Fork of Cobb's Crash Logger that implements logging for quite a few game RTTI classes. This is supposed to be a much more readable alternative that doesn't require reverse-engineering skills to figure out what went wrong.
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Fixes rare issue where Crash Logger sometimes wouldn't load available PDB files.
Version 4.5.2
Better memory printout
Introspection fixes of NiNode children
Version 4.5
String printout
Memory printout
Bugfixes
Version 4.4
Better RTTI class names printout
Thread name printout
Version 4.3
Fixed uncommon bug with log getting cut off and not copied.
Version 4.2
rearrangement of the sections so that the most dangerous and crash-prone Stackwalk section is processed last
module printout is now alphabetized and prints out plugin versions for most of the NVSE plugins
use of copied dbghelp.dll in accordance with Microsoft documentation
new asynchronous logger (which does nothing interesting for this project)
reimplementation of Gamebryo class formatting through C++ std::format
Version 4.1a
Attempted fix at start up crash
Version 4.1
Crash Logs folder
Version 4.0
Initial release
Fork of Cobb's Crash Logger that implements logging for quite a few game RTTI classes. This is supposed to be a much more readable alternative that doesn't require reverse-engineering skills to figure out what went wrong.
Main feature of this release is "Crash Logs" folder, automatically filled with old crash logs, so you never accidentally delete an important log by restarting the game. Updates to processing of NiNode-based classes should allow for better logging of game 3D objects.
If you are scared away by several """anti"""viruses on VirusTotal saying this is malware, I can only recommend using Cobb's Crash Logger -- on my side I attempted to avoid the issue and have also uploaded the mod for Microsoft analysis. I uploaded debug version of the file to Nexus which doesn't get picked up by as many antiviruses -- the comparatively giant file size is the result of this workaround.
For any poor soul who makes DLLs and finds their own mods get massive amounts of false positives -- try switching to dynamic linking.