Xorberax, my muse, provider of fun, patron saint of Mount & Blade II: Bannerlord, I ask: Will you bless us with a proper cut-through-enemies mod for Oblivion Remastered? Is it something that can be done with this engine? Can it be mildly balanced so as to not just make two-handed weapons the obvious answer for all things martial and in need of cleaving?
Seriously though, awesome mod, great work as always, and as ever I am looking forward to the next bit of stuff you do.
For what it's worth I've had few crashes, aside from some where combat starts/unsheathing a weapon quickly after a zone transition - good save game practices mitigate this since it's like a once an hour thing, if that. I've gone some three hours without any issues, and I've had some times where it crashes repeatedly in the same engagement only for a full reboot to have it play swimmingly for multiple hours again. I know this doesn't help hone in on crashes, but it's one more semi-report for the pile.
@ALL 1) test it removing other UE4SS mods to isolate other potentially conflicting mods (in case) 2) try this modification in your "...\ue4ss\UE4SS-settings.ini" file: RenderMode = EngineTick, SigScannerNumThreads = 2, MaxMemoryUsageDuringAssetLoading = 90, HookEngineTick = 1 3) disable "Female Locomotion Replacer - Unique Walk and Run" mod if you have it installed
... got no more crashes (till now, 24H testing).
EDIT: and it finally crashed again (much less but still does). In the meanwhile I've also tried similar mod Melee Attack Feinting and Dodge Canceling and it also randomly makes the game crash. At this point it can be a UE4SS problem, and/or these kind of mods hooking input functions simply make this game very unstable (it's well known for example that vanilla game can crash when doing things too fast, like quickly creating potions etc. so that's another clue of a flaky input system). I'm currently trying WITHOUT any of them, and seems stable. Playing with input in the code of this game seems very dangerous at this point to me.... I'll remove any mod relying on input functions hooks for now. Just a supposition, but might make sense...
may this be that can help using version 0.2.0 ( with default value on lua script ) with UE4SS 0.0.3 listed on Nexus . getting few rare random crash , but like as Vanilla game . ( 0.2.0 version of this game + EU4ss 0.0.3 , dont seem to create more instability ) . running over 95 mods , it feels all fine like as Vanilla game when it comes to instability
(Tried my hand at improving the script myself, all approaches I tried failed miserably. The input function hook is the only workable method, failed in my attempts to improve stability too. meh.)
Persistent but unpredictable CTD that happens whenever unsheathing a weapon. Seems to occur more when you enter a new cell and quickly try to unsheathe, but does happen outside as well. Not always when in combat.
Tested on new save without the mod and error goes away.
Frustratingly, It's possible to play for a few hours without the CTD but it does seem to be happening progressively more on my save.
I seem to get random crashes using this mod just as some other commentators here. The crashes happen just as I press the block button. I don't seem to get the crashes after removing this mod. I vaguely remember the error being some null issue.
The only place I see a potential null issue is: RegisterHook("/Script/Altar.VPairedPawn:ConsumeShieldBashFatigueCost", function(Context) local pawn = ctxSelf(Context) if not pawn:IsPlayerCharacter() then return end lastCommittedAttackTimestamp = getTime() end)
ctxSelf can return null by the looks of it. Adding a null check here seems to have fixed the issue for me. EDIT: no it did not ...
Having a lot of crashes after installing this mod... Thankfully the game boots up fast enough for me to don't care too much but i hope this gets fixed if this it's really related to this mod. I'm gonna post the crash log here when it happens again, so that we can check it properly
Took a long while to happen again after updating the game, but here we go. I didn't find any mention of an archive from this mod in the log, but i don't understand all the logic behind it, so i hope this helps anyway: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001db24afdb8c UE4SS!RC::Unreal::UObjectBase::GetInternalIndex() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UObject.cpp:57] UE4SS!`RC::LuaType::UObjectBase<RC::Unreal::UObject,RC::LuaType::UObjectName>::setup_member_functions<1>'::`2'::<lambda_17>::<lambda_invoker_cdecl>() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\LuaType\LuaUObject.hpp:717] UE4SS!RC::LuaMadeSimple::TRY<`RC::LuaMadeSimple::process_lua_function'::`2'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\include\LuaMadeSimple\LuaMadeSimple.hpp:782] UE4SS!RC::LuaMadeSimple::process_lua_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:1018] UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:507] UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:570] UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1636] UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:612] UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147] UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:927] UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1067] UE4SS!RC::LuaMadeSimple::Lua::call_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:847] UE4SS!RC::lua_unreal_script_function_hook_pre() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:214] UE4SS!std::_Func_impl_no_alloc<void (__cdecl*)(RC::Unreal::UnrealScriptFunctionCallableContext,void *),void,RC::Unreal::UnrealScriptFunctionCallableContext &,void *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.39.33519\include\functional:909] UE4SS!RC::Unreal::UnrealScriptFunctionData::FirePreCallbacks() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:85] UE4SS!RC::Unreal::Internal::UnrealScriptFunctionHook() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:176] OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping UE4SS!RC::Unreal::HookedProcessEvent() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\Hooks.cpp:472] OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping OblivionRemastered_Win64_Shipping kernel32 ntdll And again... Amazing mod. Being the culprit of the crash or not, it's a game changer.
For me it seems that HitStop and Attack Canceling are both calling the same hook *i think its these ones VPairedPawn or VEnhancedAltarPlayerController.
Hard to say if it's on the UE4SS code side (perhaps not handling multiple listeners properly), UE5's lua handling support (UE4SS might be doing something Epic never planned for) or the mods themselves.
I also don't like that a CPP lambda function is involved. Those were never fun.
Reminds me of Original Oblivion scripting days. Not well documented Scripting Engine plus it had it's own bugs. So each time you'd add a script mod in, you had to hold your breath. One had hoped that with UE and Lua things would be a little more stable this time around, but perhaps that was too optimistic.
The game crashing constantly has been driving me CRAZY for the past couple of days, but I think you're right! I started a new stealth archer character some days ago and the game was working fine, but after I got this mod it seems my game crashes constantly. I never put much thought into WHAT the cause might be, but I think the last time it crashed (just a few minutes ago) was right as I got my bow out.
I'm actually getting something similar. It's tricky because on load my weapon is always out, and the draw/sheathe seems to trigger the crash randomly, so there's a decent chance I'll just crash right on load, or right when I start combat. I was wondering what was causing it, so I'm glad people reported it here since I knew it had to be one of the UESS mods (combat in particular, so this or timed blocks), I had but wasn't sure which.
I dont think it's the case, played the game 6h straight without crashes witha bow, with another weapons and spell i could have 3-5 crashes in minutes, the game itself has crashes issues changing cells, official release of bethesda itself.
So basically it's a russian roullete to any cell you enter it might crash, for any alchemic potion you craft? it might crash, for any merchant trader done? it might crash(everything i wrote here is real...)
i thought it might have been a conflict since i didn't see any other posts about it a few days ago, but i was having a similar issue where drawing weapons would sometimes cause a crash. it still may be a conflict with the shield on back mod but I'm not sure, don't know anything about mod conflicts when it comes to UE4SS
First day using this mod. I have no crashes. Will keep testing of course, since many users reported this (specific common mods conflicts?).
EDIT: ok, got a suspicious crash finally. Resisted to arrest and immediately pushed RMB (right mouse button): game freezed and crashed. EDIT: seems very randomic. Hard to say if it's UE4SS itself or this mod though 😕
Repro steps: - use torch in a quick slot (e.g. slot 8) - use bow in a quick slot (e.g. slot 2) - use quick slot 1 for sword - equip sword + shield - now press 8 to equip torch (it will automatically appear in your hands only when you will unequip sword+shield pressing 1) - at this point the bug: try to switch from quick slot 1 to 2 (from shield to bow) and you'll notice the bug: player will show both bow+shield in his left hand!!
a simple fix would be: FORCE UNEQUIP TORCH when you equip bows. This will prevent this glitch.
223 comments
Seriously though, awesome mod, great work as always, and as ever I am looking forward to the next bit of stuff you do.
For what it's worth I've had few crashes, aside from some where combat starts/unsheathing a weapon quickly after a zone transition - good save game practices mitigate this since it's like a once an hour thing, if that. I've gone some three hours without any issues, and I've had some times where it crashes repeatedly in the same engagement only for a full reboot to have it play swimmingly for multiple hours again. I know this doesn't help hone in on crashes, but it's one more semi-report for the pile.
1) test it removing other UE4SS mods to isolate other potentially conflicting mods (in case)
2) try this modification in your "...\ue4ss\UE4SS-settings.ini" file: RenderMode = EngineTick, SigScannerNumThreads = 2, MaxMemoryUsageDuringAssetLoading = 90, HookEngineTick = 1
3) disable "Female Locomotion Replacer - Unique Walk and Run" mod if you have it installed
... got no more crashes (till now, 24H testing).
EDIT: and it finally crashed again (much less but still does).
In the meanwhile I've also tried similar mod Melee Attack Feinting and Dodge Canceling and it also randomly makes the game crash. At this point it can be a UE4SS problem, and/or these kind of mods hooking input functions simply make this game very unstable (it's well known for example that vanilla game can crash when doing things too fast, like quickly creating potions etc. so that's another clue of a flaky input system). I'm currently trying WITHOUT any of them, and seems stable.
Playing with input in the code of this game seems very dangerous at this point to me.... I'll remove any mod relying on input functions hooks for now. Just a supposition, but might make sense...
using version 0.2.0 ( with default value on lua script ) with UE4SS 0.0.3 listed on Nexus .
getting few rare random crash , but like as Vanilla game . ( 0.2.0 version of this game + EU4ss 0.0.3 , dont seem to create more instability ) . running over 95 mods , it feels all fine like as Vanilla game when it comes to instability
(Tried my hand at improving the script myself, all approaches I tried failed miserably. The input function hook is the only workable method, failed in my attempts to improve stability too. meh.)
Tested on new save without the mod and error goes away.
Frustratingly, It's possible to play for a few hours without the CTD but it does seem to be happening progressively more on my save.
'Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002820967250cUE4SS!RC::Unreal::UObjectBase::GetInternalIndex() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UObject.cpp:57]UE4SS!`RC::LuaType::UObjectBase<RC::Unreal::UObject,RC::LuaType::UObjectName>::setup_member_functions<1>'::`2'::<lambda_17>::<lambda_invoker_cdecl>() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\LuaType\LuaUObject.hpp:717]UE4SS!RC::LuaMadeSimple::TRY<`RC::LuaMadeSimple::process_lua_function'::`2'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\include\LuaMadeSimple\LuaMadeSimple.hpp:782]UE4SS!RC::LuaMadeSimple::process_lua_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:1018]UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:507]UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:570]UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1636]UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:612]UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147]UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:927]UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1067]UE4SS!RC::LuaMadeSimple::Lua::call_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:847]UE4SS!RC::lua_unreal_script_function_hook_pre() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:214]UE4SS!std::_Func_impl_no_alloc<void (__cdecl*)(RC::Unreal::UnrealScriptFunctionCallableContext,void *),void,RC::Unreal::UnrealScriptFunctionCallableContext &,void *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.39.33519\include\functional:909]UE4SS!RC::Unreal::UnrealScriptFunctionData::FirePreCallbacks() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:85]UE4SS!RC::Unreal::Internal::UnrealScriptFunctionHook() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:176]OblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingUE4SS!RC::Unreal::HookedProcessEvent() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\Hooks.cpp:472]OblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_Shippingkernel32ntdll'
The only place I see a potential null issue is:
RegisterHook("/Script/Altar.VPairedPawn:ConsumeShieldBashFatigueCost", function(Context)
local pawn = ctxSelf(Context)
if not pawn:IsPlayerCharacter() then
return
end
lastCommittedAttackTimestamp = getTime()
end)
ctxSelf can return null by the looks of it. Adding a null check here seems to have fixed the issue for me. EDIT: no it did not ...
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001db24afdb8c
And again... Amazing mod. Being the culprit of the crash or not, it's a game changer.UE4SS!RC::Unreal::UObjectBase::GetInternalIndex() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UObject.cpp:57]
UE4SS!`RC::LuaType::UObjectBase<RC::Unreal::UObject,RC::LuaType::UObjectName>::setup_member_functions<1>'::`2'::<lambda_17>::<lambda_invoker_cdecl>() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\LuaType\LuaUObject.hpp:717]
UE4SS!RC::LuaMadeSimple::TRY<`RC::LuaMadeSimple::process_lua_function'::`2'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\include\LuaMadeSimple\LuaMadeSimple.hpp:782]
UE4SS!RC::LuaMadeSimple::process_lua_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:1018]
UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:507]
UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:570]
UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1636]
UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:612]
UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147]
UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:927]
UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1067]
UE4SS!RC::LuaMadeSimple::Lua::call_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:847]
UE4SS!RC::lua_unreal_script_function_hook_pre() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:214]
UE4SS!std::_Func_impl_no_alloc<void (__cdecl*)(RC::Unreal::UnrealScriptFunctionCallableContext,void *),void,RC::Unreal::UnrealScriptFunctionCallableContext &,void *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.39.33519\include\functional:909]
UE4SS!RC::Unreal::UnrealScriptFunctionData::FirePreCallbacks() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:85]
UE4SS!RC::Unreal::Internal::UnrealScriptFunctionHook() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:176]
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
UE4SS!RC::Unreal::HookedProcessEvent() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\Hooks.cpp:472]
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
kernel32
ntdll
UE4SS!RC::LuaType::UObjectBase<...>::setup_member_functions
UE4SS!LuaMadeSimple::process_lua_function
UE4SS!lua_unreal_script_function_hook_pre
UE4SS!FirePreCallbacks
For me it seems that HitStop and Attack Canceling are both calling the same hook *i think its these ones
VPairedPawn
orVEnhancedAltarPlayerController
.I also don't like that a CPP lambda function is involved. Those were never fun.
Reminds me of Original Oblivion scripting days. Not well documented Scripting Engine plus it had it's own bugs. So each time you'd add a script mod in, you had to hold your breath. One had hoped that with UE and Lua things would be a little more stable this time around, but perhaps that was too optimistic.
So basically it's a russian roullete to any cell you enter it might crash, for any alchemic potion you craft? it might crash, for any merchant trader done? it might crash(everything i wrote here is real...)
I am also getting crashes like others have mentioned. Particularly when drawing a bow (holding left click) that only happens sometimes.
Will keep testing of course, since many users reported this (specific common mods conflicts?).
EDIT: ok, got a suspicious crash finally. Resisted to arrest and immediately pushed RMB (right mouse button): game freezed and crashed.
EDIT: seems very randomic. Hard to say if it's UE4SS itself or this mod though 😕
Can you incorporate a fix for the well known Torch bug when you have shield + bow (or create another specific mod-fix)?
If you don't know...: Oblivion 4 remastered bug is driving me crazy and ruining the experience, has anyone else had this issue and know how to fix it? : r/ElderScrolls
Repro steps:
- use torch in a quick slot (e.g. slot 8)
- use bow in a quick slot (e.g. slot 2)
- use quick slot 1 for sword
- equip sword + shield
- now press 8 to equip torch (it will automatically appear in your hands only when you will unequip sword+shield pressing 1)
- at this point the bug: try to switch from quick slot 1 to 2 (from shield to bow) and you'll notice the bug: player will show both bow+shield in his left hand!!
a simple fix would be: FORCE UNEQUIP TORCH when you equip bows. This will prevent this glitch.