Getting some consistent crashes related to (BGSWaterCollisionManager::bhkWaterfall*), and this seems like the only water related mod I've installed recently.
Interesting. I don't touch anything related to collision, and I can't see how the Shader Property flags or the Lighting Influence value would have anything to do with it either. Open a bug report with the crash log, the process you use to recreate the crash, and any other mods you have that affect the same meshes this mod does. I'll investigate once I have that info.
For what its worth, preliminary testing with 1.3 seems to have at least reduced crashing in SkyrimSE.exe+051E543 (game version 1.6.1170.0). I've had none so far, and before with version 1.1 it happened randomly, but at least once in about 30 minutes regardless of where in the world I was.
It was quite fortunate that RadiantWings identified this mod as the potential culprit, as it might have taken me a while to locate the issue. The crash log really contains nothing more in terms of hints other than that it was likely caused by some actor in some cell colliding with water. Water particles make sense in hind-sight.
Example crash log in the spoiler tag below. Most likely what happened in that one was that a mudcrab (0xFF000E32) in Wilderness (0xFF000C91) splashed a puddle, or something similar. This is entirely assuming RDX and RBX actually had anything to do with the function where it crashed. I didn't look at this in a debugger, it's all speculation.
Spoiler:
Show
Skyrim SSE v1.6.1170 CrashLoggerSSE v1-15-0-0 Oct 12 2024 11:33:37
Genuinely helpful info here, thanks kGnome. I've gone back and checked some of the crashlogs from when I was trying to reproduce and it will sometimes feature a Character pointer near the top of the stack, though not always. Roughly where were you when you had this crash?
That specific crash was most likely in the mountains above Rorikstead, i.e. on the path to the little tent camp with the 2 dead lovers, between Rorikstead and Old Hroldan. These crashes occured basically everywhere though, as in, just running from Windhelm via Falkreath to Markarth it would crash anywhere and at any time.
It's unfortunate that the cell ref id can't easily be translated to an actual cell to confirm the location. Tried with xEdit and the game itself (prid). I'll see if I can find it somewhere; maybe the save file.
Make sure the crash logs you compare to have the exact same faulting offset (assuming your game version is also 1170), otherwise we're dealing with multiple problems. I generally require at least 2 or 3 of the topmost callstack entries to be identical, but it really depends on what is going on in the faulting offset.
List of mod meshes conflicting from popular mods that I came across in my LO excluding the ones already patched by yourself. Thx AERwaevs!
+ Water for ENB + Skyland Bits & Bobs - Blacksmith Smelter Embers XD Patch (smeltermarker is conflicting with the patch for the mesh on the main SKYBB page) + Embers XD, Embers XD Fire Them Sparks + Lux + Rudy HQ Falling Leaves and Needles SE + HDT SMP Force Fields
cool! As others have said I'll mention Arctic, Frost VFX and HDT SMP Force Fields (both from Kittytail), and then Embers XD of course
@hdf2 just overwrite Forgotten Retex and Little Things you won't be losing anything, and Little Things is just redundant attempting to fix a lot of which CS Particle Patch is, webs, dust, mist etc. Also I have Placed Light and there's no conflicts with the main mod, I think you mean the Placed Light Embers XD patch
i was having serious ctd's with natural waterfalls and its water overhaul with this, but having CS Particle Patch load before fixed it. The strange thing is that it was crashing in areas without a lot of water, like the top of Elderblood Peak and riding across the Whiterun Plains.
Thank you so much for the 50% option! Obsidian had some overexposure (?) sometimes on my setup, now its perfect. I uploaded a pic, I use Distant Blur and it compliments nicely.
Thanks for your hard work. I use it by overwriting Particle Patch and the changes are noticeable, especially in water. Very good job (=
By the way, could you consider the idea of separating the patches from the main mod?. In my case I use your patches for ERM and SMIM, so to keep a correct order in my modlist, I have created empty mod folders (MO2) to place the patches and thus place them under the original mods. If the idea doesn't convince you, I don't mind to keep doing it this way on my own. Thank you very much.
Hot tip: if you reinstall a mod and rename the mod during the reinstallation process it will create that new mod folder and leave your old one alone ;)
Thanks for the tip. That was my idea in the first place, but when choosing the modular installation, the second step needs at least one component to be installed in order to proceed. This can be solved by changing “SelectAtLeastOne” to “SelectAny” in the Components part of the fomod, a change I would appreciate for future versions.
Thank you. Only one drawback, and that is that the option to install only the ERM patch does not install anything, although the folder and the mesh is in the zip file. I am very short of time, so I have not been able to stop to look at what is wrong, sorry.
127 comments
BGSWaterCollisionManager::bhkWaterfall
It was quite fortunate that RadiantWings identified this mod as the potential culprit, as it might have taken me a while to locate the issue. The crash log really contains nothing more in terms of hints other than that it was likely caused by some actor in some cell colliding with water. Water particles make sense in hind-sight.
Example crash log in the spoiler tag below. Most likely what happened in that one was that a mudcrab (0xFF000E32) in Wilderness (0xFF000C91) splashed a puddle, or something similar. This is entirely assuming RDX and RBX actually had anything to do with the function where it crashed. I didn't look at this in a debugger, it's all speculation.
Skyrim SSE v1.6.1170
CrashLoggerSSE v1-15-0-0 Oct 12 2024 11:33:37
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF65689E543 SkyrimSE.exe+051E543 cmp qword ptr [rcx+0x10], 0x00
...
PROBABLE CALL STACK:
[0] 0x7FF65689E543 SkyrimSE.exe+051E543 -> 32107+0x13 cmp qword ptr [rcx+0x10], 0x00
[1] 0x7FF65689D469 SkyrimSE.exe+051D469 -> 32089+0xA9 test al, al
[2] 0x7FF65651C33C SkyrimSE.exe+019C33C -> 13291+0x24C nop
[3] 0x7FF656A52A77 SkyrimSE.exe+06D2A77 -> 39067+0xA7 mov ecx, 0x0E
[4] 0x7FF657077888 SkyrimSE.exe+0CF7888 -> 69378+0xD8 mov ecx, [rbx+0x0C]
[5] 0x7FF657077E51 SkyrimSE.exe+0CF7E51 -> 69380+0x361 mov r15d, eax
[6] 0x7FF6570761DA SkyrimSE.exe+0CF61DA -> 69344+0x8A movzx eax, byte ptr [rbx+0xA74]
[7] 0x7FF657050DBD SkyrimSE.exe+0CD0DBD -> 68445+0x3D mov rcx, [0x00007FF65954C318]
[8] 0x7FFE99CE259D KERNEL32.DLL+001259D
[9] 0x7FFE9A00AF38 ntdll.dll+005AF38
REGISTERS:
RAX 0x23592907200 (void*)
RCX 0xE (size_t) [14]
RDX 0x2345DD0B000 (BGSWaterCollisionManager::bshkAutoWater*)
RBX 0x2345E153320 (BGSWaterCollisionManager::bhkWaterfall*)
RSP 0x96CDAFF868 (void*)
RBP 0x0 (size_t) [0]
RSI 0x0 (size_t) [0]
RDI 0x23548B73D00 (TES*)
R8 0x235805D4880 (TESObjectCELL*)
Flags: 0x0000200A
EditorID: "Wilderness"
FormID: 0xFF000C91
FormType: Cell (60)
Flags: 0x0000200A kAltered | kInitialized
EditorID: "Wilderness"
FormID: 0xFF000C91
FormType: Cell (60)
R9 0x2340E7E7CD0 (void*)
R10 0x0 (size_t) [0]
R11 0x0 (size_t) [0]
R12 0x7FF6595D80C8 (void* -> SkyrimSE.exe+32580C8 add [rax], al)
R13 0x7FF6595D80C0 (void* -> SkyrimSE.exe+32580C0 add [rax], al)
R14 0x1 (size_t) [1]
R15 0x7FF6595D80C4 (void* -> SkyrimSE.exe+32580C4 add [rax], al)
STACK:
[RSP+0 ] 0x7FF65689D469 (void* -> SkyrimSE.exe+051D469 test al, al)
[RSP+8 ] 0x235AE71F100 (Character*)
File: "Skyrim.esm"
Flags: 0x00020409
Name: "Mudcrab"
FormID: 0x00045A52
FormType: ActorCharacter (62)
Object Reference:
Flags: 0x00000008 kInitialized
Name: "Mudcrab"
FormID: 0xFF000E32
FormType: NPC (43)
ParentCell: ---
File: "Occlusion.esp"
Modified by: Skyrim.esm -> Update.esm -> ccBGSSSE001-Fish.esm -> Landscape Fixes For Grass Mods.esp -> Occlusion.esp
Flags: 0x0004000B
EditorID: "Wilderness"
FormID: 0x00009A24
FormType: Cell (60)
File: "Skyrim.esm"
Flags: 0x00020409 kDestructible | kInitialized
FormID: 0x00045A52
FormType: ActorCharacter (62)
[RSP+10 ] 0x2345DD0B130 (BGSWaterCollisionManager::bshkAutoWater*)
[RSP+18 ] 0x0 (size_t) [0]
[RSP+20 ] 0x2340E7E7CD0 (void*)
[RSP+28 ] 0x3E189899 (size_t) [1041799321]
[RSP+30 ] 0x0 (size_t) [0]
[RSP+38 ] 0x235805D4880 (TESObjectCELL*)
Flags: 0x0000200A
EditorID: "Wilderness"
FormID: 0xFF000C91
FormType: Cell (60)
Flags: 0x0000200A kAltered | kInitialized
EditorID: "Wilderness"
FormID: 0xFF000C91
FormType: Cell (60)
...
It's unfortunate that the cell ref id can't easily be translated to an actual cell to confirm the location. Tried with xEdit and the game itself (prid). I'll see if I can find it somewhere; maybe the save file.
Make sure the crash logs you compare to have the exact same faulting offset (assuming your game version is also 1170), otherwise we're dealing with multiple problems. I generally require at least 2 or 3 of the topmost callstack entries to be identical, but it really depends on what is going on in the faulting offset.
+ Water for ENB
+ Skyland Bits & Bobs - Blacksmith Smelter Embers XD Patch (smeltermarker is conflicting with the patch for the mesh on the main SKYBB page)
+ Embers XD, Embers XD Fire Them Sparks
+ Lux
+ Rudy HQ Falling Leaves and Needles SE
+ HDT SMP Force Fields
Faultier's PBR Skyrim
Forgotten Retex Project
Frost VFX Edit
Little Things
Placed Light
Little Things is the biggest in my load order.
@hdf2 just overwrite Forgotten Retex and Little Things you won't be losing anything, and Little Things is just redundant attempting to fix a lot of which CS Particle Patch is, webs, dust, mist etc. Also I have Placed Light and there's no conflicts with the main mod, I think you mean the Placed Light Embers XD patch
Dimmer Apocrypha smoke
Please :)
+ No More Blinding Fog
+ Natural Waterfalls
( says MO2 )
Very good job (=
By the way, could you consider the idea of separating the patches from the main mod?. In my case I use your patches for ERM and SMIM, so to keep a correct order in my modlist, I have created empty mod folders (MO2) to place the patches and thus place them under the original mods. If the idea doesn't convince you, I don't mind to keep doing it this way on my own. Thank you very much.
Also wondering if thisPretty sure it should overwrite NAT.CS. Reading helps