Recommended installation is manual, NOT VIA VORTEX! EVEN IF YOU NSTALL IT VIA VORTEX, THE LATTER WILL SILENTLY AND FORCEFULLY UPDATE TO THE GITHUB VERSION DO NOT POST ANY ISSUES IF YOU INSTALLED VIA VORTEX!
See https://youtu.be/UOpFyOSm7X0 Possible causes of the failure: 1. files copied into the wrong folder. This happens 99/100 times and people keep telling they did everything right. DOUBLE check. 2. AV software blocks ue4ss auto-load/injection.
UE4SS sometimes crashes, what can I do? It isnt perfect and due to its complexity and the way it hooks up to UE - UE4SS can exhibit crashing from time to time. It can be a generic bug or can be game specific. If you want to help to diagnose the issue: 1. Find a repeateable and reproduceable case where you can crash more or less consistent 2. Temporarily RENAME your ue4ss/Mods/ folder to Mods1/ or something 3. Remove ALL other mods as well, we need as vanilla state as possible 3. Repeat the crash, does it still happen? 4. If it DOES, disable UE4SS (rename file "dwmapi.dll" to something else) and try again on a vanilla game - does the crash happen? It can easily be a game's bug, Oblivion always was crashy 4a. If it DOES NOT, and it only happens with UE4SS and even with no mods - pack UE4SS.log and crashdump-*.dmp into an archive and submit a concise bug report here: https://github.com/UE4SS-RE/RE-UE4SS/issues 5. If the crash DOES NOT happen on vanilla UE4SS with NO mods, then start re-adding mods one by one and see at which point the issue or crash comes back - this mod is a problematic one. 5a. DO NOT submit these issues to github - submit them to the mod author
P.S. I can submit it myself If I'm able to reproduce the crash on my machine
Install this, launch the game without using OBSE, make sure you get to the title screen at least (though I went in game).
Then close the game and relaunch with OBSE. It seems like it needs to go through a first time setup when the game is launched which launching with OBSE can interrupt. Works without issue now!
Vortex whines about "mods.json" what do I do? Create an empty mods.json inside ue4ss\Mods\ This is Vortex problem.
PLEASE DO NOT POST ABOUT UE4SS OBRE MODS THAT USE THEIR OWN OR DEFAULT UE4SS Mods that come with its own UE4SS (especially if you install via their installer, like some ULTRA PLUS packages) also come with their own default settings and default mod set. IT IS NOT LONGER THIS INSTALLATION OF UE4SS, DO NOT REPORT ANY ISSUES HERE IF YOU HAVE IT INSTALLED
Here's mine. I tried to keep the formatting as close as possible. I don't have the movement mod listed below. I'm not blaming the update but this particular crash log didn't happen until after the update. I was running pretty smooth before. I don't know what LuaMadeSimple is but I don't recall seeing it on any crashlog before. Seems to almost always happen when passing through a door.
Your file dumps are not helpful IF WE CANT READ THEM. DMP isn't readable in notepad ++ nor notepad. MDMP“§a ME$h@( Ì S è< Ô tž ÆG ¨ ` 8 Ô T ì Ü ˜ È’ ” `“ P eJ ô– LwÒû T ÷ 2 G<$hN9 ü Ù Ù Ù h C e n t r a l S t a n d a r d T i m e C e n t r a l D a y l i g h t T i m e Äÿÿÿ1 9 0 4 1 . 1 . a m d 6 4 f r e . v b _ r e l e a s e . 1 9 1 2 0 6 - 1 4 0 6 d b g c o r e . a m d 6 4 , 1 0 . 0 . 1 9 0 4 1 . 5 7 9 4 @ ù1ÊÀ À ¯}Ñ€þ Ìû { ” €°‡c Àæwˆc @ ÿH K °> ±‡c ¸úŒc H Ê ¸ @±‡c Øó—ˆc ( I ä( `±‡c Øõ·ˆc ( cuz that is not a helpful dump file is it?
Issue with the Updater "BlueprintModLoader OBRE needs to be reinstalled"
Is this one of the mods of the previous version? Is it unrelataded?
If you got a patcher for the game to the new version, could you please replace the old download with the new and only keep the patcher as optional for those that needs the update instead of reinstall the new version?
Hey I wanted to share my experiences on an admittedly niche use scenario in case anybody else struggles with it.
I tried using this with MO2 and Root Builder Plugin. For those unaware, Root builder allows MO2 to handle files outside of data directories, like script extenders, enbs etc. It supports copying files (kind of like vortex), sym-linking kind of style and MO2's virtualisation.
I found out that UE4SS does not work with this, at least for me. I am aware that you need to either force load dwmapi.dll as ue4ss_loader.dll or use this OBSE mod to load the libraries with the virtualisation at the correct timing. The problem lies I think with Root Builder and MO2. If set up correctly it does successfully load ue4ss (as it generates a normal log). However it does not detect or load any installed ue4ss mod. My guess would be that by the time ue4ss gets loaded it can't see the mod files. I don't know if this has to do with permission or timing with the loading/injecting/virtualisation.
The only thing that worked for me was to manually install ue4ss, load it either using force load libraries or OBSE, while keeping only ue4ss mods in MO2.
Hope this might help someone at some point. Or maybe someone happens to know a fix so that I can once again satisfy my "keep the game install spotless" OCD.
I installed through mod organizer 2 and I get a warning that ue4ss failed to load correctly, the current version 1.4.0.0 is outdated. I beleive the mod author will have to update it for everything to work.
Also check for updates on your mods, many that needed it have already put them up on nexus
this will download the last version of the game before this update. (give it time its alot of files) Then just find where the files are downloaded to (should be listed when it's done downloading), and copy/paste the files into your oblivion folder.
No idea if this update had something to do with this or not... my X key stopped working in game. Works in console, can keybind stuff to x, just doesn't work anymore. Not sure if anyone else is having this issue since the update, and it it's because it's reserved for something or other in UE4SS?
Just posted on the github. My game loves crashing with, what I believe is, Marksman 100 paralyze, when enemies come out of paralysis I seem to have about a 25% chance for the game to crash. Uploaded a video to show what I mean on the github but I'll post here for visibility as well.
723 comments
EVEN IF YOU NSTALL IT VIA VORTEX, THE LATTER WILL SILENTLY AND FORCEFULLY UPDATE TO THE GITHUB VERSION
DO NOT POST ANY ISSUES IF YOU INSTALLED VIA VORTEX!
See https://youtu.be/UOpFyOSm7X0
Possible causes of the failure:
1. files copied into the wrong folder. This happens 99/100 times and people keep telling they did everything right. DOUBLE check.
2. AV software blocks ue4ss auto-load/injection.
UE4SS sometimes crashes, what can I do?
It isnt perfect and due to its complexity and the way it hooks up to UE - UE4SS can exhibit crashing from time to time. It can be a generic bug or can be game specific. If you want to help to diagnose the issue:
1. Find a repeateable and reproduceable case where you can crash more or less consistent
2. Temporarily RENAME your ue4ss/Mods/ folder to Mods1/ or something
3. Remove ALL other mods as well, we need as vanilla state as possible
3. Repeat the crash, does it still happen?
4. If it DOES, disable UE4SS (rename file "dwmapi.dll" to something else) and try again on a vanilla game - does the crash happen? It can easily be a game's bug, Oblivion always was crashy
4a. If it DOES NOT, and it only happens with UE4SS and even with no mods - pack UE4SS.log and crashdump-*.dmp into an archive and submit a concise bug report here: https://github.com/UE4SS-RE/RE-UE4SS/issues
5. If the crash DOES NOT happen on vanilla UE4SS with NO mods, then start re-adding mods one by one and see at which point the issue or crash comes back - this mod is a problematic one.
5a. DO NOT submit these issues to github - submit them to the mod author
P.S. I can submit it myself If I'm able to reproduce the crash on my machine
OBSE support
From LeoFinns:
Wine/Proton
WINEDLLOVERRIDES="dwmapi=native,builtin" %command%
Vortex whines about "mods.json" what do I do?
Create an empty mods.json inside ue4ss\Mods\
This is Vortex problem.
PLEASE DO NOT POST ABOUT UE4SS OBRE MODS THAT USE THEIR OWN OR DEFAULT UE4SS
Mods that come with its own UE4SS (especially if you install via their installer, like some ULTRA PLUS packages) also come with their own default settings and default mod set. IT IS NOT LONGER THIS INSTALLATION OF UE4SS, DO NOT REPORT ANY ISSUES HERE IF YOU HAVE IT INSTALLED
LoginId:12015da54bd51d45b301a9af39826afb
EpicAccountId:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UE4SS!RC::Unreal::UObjectBase::IsA() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UObject.cpp:100]
UE4SS!RC::LuaType::UObjectBase<RC::Unreal::UObject,RC::LuaType::UObjectName>::prepare_to_handle() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\LuaType\LuaUObject.hpp:770]
UE4SS!`RC::LuaType::UObjectBase<RC::Unreal::UObject,RC::LuaType::UObjectName>::setup_metamethods'::`2'::<lambda_1>::<lambda_invoker_cdecl>() [D:\a\RE-UE4SS\REUE4SS\UE4SS\include\LuaType\LuaUObject.hpp:470]
UE4SS!`RC::LuaMadeSimple::Lua::add_metamethods'::`2'::<lambda_2>::operator()() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:514]
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:530]UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:593]
UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:635]UE4SS!luaT_callTMres() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ltm.c:129]
UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1172]
UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:639]
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:958
]UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1064]
UE4SS!RC::LuaMadeSimple::Lua::call_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:847]
UE4SS!`RC::script_hook'::`2'::<lambda_1>::operator()() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:3813]
UE4SS!RC::TRY<`RC::script_hook'::`2'::<lambda_2> >() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\ExceptionHandling.hpp:64]
UE4SS!RC::script_hook() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:3856]
UE4SS!RC::Unreal::HookedProcessLocalScriptFunction() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\Hooks.cpp:576]
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
UE4SS!RC::Unreal::HookedProcessEvent() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\Hooks.cpp:472]
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shippingkernel32
ntdll
MDMP“§a ME$h@( Ì S è<
Ô tž ÆG ¨ ` 8 Ô T ì Ü ˜ È’ ” `“ P
eJ ô– LwÒû T ÷ 2 G<$hN9 ü Ù Ù Ù
h C e n t r a l S t a n d a r d T i m e C e n t r a l D a y l i g h t T i m e Äÿÿÿ1 9 0 4 1 . 1 . a m d 6 4 f r e . v b _ r e l e a s e . 1 9 1 2 0 6 - 1 4 0 6 d b g c o r e . a m d 6 4 , 1 0 . 0 . 1 9 0 4 1 . 5 7 9 4 @ ù1ÊÀ À ¯}Ñ€þ Ìû { ” €°‡c Àæwˆc @ ÿH K °> ±‡c ¸úŒc H Ê ¸ @±‡c Øó—ˆc ( I ä( `±‡c Øõ·ˆc (
cuz that is not a helpful dump file is it?
"BlueprintModLoader OBRE needs to be reinstalled"
Is this one of the mods of the previous version?
Is it unrelataded?
If you got a patcher for the game to the new version, could you please replace the old download with the new and only keep the patcher as optional for those that needs the update instead of reinstall the new version?
I tried using this with MO2 and Root Builder Plugin. For those unaware, Root builder allows MO2 to handle files outside of data directories, like script extenders, enbs etc. It supports copying files (kind of like vortex), sym-linking kind of style and MO2's virtualisation.
I found out that UE4SS does not work with this, at least for me. I am aware that you need to either force load dwmapi.dll as ue4ss_loader.dll or use this OBSE mod to load the libraries with the virtualisation at the correct timing.
The problem lies I think with Root Builder and MO2. If set up correctly it does successfully load ue4ss (as it generates a normal log). However it does not detect or load any installed ue4ss mod.
My guess would be that by the time ue4ss gets loaded it can't see the mod files. I don't know if this has to do with permission or timing with the loading/injecting/virtualisation.
The only thing that worked for me was to manually install ue4ss, load it either using force load libraries or OBSE, while keeping only ue4ss mods in MO2.
Hope this might help someone at some point. Or maybe someone happens to know a fix so that I can once again satisfy my "keep the game install spotless" OCD.
LowLevelFatalError [File:W:\Altar\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 1702] ObjectSerializationError: /Game/Dev/PlayerBlueprints/BP_OblivionPlayerCharacter (0xDAA8FBED1BE2F5EA) /Game/Dev/PlayerBlueprints/BP_OblivionPlayerCharacter (0xDAA8FBED1BE2F5EA) - BP_OblivionPlayerCharacter_C /Game/Dev/PlayerBlueprints/BP_OblivionPlayerCharacter.Default__BP_OblivionPlayerCharacter_C: Bad export index 852735/129.
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
OblivionRemastered_Win64_Shipping
kernel32
ntdll
Does anyone know what mod(s) could be causing this?
Shame I'll have to live with being Sanic again, but hopefully Rebalanced Movement will get a fix soon.
Also check for updates on your mods, many that needed it have already put them up on nexus
Using steam:
Win+R, type:
steam://open/console
this opens steam console. then type:
download_depot 2623190 2623191 8581416069319670994
this will download the last version of the game before this update. (give it time its alot of files)
Then just find where the files are downloaded to (should be listed when it's done downloading), and copy/paste the files into your oblivion folder.
https://www.youtube.com/watch?v=Hhi4HcsGUFk
Here was a suggested solution to it if the new update didn't fix it:
How to disable the paralysis effect
- Navigate to : %HOMEPATH%\Documents\My Games\Oblivion Remastered\Saved\Config\Windows
- Add this to Altar.ini (it is empty initially):
[/Script/UE5AltarPairing.VOblivionInitialSettings]PerkMarksmanExpertParalyzeChance=0.000000
PerkMarksmanMasterParalyzeChance=0.000000