Thanks for the mod. I block a lot and it's nice to no longer have to wait for each swing to finish to block an attack. Two small things: 1) It makes shield bashing overpowered because you can spam it a lot faster now. Maybe shield bashes could be excluded? 2) A suggestion for an additional feature is to make it so that you can also cancel attacks to switch weapons. So many times, I've gotten the message that I can't switch weapons during combat, even when I should be able to. Thanks again.
ChatGPT didn't work on anything with that, I wrote that all by hand for one. For two, it did fix crashes, you most likely used the alpha of a new mod I'm creating, or you have other UE4SS mods causing crashing.
mattmartin609, does this basically mean that every UE4SS mod that checks playcontroller or its pawn is subject to this crash? Sounds like I have some debugging to do because I'm using a Hitstop mod and some animation mods.
What happened to the fix? I still have that fixed version installed and no crashes. I would get crashes not in combat but changing cells. I haven't had a consistent crash in a long while, but I have been working mod by mod.
@gerokishi Yes, any mod that accesses PlayerController or Pawn without proper validation can crash.
@sydney I'm glad you're using it and I apologize! I just felt the other attack cancelling mod had better features but even more problems (which I understand why Xor did it his way), and when I started fixing them I just went- why don't I just make an original mod thats better than all of this that's safe? Tbh UE4SS is the problem, but defensive programming is always good. And, I felt I could do even more error handling and just go insane with it. My current mod even the debug is wrapped in pcalls lol.
Anyway, rn its in a pre RC beta and does skill based dodge cancel with weapon specific timings and skill based fatigue drain, block cancel (same skill based etc etc) and slomo on cancel with both early and late cancels, perfect block with slomo with a bow rapid shot response, H2H "TysonMode" response, and weapon dmg boost response, kills have slomo, headshots with magic and bow that do dmg boost, slomo, and stagger, and directional jump cancels. Additionally, all of these work synergistically, so you can perfect block attack cancel into special response into this or anything! All nested pcalls, full error handling, vastly superior. One mod does it all.
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.
Especially when fast travelling/transitioning into any area and unsheating within the first ~ 20 seconds after fade in has a high probability to crash my game. Any area - interior or exterior, any weapon type - regular or enchanted. Happened with this mod as well as the "fixed" version
Since I removed this, or rather the "fixed" version that is now deleted and integrated into this one - I have had zero crashes on load&unsheathe for about 5 hours platime where i had one every 30-60 minutes before.
So the crash is happening when playerController is nil.
Yours will mostly fix it when playerController doesn't exist. However, there's still potential stability issues.
What needs to be done is where playerController.Pawn exists but accessing it throws an error, pawn exists but pawn:IsValid() crashes, weaponActor:IsA() throws an error, or there's any other unexpected UE4SS weirdness.
I have a fix in testing rn, I wrapped all functions in error handlers so it's impossible to crash. Testing rn, if it works I'll upload as a patch that Xorberax can take. Unfortunately the other attack cancel has the same issues.
100% more fun. combat is more skill based. One can actually block now, and is not stuck in weird animations. I would consider this essential to the game. also check out the shortcut time slow one by the same author. Anyways, melee feels really good with this.
Blocking is certainly easier, which gives you an advantage, but at the same time, some weapons—especially all the two-handed ones—can benefit from not being completely overpowered by smaller but much faster weapons.
One cool feature of this mod could be the ability to block at any time during normal attacks, BUT once you've committed a charged attack you would no longer be able to block an incoming swing.
Hello, I can't seem to get this mod to work. I've even tried going back to the first version. Even added to the mods.txt doc in the script extender folder. Im new to using mods and im sure i just did something wrong but for the life of me i cant figure it out. Any help would be much appreciated. Everything im seeing about this mod looks awesome
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
245 comments
Per OP's own comments, Xorberax can even use/upload to his page.
Sounds like I have some debugging to do because I'm using a Hitstop mod and some animation mods.
Just curious as to why the fix was taken down?
@sydney I'm glad you're using it and I apologize! I just felt the other attack cancelling mod had better features but even more problems (which I understand why Xor did it his way), and when I started fixing them I just went- why don't I just make an original mod thats better than all of this that's safe? Tbh UE4SS is the problem, but defensive programming is always good. And, I felt I could do even more error handling and just go insane with it. My current mod even the debug is wrapped in pcalls lol.
Anyway, rn its in a pre RC beta and does skill based dodge cancel with weapon specific timings and skill based fatigue drain, block cancel (same skill based etc etc) and slomo on cancel with both early and late cancels, perfect block with slomo with a bow rapid shot response, H2H "TysonMode" response, and weapon dmg boost response, kills have slomo, headshots with magic and bow that do dmg boost, slomo, and stagger, and directional jump cancels. Additionally, all of these work synergistically, so you can perfect block attack cancel into special response into this or anything! All nested pcalls, full error handling, vastly superior. One mod does it all.
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'
Especially when fast travelling/transitioning into any area and unsheating within the first ~
20 seconds after fade in has a high probability to crash my game.
Any area - interior or exterior, any weapon type - regular or enchanted.
Happened with this mod as well as the "fixed" version
Since I removed this, or rather the "fixed" version that is now deleted and
integrated into this one - I have had zero crashes on load&unsheathe
for about 5 hours platime where i had one every 30-60 minutes before.
Replace it at "...OblivionRemastered\Binaries\Win64\ue4ss\Mods\AttackCancelling\Scripts".
No crashes after whatever chatgpt did.
The difference is on this line:
(original) local pawn = playerController.Pawn
(chatgpt) local pawn = playerController and playerController.Pawn
I have no idea if this change makes any sense, but I think it is worth trying.
local pawn = playerController.Pawn
with:
local pawn = playerController and playerController.Pawn
correct?
Yours will mostly fix it when playerController doesn't exist. However, there's still potential stability issues.
What needs to be done is where playerController.Pawn exists but accessing it throws an error, pawn exists but pawn:IsValid() crashes, weaponActor:IsA() throws an error, or there's any other unexpected UE4SS weirdness.
I have a fix in testing rn, I wrapped all functions in error handlers so it's impossible to crash. Testing rn, if it works I'll upload as a patch that Xorberax can take. Unfortunately the other attack cancel has the same issues.
Doesn't matter if you don't play on high difficulty or with the rebalance mod, I guess, considering you can just face tank everything.
Lots of funny gameplay design decisions with this release.
It kind of feels like you would be un-killable and too easy?
If it's more fun then that's all I really care about.
One cool feature of this mod could be the ability to block at any time during normal attacks, BUT once you've committed a charged attack you would no longer be able to block an incoming swing.
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