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MacOS Modded Crash v1.4.3


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Running on MBP 2017 with Touch Bar

Struggling to figure out what mod is crashing my game. Would be grateful if somebody could guide me please.

Worked fine until yesterday when I updated all the mods, the stock game was working fine (the old mods were too, to be honest but thought best to update them.... famous last words!)

Now it crashes at the end of the modulemanager patching graphic when I think B9 Aerospace is loading. Although when I get rid of B9 it still crashes - so really not sure.

Would the MacOS crash dump point me in the right direction to the culprit? I'm not sure where to look in the crash dump to find what I need. What would people need to be able to help me?

Thanks in advance.

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It's not a single mod fault, it's the set. You had run out of RAM or VRAM - you need to peek the crash report in order to figure out what.

What happened is that the memory footprint had grown a bit with the new mod versions, and one of them was that last drop that overfilled the cup.

I wrote something about here:
 

 

You will also find some interesting data on this post (and my following one):
 

 

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So mine has the SIGABRT element but changing usitools.dll made no difference.

I don't currently have any major graphics mods.

Was hoping somebody could comment specifically on the mod that was causing the crash, but thanks for your suggestion. Its a top of the range MBP so hopefully shouldn't e struggling with hardware limits.

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22 hours ago, munge said:

So mine has the SIGABRT element but changing usitools.dll made no difference.

It's on the MainThread or on the UnityGfxDeviceWorker thread?

 

22 hours ago, munge said:

Was hoping somebody could comment specifically on the mod that was causing the crash

It's unlikely that USITools is causing the crash, as it's build on Mono and doesn't have direct access to anything that would crash the process. I'm inclined to think that USITools is just the current trigger, and it can swap places with another mod - or just be one of the many triggers.

 

23 hours ago, munge said:

Its a top of the range MBP so hopefully shouldn't e struggling with hardware limits.

As I'm use to see on some other forums, "It's Unity." Anything goes with Unity. =/

Try that "-force-opengl" stunt to see what happens.

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36 minutes ago, Lisias said:

It's on the MainThread or on the UnityGfxDeviceWorker thread?

Crashed Thread:        0  MainThrd  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_BAD_ACCESS (SIGABRT)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY
 

37 minutes ago, Lisias said:

Try that "-force-opengl" stunt to see what happens.

Tried that already. Found on my last MBP it helped get better frame rates.

Am going to reinstall this evening as other half is on a hen do (not hers) so will sequentially reinstall mods and see what happens... Was hoping to avoid that as whilst I haven't got hundreds, it's still a PITA though

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5 minutes ago, munge said:

Am going to reinstall this evening as other half is on a hen do (not hers) so will sequentially reinstall mods and see what happens... Was hoping to avoid that as whilst I haven't got hundreds, it's still a PITA though

Yeah, I know. I spent some good weeks doing more diagnosing than playing. 

Once you find a suspect, try to load it alone on a dedicated installment to see what happens. Crashes on the Main Thread are terrible - anything goes there - usually a serious bug on some native code, where we just don't have how to check.

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So went through and reinstalled everything sequentially..... and 3 hours later it works fine. I have no idea why it now works as all mods were downloaded the same as the other day, so unless it's just a corrupted download??

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9 hours ago, munge said:

I have no idea why it now works as all mods were downloaded the same as the other day, so unless it's just a corrupted download??

(sigh). I got this once. But instead of re-download everything, I just moved out and back the directories. I think it's unlikely to be a corrupted DLL issue (but this is not ruled out neither). 

My current wild guess (and it's a guess because I don't have any hard evidence to support this) is a fault on native code while updating the parts database (due the state of the sfs file when this happens). Sometimes, some very specific situations would trigger the issue, and by breaking the chain of events you manage to escape from it.

The worst part is to diagnose the thing. I'm waiting to have it again in order to do a proper authopsis over this hypothesis. 

Edited by Lisias
Damn! So many typos...
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(brainstorming mode on)

Thinking on it again, peerhaps this is a race condition while refreshing the parts database - a mod would lock up the process waiting for a dependency, but such dependency depends itself from something that it's also waiting for aomething...

If this grid lock degenerates on a infinite recursion, so yes, this would cause a stack overflow sooner or later.

Perhaps it's not a fault on the native code after all. Time to look into somewhere else!

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On the other hand, I just crashed while playing Career (with mods). :D

Since I was aware, I saved all log files (and save game) to further analysis when I have time to spare. Let's see what I find.

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