Thanks a lot for the information. If I experience a crash again I’ll do that. I managed to complete the final fight and in the area after that (Don’t want to spoil for other readers) it crashed there. Are you absolutely sure it’s a God Event then? It would seem… strange to have a God Event in the area after the final fight. (The one with the bed in it)
Then I did some more looking around such as your minimum graphics recommendation, which included “fullscreen” instead of my default which is “Borderless (Windowed)”. The crashes became a black screen instead with the music still working in the background and I had to exit through task manager (instead of just clicking the frozen screen and “end program” during Window’s “Non responsive” window.)
So I went to look for solutions for the “black screen” and in desperation I noticed one forum topic mentioning disabling upnp in the .ini. I haven’t had a crash since then but I only had about 30 minutes of playtesting so the sample size is too small to confirm or deny a fix. So I finished the final fight again and went through the rest of the story which wasn’t very long but it was interesting. I wonder if you planned for us to fill in the blanks or “things unsaid” or if you initially planned to continue the story?
Anyway, the questlog after finishing that showed a lot of things I didn’t do yet, so I’ll do those and if it doesn’t crash at all for the next few hours (Yeah wishful thinking, how could disabling upnp possibly help in single player?) then I’ll use Nydar mode and disable it.
I hope Nydar mode doesn’t make things easier by default? Just want to disable the mechanic if it causes the crash after all, but otherwise I like the challenge of this mod!
Also… Outpost can absolutely, 100% surely spawn god events. My very first negative god event was when I walked into Outpost. Shards, they spawned everywhere in town and killed me when I needed to talk to NPCs… ouch. (Level 7 or so?)
Edit: Crashed after a while with upnp disabled. Then crashed again with God Events off during the Mystic area. Managed a solid 30 minutes of play and completed the ice cave at least. But I’ll keep a lookout for solutions and see if one of them works.
Edit2: So… I’ve noticed something weird with the Chakrams. If the player moves far enough away from a Chakram, the Chakram gets moved to the player and for some reason the whole field takes damage when that happens. Even suspicious scarecrows that aren’t on my screen can die from this, urns in Tomb can get destroyed this way too.
I didn’t think much of it, but while troubleshooting the crashes I’m having, I came across this thread: Need insight in why Grim Dawn decides to freeze black
There’s still an issue with this theory for my case. Why didn’t the Chakrams crash my game for the first 12 hours that I played it? Increase in movement speed during the course of levels and gear causing extra issues? I’ll need to test this some more. But I ran out of time for today…
Edit3: Managed to figure out how to read minidumps. Here’s one from yesterday:
Blockquote
FILE_IN_CAB: minidump.dmp
=
CONTEXT: (.ecxr)
rax=0000000000000000 rbx=00000223c0c53080 rcx=00000223f50cef80
rdx=0000000000000000 rsi=00000223d1a50590 rdi=000002241d928860
rip=00007ffe0561bbf6 rsp=000000e16c38e4b8 rbp=000000e16c38e6d0
r8=00000223c0c53080 r9=000002241c4dff40 r10=00000224121b3860
r11=000000e16c38e548 r12=0fc0fc0fc0fc0fc1 r13=000000e16c38eef0
r14=000000e16c38f380 r15=00000223eb745a70
iopl=0 nv up ei pl zr na po nc
cs=0033 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00010246
Engine!GAME::PhysicsMesh_Bullet::operator=+0x3796:
00007ffe0561bbf6 488b04d0 mov rax,qword ptr [rax+rdx*8] ds:00000000
00000000=???
Resetting default scope
=
EXCEPTION_RECORD: (.exr -1)
ExceptionAddress: 00007ffe0561bbf6 (Engine!GAME::PhysicsMesh_Bullet::operator=+0x0000000000003796)
ExceptionCode: c0000005 (Access violation)
ExceptionFlags: 00000000
NumberParameters: 2
Parameter[0]: 0000000000000000
Parameter[1]: 0000000000000000
Attempt to read from address 0000000000000000
=
PROCESS_NAME: Grim Dawn.exe
=
READ_ADDRESS: 0000000000000000
=
ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at 0x%p referenced memory at 0x%p. The memory could not be %s.
=
EXCEPTION_CODE_STR: c0000005
=
EXCEPTION_PARAMETER1: 0000000000000000
=
EXCEPTION_PARAMETER2: 0000000000000000
=
STACK_TEXT:
000000e16c38e4b8 00007ffe
0554827f : 00000223eb745a70 3fb2af26
42afa954 0000000042c84d30 00000000
00000000 : Engine!GAME::PhysicsMesh_Bullet::operator=+0x3796
000000e16c38e4c0 00007ffe
0561c91e : 00000223c0c53080 3956d100
3f7b1be0 3c86d82fbe473628 00007ffe
0559d52d : Engine!GAME::Actor::PhysicsPost+0xf
000000e16c38e4f0 00007ffe
0559bceb : 000002241c4dff40 00000224
1d928860 bdaf64473e467f4e 00000000
3f7a2f7b : Engine!GAME::PhysicsEngine2::RemoveFromSimulation+0x4e
000000e16c38e540 00007ffe
0561c6f8 : 000002241c4dff00 00000224
1c4dac40 000002241c4dff00 00000223
d1a50590 : Engine!GAME::Entity::SetPhysicsSimulation+0x8b
000000e16c38e570 00007ffe
0559431f : 00000223ba4d1ef8 00000000
00000020 000000e16c38e6d0 00000000
00000000 : Engine!GAME::PhysicsEngine2::EndUpdate+0x2d8
000000e16c38e5d0 00007ff6
8d84f66d : 00000223cd26e178 00000223
ba5964c0 0000000000000000 00000000
00000000 : Engine!GAME::Engine::Update+0x62f
000000e16c38eea0 00007ffe
2f759941 : 0000022300017e0a 000005a0
00000a00 00000223cd491a90 00000223
ba5b0fc0 : Grim_Dawn+0xf66d
000000e16c38f820 00007ff6
8d8bf309 : 00000223ba528e10 00000223
ba5b0fc0 0000000000000001 00000223
ba5964c0 : GrimInternalsDLL64+0x39941
000000e16c38f9b0 00007ff6
8daaf1f3 : 000000000000000a 00000000
00000000 0000000000000000 00000000
00000000 : Grim_Dawn+0x7f309
000000e16c38fa00 00007ffe
53067034 : 0000000000000000 00000000
00000000 0000000000000000 00000000
00000000 : Grim_Dawn!LZ4_decompress_fast_usingDict+0x2b03
000000e16c38fa40 00007ffe
540e2651 : 0000000000000000 00000000
00000000 0000000000000000 00000000
00000000 : kernel32!BaseThreadInitThunk+0x14
000000e16c38fa70 00000000
00000000 : 0000000000000000 00000000
00000000 0000000000000000 00000000
00000000 : ntdll!RtlUserThreadStart+0x21
=
=
STACK_COMMAND: ~0s; .ecxr ; kb
=
SYMBOL_NAME: Engine+3796
=
MODULE_NAME: Engine
=
IMAGE_NAME: Engine.dll
==
FAILURE_BUCKET_ID: NULL_POINTER_READ_c0000005_Engine.dll!Unknown
=
OS_VERSION: 10.0.19041.1
=
BUILDLAB_STR: vb_release
=
OSPLATFORM_TYPE: x64
=
OSNAME: Windows 10
=
FAILURE_ID_HASH: {9c3bf6d4-d302-604d-eaad-3d8412883556}
=
Followup: MachineOwner
I replaced whitespaces with = so this forums’ quote function would work better. I’ll leave it at this for now, but hopefully this yields some insight and hopefully, just maybe, we can figure out the root cause now?