assuming I get notifications for replies to this post. A question would be how the plugin was made ESM and how/if that affects navmeshes etc. The mod RedBag's Rorikstead also contains texture(s) that have resolutions that are non power of 2, which I assume you must have fixed.
Blackread Posted June 28, 2022 Posted June 28, 2022 1 hour ago, sheson said: A question would be how the plugin was made ESM and how/if that affects navmeshes etc. The mod RedBag's Rorikstead also contains texture(s) that have resolutions that are non power of 2, which I assume you must have fixed. I used this script for the process: https://www.nexusmods.com/skyrimspecialedition/mods/40260 It applies the ESM flag and flags some NPCs as persistent. However, RedBag's Rorikstead does not add any new NPCs, so the script only applies the ESM flag. I only have the lod texture fix from the mod page actually, I have not attempted to fix the other textures. Not really sure how I would go about doing so without messing the UV mapping.
sheson Posted June 28, 2022 Author Posted June 28, 2022 1 hour ago, Blackread said: I used this script for the process: https://www.nexusmods.com/skyrimspecialedition/mods/40260 It applies the ESM flag and flags some NPCs as persistent. However, RedBag's Rorikstead does not add any new NPCs, so the script only applies the ESM flag. I only have the lod texture fix from the mod page actually, I have not attempted to fix the other textures. Not really sure how I would go about doing so without messing the UV mapping. For plugins with navmeshes it might be necessary to involve CK but that is outside my expertise.
Blackread Posted June 28, 2022 Posted June 28, 2022 1 hour ago, sheson said: For plugins with navmeshes it might be necessary to involve CK but that is outside my expertise. I don't think that's the whole truth here, as I have used the same script on many other plugins without issues, like all of the Great City/Town/Village mods by soldierofwar. But this falls very much outside my expertise too. Two other mods that produced crashing when ESMified were Moon and Star and the 2020 Grand Paladin remake. Other users have reported similar issues with these mods too.
Dez756 Posted June 28, 2022 Posted June 28, 2022 5 hours ago, sheson said: Do the same for any of the reported textures that are shown when the currently used NIF is highlighted in the asset browser. Will do! Just to be sure, should I be running Dyndolod after making the foregoing changes before testing? So far I haven't been.
Dez756 Posted June 28, 2022 Posted June 28, 2022 (edited) 33 minutes ago, Dez756 said: Do the same for any of the reported textures that are shown when the currently used NIF is highlighted in the asset browser. Unlike the Meshes, I don't see a way to save the vanilla textures using the Asset Browser. Am I missing something? Edit: Nevermind! I think I figured it out. Edited June 28, 2022 by Dez756
Mousetick Posted June 28, 2022 Posted June 28, 2022 10 hours ago, Blackread said: Anyway, I hope this information can help someone else experiencing the same crashes. If you have any questions I will try and answer them, assuming I get notifications for replies to this post. No offense, but your analysis doesn't demonstrate or explain anything regarding the root cause of your crashes, and is not readily applicable to other users, because it's completely specific to your load order and it doesn't precisely identify the root cause. All we learn from your analysis is that there is some interaction/conflict (maybe related to navmesh(es)) between some mods in your load order that causes a crash depending on their relative order. ESMifying a mod changes its position in the plugin load order, and if that mod uses a BSA, it also changes the overwrite priority of its assets and resources in the load order. This is a critical detail that may be easy to overlook. If this mod conflicts with other mods in the load order, the conflicts are now resolved with a different priority with a different outcome. Unless manual patching is done in xEdit and/or manual extraction of BSAs is done to properly resolve those conflicts, the end results will vary in-game. Another important detail that may easily be missed, and is a corollary to the previous, is that once the load order is modified, especially in the ESM range, the DynDOLOD output should be considered invalid and unsafe. It needs to be re-generated from scratch. This is crucial to ensure DynDOLOD.esm is properly synced up with the load order. When you ESMify a plugin without re-generating DynDOLOD, the previous DynDOLOD.esm doesn't account for the change. For example, it may overwrite references that should be marked persistent but are not because the outdated DynDOLOD.esm doesn't forward changes from the now ESMified plugin. Non-persistent references defined in an ESM are removed from memory when their parent cell is unloaded, causing unpredictable behavior or crashes when they're accessed. You mention in your analysis that the crash stopped when you disabled a group of mods, including DynDOLOD Output. You didn't specify whether you had re-generated DynDOLOD after ESMifying and re-sorting your mods. I've ESMified a number of mods (~20), using the script you referenced, including Moon and Star, without any issues. My current load order contains 668 plugins and I've yet to experience a game-breaking bug or crash that is not due to my own mistakes. If I may offer some advice to help ensure a stable setup: Sort load order with LOOT. Use custom ordering rules only as a last resort. Systematically clean plugins with xEdit. Systematically check for plugins errors in xEdit. Systematically check for plugin conflicts and patch them in xEdit. Systematically check for conflicts among BSAs, and between BSAs and loose files. Enable 'Archives Parsing' experimental feature in MO2 if using MO2. Overwritten Papyrus scripts require particular attention. Re-generate DynDOLOD plugins whenever the load order changes, especially if it changes in the ESM range. Religiously pay attention to warnings in DynDOLOD's Summary Report. For extra care, review the warnings in DynDOLOD's log files. Some of them are not reported in the Summary Report but are still noteworthy and may require action. Fix as many found issues as possible depending on severity, by yourselves, or seek out solutions and patches elsewhere. Re-generate 'dynamic/automatic' patches, such as Synthesis or similar, whenever the load order changes. Needless to say, this is not a simple matter of ESMifying plugin with an xEdit script. It's a lot of time-consuming work that requires some "expertise". So perhaps the best advice would be not to ESMify mods in the first place unless you understand the implications and are prepared to deal with them.
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