The following is a collection of common issues that might occur when using Special K. If your issue is not listed and you don’t manage to solve it on your own, feel free to request help on Discourse or Discord.
All games utilizing the Frostbite 3 engine will experiencing flashing widgets and constant screenshot capturing. There is currently no known solution to this issue.
This is typically caused by an incompatibility with the texture cache of Special K.
Ignore Textures Without Mipmaps.
Enable Texture Cachingin the same section.
This issue seems fixed in the latest test versions of Special K available on the Discord server.
Practically all 32-bit Unreal Engine 3 games using DirectX/Direct3D 9 will experience an issue where the game renders in less than 1 FPS when Special K is injected at launch. There is no proper solution, but for newer versions of Special K the issue can be worked around by performing a delayed injection using the global injector:
Last known fully compatible version of Special K is v0.8.46. Using the
d3d9ex=false parameter combination (note their conflicting values) increases support up to v0.8.66. No versions past that point is known to work.
The following section contains known issues related to crashes of various kinds.
Crashes occurs most commonly at the launch of a game, and is usually caused by conflict(s) with other running third-party tool(s) or application(s).
Note that the crash handler of Special K is capable of capturing data for crashes that occurred unrelated to the mod itself.
<DLL-name>.dll) and see if the issue reoccurs. If it does then the crash was unrelated to Special K and there is no reason to troubleshoot further using the below instructions.
Disable fullscreen optimizationscombined with Special K installed as
d3d9.dllwill often end up silently crashing the game on launch.
modules.logto find more information related to the crash.
crash.logindicate that the crash was related to a Special K related function (
modules.logindicate that non-Special K, non-Windows, non-driver, non-game, and non-Steam (or other platforms) related DLLs were injected into the game?
C:\Windows\system32\*.dlltypically indicates a DLL file related to either Windows or a display drivers. These can typically be ignored , however do note that
AcGenral.dllindicates that the application compatibility engine of Windows is influencing the game in some way, which can cause conflicts for Special K as well.
<path-to-game>\*.dllare safe to ignore, unless using other non-Special K related third-party mods located in the game folder which can cause conflicts as well.
<DLL-name>.loglist additional third-party DLL files injected into the game that matches the list of things to look out for? Or does the log file indicate that the crash seemingly occurred at a specific point (i.e. what is the last thing logged)?
Silentto true in the the Steam.Log section.
EnableCEGUIto false in the the SpecialK.System section.
<API>to false in the the API.Hook section.
Cacheto false in the the Textures.D3D11 section.
EnableLocalCacheto false in the the D3D11.Hooks and DXGI.Hooks sections. Also remove all existing hooks in those sections (basically everything else beneath both sections).
The crash handler of Special K plays the iconic Alert (!) sound from Metal Gear Solid if it managed to capture data related to a crash.
Troubleshoot according to the above Game crashes with Special K injected section.
Special K is incompatible with the Advanced Threat Defense module of BitDefender, and games will silently crash when attempting to use Special K with them. Please whitelist the game executable, Special K’s DLL files, and possibly also SKIF/SKIM in the ATD module of BitDefender to work around the issue.
FRAPS is known to have major compatibility issues with Special K and effectively neither can be used with the other. There are no known solutions except for disabling one of them.
FRAPS was last updated in 2013 and have hardly any modern support. Please look into replacing it with a more modern alternative.
The nature of the crash prevents Special K from properly logging its presence, meaning
modules.logwill be partially incomplete.
Some games might experience an issue where having Special K injected prevents controllers from working properly. This can apply to any type of controllers, from regular gamepads, steering wheels, arcade sticks, etc.
Disable the use of the relevant input API(s) in Special K to work around the issue. This will only affect Special K’s input related functionality, and not the game.
Problematic XInput software detected (infinite haptic feedback loop)
Special K throws a warning if it detects a circular dependency issue involving different versions of XInput.
Restart all applications drawing an overlay (e.g. Steam, Origin, Uplay) and/or disable said overlays.
Disable the use of XInput in Special K (does not affect the game):
[Input.XInput] Enable=false Rehook=false PlaceholderMask=0 UISlot=0 SlotReassignment=0,1,2,3
The autostarting feature is typically installed through SKIF or SKIM. See the relevant Disable autostart with Windows section over on the Tools page on how to disable the autostart feature for either.
Special K being injected into unexpected games is an indication that the global injector is running on the system and have registered a hook in Windows. Do the following to disable or stop the injection:
First determine whether you have installed/started the global injector using Special K Injection Frontend (SKIF) or Special K Install Manager (SKIM). Tools have screenshots of both available that you can use to identify the likely culprit.
Next follow the appropriate instructions for the likely culprit.
Documents\My Mods\SpecialKor in the start menu (or the Steam Library) if you were one of the few who got access to the application while it was featured on Steam.
Click on [Stop Service] to stop the global injector.
Close SKIF again — the issue should hopefully now be resolved. If it is not, follow the next instructions below.
Documents\My Mods\SpecialKor in the start menu below Special K.
Click on [Stop Injecting] to stop the global injector.
Close SKIM again — the issue should hopefully now be resolved. If it is not, follow the next instructions below.
If you still experience the issue do the following:
rundll32.exeprocesses that references the Special K DLL files in the Command line column, e.g.
[...]rundll32.exe [...] SpecialK32.dll,RunDLL_InjectionManager Install
SKIFprocesses running. If there are, end those as well.
Finally, the most obscure and nowadays basically never seen situation is one where references to Special K’s DLL files remain in the AppInit_DLLs registry keys of Windows. This was the method that Special K back around 2016 made use of.
HKLM\Software\Microsoft\Windows NT\CurrentVersion\Windowsand see if the
AppInit_DLLsvalue (it’s a comma-delimited string) includes a reference to Special K’s DLL file. If it does, remove it from the value.
These are issues known to occur when combining Special K with the Disable fullscreen optimizations compatibility flag in Windows. Uncheck
Disable fullscreen optimizations or (if possible) use another
<DLL-name> for Special K to work around the issues. If you want to know more about these optimizations, please visit PCGamingWiki’s chapter on the topic
Special K installed locally as
d3d9.dll combined with
Disable fullscreen optimizations can prevent games from running.
Special K installed locally as
dxgi.dll combined with
Disable fullscreen optimizations can prevent the compatibility flag from having an effect — meaning the game will continue to use the new Fullscreen Optimizations (FSO) mode if the game is configured to run in Exclusive Fullscreen (FSE) mode.
GShade makes use of symbolic links to set up local links in game folders (e.g.
dxgi.dll) pointing to its source DLL file below
C:\Program Files\GShade\ (e.g.
GShade64.dll). The problem with these sorts of symbolic links is that if the user copies a file with the same filename (e.g.
dxgi.dll) to the game folder and selects [Replace the file in the destination] when Windows prompts them about replacing or skipping the file that already exists, Windows will end up overwriting the original GShade file in the Program Files folder.
This means that if GShade is set up for a game and the user then performs a manual install of Special K’s DLL file, Windows might end up replacing GShade’s original file with Special K’s DLL file — causing Special K to be injected into other games as well that GShade is set up for.
The solution to this issue is the following: