I must stress that, rarely do I ever appear to report any issues since nobody would learn anything from my particular experience, since my Skyrim setup is very specific to my OS, hardware and load order configuration. The author seems to know what he is doing, his test methods are called unorthodox here, I do agree, but in the end there doesn't seem to be any concrete evidence that Meh321's causes anything to go wrong with save games at the moment.
#Skyrim realistic needs and diseases requiem mod
When I stumbled upon Crash Fixes on the site that would not be named, I was intrigued, and it seemed similar to what a stability mod for FO:NV does. So even if it was available in it's current state, it probably wouldn't have helped me since there were so many variables that were making the game engine unstable. I don't think this plugin would have fixed the CTD's I had say one or two years ago. With the combination of tweaking Enhanced Blood Textures (notorious for crashes) and replacing a combat overhaul with something less stressful.
#Skyrim realistic needs and diseases requiem mods
I have disabled other settings from Crash Fixes to test if crashes may happen under any other circumstances and so far my load order of 170+ mods is 99% crash free since applying this one setting. ini settings at S.T.E.P recommended defaults. With only this applied and nothing else, I can run around Skyrim indefinitely for 20min+ in UGrids 5 and other. Under some circumstances during combat I would crash due to this error. It turned out that the error can be present in a few cases, the fix he made is genuine, I think the crash was caused by Requiem's magic or possibly some ability from Imperious race mod, since I do not run any other magic altering overhauls. I've reported the 7E39EC address some time ago and Meh321 incorporated a workaround for the error, I had thought this wasn't of any use to the author, since everyone's load order can be very different and might not help anyone, I was proven wrong. Info: Crash when trying to do: v14 = MagicItem::unk_406C70(a3, result)->properties.projectile Solution: Check for NULL and skip if it is. Function may return NULL and other places that call this function check for NULL return. v5 = BaseExtraList::GetSeenData_40D980(&v3->extraData) Cause: Game doesn't check for null pointer Info: Game is saving location's seen data to save game. Solution: Bypass and pretend that base form is 0 since the function does this check itself already Address: 4D4EB9 - vtable of base form is 0 char _thiscall TESObjectREFR::unk_4D4EB0(TESObjectREFR *this) Solution: Bypass using argument if it's null. Address: CEC5EC - null pointer is passed as second argument to function, this function does not expect it const char * v57 = v72->name // unk_650 which is a pointer. NiNode ** v72 = NiNode::children.data - this is iterated until count Cause: NiNode names are compared, one of the NiNode's name is NULL. Info: Game crashes when strlen is used on NULL char* There's really no reason not to have it since the game would crash certainly with this off. Still enabled because it may fix crashes in other places too this is a very common function.
If patched in foot IK it pops up in hand IK, the problem is larger than just this. This doesn't really fix it for BF2FB3 because it just pops up in foot IK. tracked issue to skeleton was deleted in another thread while Cause: Most frequently happens in TthkbClipGenerator::activate (0xBF2FB3), Info: Game crashes when strcmp is passed NULL char* However, I am skeptical, and wanted to hear the STEP communities thoughts on this plugin. He seems to promise a more stable game, and if he truly does speak the truth, It could resolve a lot of common CTD's that many people experience. This plugin is meant to fix some common crashes AFTER you have followed STEP guides and sensible modding rules! It does not fix problems that come from modding irresponsibly or conflicts between mods.: If you want to see exactly what crashes are fixed (with addresses) and a small explanation of my best understanding of the crash then check the INI file. You can turn each individual fix on / off in the SKSE/Plugins/CrashFixPlugin.ini, default settings recommended but if you have problems with something and you know what you're doing you can change. Especially comparisons with and without plugin if you are doing tests. The Author states " I have been using this for a while now (week+) and seems like game is more stable.
So I just spotted this mod on Nexus, and was curious if anyone in the STEP community tried out this plugin.