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Posted

This is not strictly a "STEP" issue, but I'm counting on you guys to have some ideas on how I might approach this.

 

I'm at around 25th level on my current game, too far to just start over, and I am crashing at what appears to be random times.  Maybe every 10 minutes outside, and every 30 minutes inside.  Worse in some areas. It's driving me nuts and I need some ideas on where to look to fix it.

 

I'm playing what started out to be a basic STEP install, that has grown to 161 esps (counting the bashed patch).  I'm running in LOOT order, with 12 GB of memory, and a brand new GTX 970.  I'm running the latest SKSE, + uGridsToLoad, MindfluxParticles, and SafetyLoad.  I believe my ini's are STEP default, but I may have made a few minor tweaks setting up my ENB (Phinix) or trying to figure out why I keep crashing.  Neither the SKSE nor the Papyrus logs make any noise just prior to the crash.  I ran a script cleaner on my save, but nothing came up as orphaned or otherwise odd.

 

I should note that I am running one ESP with a single missing navmesh (Eagle's Nest).  I think that's why I crash a lot along the road from Helgen to Riverwood.  I've run it before with no major issues, though, so it's hard to fault this for me having a CTD while checking out my inventory in a dungeon.

 

I can be doing anything when I crash.  Mousing over my inventory, running down the road, looking around, whatever.  Combat seems to be the largest cause of crashes, but by no means the only one.

 

So, is this just what I should expect playing a 32 bit game with 161 esps, or is there something else I can look at?  Is there any truth to some of these quick-fixes I've seen on the boards about extreme memory settings that make better use of my PC's resources?

 

I'm not asking for anyone to fix this for me (I made this mess), but I'd like a few more ideas on what I can look for.

Posted

No, that's what I was talking about.  Your suggestion leads to a good chunk of viewing material.   Who knows?  it might even point to the solution without the need for posting the log.  Thanks for the info.

Posted

Okay, went to a save where things got wonky fast and was able to generate this fast:

 

[spoiler=MemoryBlocksLog.log]logging of blocks enabled
logging max values only
Timer disabled
Block1 Block2
256MB 256MB
85 8
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Now, that surprises me.  Here's my memory setting from skse 1.07.01:

 

[Memory]

DefaultHeapInitialAllocMB=768

ScrapHeapSizeMB=256

 

Looks like it's being ignored, no?

Posted

I'm not familiar with the "force steam loader argument".  Where's that?

 

enblocal.ini memory settings:

 

[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=false
ReservedMemorySizeMb=256
VideoMemorySizeMb=2944
EnableCompression=true
AutodetectVideoMemorySize=false

 

 

Posted

Some users on the memory blogs page are saying that skse may not be implementing the memory patch, and to go back to SSME.  I tried that, that SSME says that something is still loading the patch (presumable skse) even though I removed the memory settings in the ini.  At this point, I'm wondering if skse may be bugged.

Posted

Fixed it!

 

Gave up on SSME, and tried skse 1.7.2b.  That didn't make a difference, either.  Then I took the skse.ini file *out* of MO, and dropped it directly in "Skyrim\Data\SKSE\skse.ini", and now I'm getting the memory patch.

Dunno why I'm the only person this is happening to, but it might be worth remembering for the next guy having crashes.

 

Thanks for the pointers.  It got me started.

Posted

Its happening so often... 

If someone is crashing randomly post SSME patch and then the answer that I have come up with is generally that the memory tweaks are not applying.

 

Like just recently, I have had three (four - five now) people with the same issue within a day :/

 

This is kinda the reason I want to make memory blocks log part of STEP Core rather than in a pack.

 

I have discussed the -forcesteamloader argument over here on this thread...

regardless, can you post a followup of if it worked or did not work.

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