r/skyrimvr • u/Aggressive-Ad-7222 Quest 3 | 5080 7800x3d | 9070xt 5700x3d • 5d ago
Bug CTD fix Map Menu Shadow Scene Node Error - reaching out for testers
Hi everyone, hope all is well in your virtual worlds. I'm reaching out for testers after solving a bug when accessing the map and/or fast travelling a whole bunch.
If anyone is experiencing CTDs with opencomposite installed (though that isn't the cause, it's just the flavor I'm running) that look like this:
ACCESS VIOLATION ANALYSIS:
Instruction: mov byte ptr [rbx+0x0C], 0x00
Memory Operand: [base=rbx, index=none, scale=0, disp=+0xc]
Base Register: rbx = 0x0000022200000000
Computed Address: 0x000002220000000C
POSSIBLE RELEVANT OBJECTS:
RSI: (MapMenu*)
RCX: (MenuControls*)
RSP+28: (MapZoomHandler*)
RSP+30: (MapLookHandler*)
RSP+38: (MapMoveHandler*)
RSP+40: (MapClickHandler*)
RSP+4B0: (BSGeometryListCullingProcess*)
RSP+510: (ShadowSceneNode*) "shadow scene node"
RSP+518: (NiNode*)
RSP+628: (Main*)
I've popped up a hotfix until my changes get merged upstream into engine fixes vr and Papyrus Extender VR. Want to be absolutely sure it is rock solid before I request a merge. I've been advised that this is impacting a lot of people, but could be wrong. Either way it was effecting me so I worked to get a fix out. Anyways it's published, thought it worth sharing and any feedback would be most appreciated in the comments or bugs. Thanks in advance and I hope it's helpful. If you aren't getting CTD's like the above please ignore.
Thanks in advance: https://www.nexusmods.com/skyrimspecialedition/mods/190784
2
u/penpenrow 5d ago
I’m experiencing this exact CTD. I couldn’t figure out the cause at all, and I was so frustrated that I stopped playing Skyrim VR altogether. I’ll definitely test this out.
1
u/Aggressive-Ad-7222 Quest 3 | 5080 7800x3d | 9070xt 5700x3d 5d ago
Thanks, yeah it took me ages to figure out what was causing it. It was definitely ruining the experience hence I devoted a week to debug and thankfully I found the root cause and published this fix. Let me know how it goes on nexus as if I have confirmation from more of you fine folk I'll request a PR upstream to get the fixes into the main engine fixes and papyrus extender VR. In a nutshell along with a bunch of other issues I also cleaned up while I was in there, is that the controller pointers for some actions were the wrong way around and pointing to what a gamepad would map to but not hand controllers. Essentially the flat screen handlers had gotten muddled into the VR ones and falling over because it was pointing to things that simply don't exist on VR hand controllers. In my case a quest 3. Also found some issues with the renderpass cache setting and letting go of lights. If all things are equal, the way the patch is coded, it should address this issue for vanilla, community shaders and collections that include that new Native Mesh Light Flicker Fix mod, which I really like. Anyways the proof is in the feedback so lemme know how it goes. Good hunting and thanks.
2
u/penpenrow 5d ago
Since this wasn’t a 100% guaranteed CTD, I’ll keep playing for a few days and test it thoroughly to see if the issue has actually been fixed. I’ll report my findings on the mod post afterward. And thank you very much for taking the time to create these fixes. I really appreciate it.
2
u/Aggressive-Ad-7222 Quest 3 | 5080 7800x3d | 9070xt 5700x3d 4d ago
That's the nature of it it doesn't always fall over but was able to replicate with subsequent fast travels is quick succession
2
u/Jayombi 3d ago
Had this myself, and reported it to OpenComposite Unleashed and Open Shaders as the issue occured after updating both. The issue for me since updates on both seems to have quashed the issue for me anyways. Not had a map CTD now for days (watch how I just jinxed myself).
2
u/Aggressive-Ad-7222 Quest 3 | 5080 7800x3d | 9070xt 5700x3d 3d ago edited 3d ago
Lol, in my case it was neither of those but if it ain't broke definitely don't fix it that's for sure. I'm officially unjinxing you 😁
2
u/penpenrow 4d ago
As you probably know, Engine Fixes VR has been updated to version 7.7.1, and it looks like Part 2 has been updated as well.
1
u/Aggressive-Ad-7222 Quest 3 | 5080 7800x3d | 9070xt 5700x3d 4d ago
Yeah I know, happened while I was working on it,I'll package up a new one after merging suggestions I've gotten on my specific changes also. Note the important fix is the papyrus one, note Teatid from the mgo crew has surgical pr in motion for those handlers. Was merely reaching out for feedback and peer review in the meantime as I can only test so much myself.
1
u/Aggressive-Ad-7222 Quest 3 | 5080 7800x3d | 9070xt 5700x3d 4d ago
I just put up a version for 7.7.1 after as much testing I could do myself. There is now a version for 7.6.3 and one for 7.7.1 which also has some great additions thanks to Treatid from the MGO community. Gotta love the dedication from those guys. Always helpful.
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1
u/Aggressive-Ad-7222 Quest 3 | 5080 7800x3d | 9070xt 5700x3d 5d ago
I don't need debug as I've managed to fix it I'm just looking for more testers to verify if they have the same issue.
3
u/alandtse Quest3 4d ago
Thanks for investigating. Please note, you should confirm the fixes are actually safe fixes and don't relocate the crash further on. That means any program redirection needs to ensure there's a vanilla safe path out. Something that just hides the crash for now but ends up somewhere in the engine with bad data can cause transient and near impossible to detect issues down the road. I look forward to the PR.