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CTD - Heap Corruption when loading new cells/fast travel


Question

Posted

When I run far enough across the world for the game to start loading up new cells, or when I transition between cells via fast travel or dungeon entrances, my game crashes.

 

SKSE Minidump

 

 

FAULTING_IP:
ntdll!RtlFreeHeap+3a
77bfdfe4 80780705 cmp byte ptr [eax+7],5

EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 77bfdfe4 (ntdll!RtlFreeHeap+0x0000003a)
ExceptionCode: c0000005 (Access violation)
ExceptionFlags: 00000000
NumberParameters: 2
Parameter[0]: 00000000
Parameter[1]: 736f7077
Attempt to read from address 736f7077

PROCESS_NAME: TESV.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_PARAMETER1: 00000000

EXCEPTION_PARAMETER2: 736f7077

READ_ADDRESS: 736f7077

FOLLOWUP_IP:
ntdll!RtlFreeHeap+3a
77bfdfe4 80780705 cmp byte ptr [eax+7],5

ADDITIONAL_DEBUG_TEXT: Enable Pageheap/AutoVerifer ; Followup set based on attribute [is_ChosenCrashFollowupThread] from Frame:[0] on thread:[PSEUDO_THREAD]

LAST_CONTROL_TRANSFER: from 765a14ad to 77bfdfe4

FAULTING_THREAD: 00001e58

DEFAULT_BUCKET_ID: HEAP_CORRUPTION

PRIMARY_PROBLEM_CLASS: HEAP_CORRUPTION

BUGCHECK_STR: APPLICATION_FAULT_HEAP_CORRUPTION_HEAP_CORRUPTION_INVALID_POINTER_READ

STACK_TEXT:
00000000 00000000 heap_corruption!heap_corruption+0x0


SYMBOL_STACK_INDEX: 0

SYMBOL_NAME: heap_corruption!heap_corruption

FOLLOWUP_NAME: MachineOwner

MODULE_NAME: heap_corruption

IMAGE_NAME: heap_corruption

DEBUG_FLR_IMAGE_TIMESTAMP: 0

STACK_COMMAND: ** Pseudo Context ** ; kb

FAILURE_BUCKET_ID: HEAP_CORRUPTION_c0000005_heap_corruption!heap_corruption

BUCKET_ID: APPLICATION_FAULT_HEAP_CORRUPTION_HEAP_CORRUPTION_INVALID_POINTER_READ_heap_corruption!heap_corruption

WATSON_STAGEONE_URL: https://watson.microsoft.com/StageOne/TESV_exe/1_9_32_0/51437ce5/ntdll_dll/6_1_7601_18247/521ea8e7/c0000005/0002dfe4.htm?Retriage=1

Followup: MachineOwner
---------

 

 

 

Memory Log

 

 

logging of blocks enabled
logging max values only
Timer disabled
Block1 Block2
768MB 512MB
85 8
85 8
85 9
85 10
85 11
85 12
85 13
85 14
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257 140
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337 155
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342 162
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345 162
350 162
361 162

Crash still occurs with 512/256 heap settings.
 
I can play around as much as I want and spawn in a million actors in the spot I initially load and the game runs fine.
This crash DOESN'T happen when I transition between cells via COC. 
What the hell is going on?
 

 

 

1 answer to this question

Recommended Posts

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Posted

well for starter, you should keep the memory at the recommended settings unless you need to increase blocks1 to 1024(768 effective). The scrap leave along, it works in a much different way than you expect.

 

My first guess is that one or more plugins have errors in their references.

Just open up xEdit and check a group for errors until you check them all.

 

If may be related to ENBoost settings, safety load (which shouldnt be used anymore).

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