
thalixte
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Hello, Have you checked the allocation blocks of TESV.exe, using VMMAP ? The first block must be at least 512 Mo in order for Skyrim to be stable. Also, have you enabled ENBoost ? Without it, you should face some problems when your used RAM reaches 3.1 GB (as TESV.exe is a 32bit application). Some recent mod updates can cause CTD due to bad meshes edit (such as Vivid Landscapes - Rocking Stones and Mountains Parallax combined with moss rocks). Hope it helps...Â
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-forcesteamloader option is necessary only if you use a non-steam version of the game. If you use a steam version, there is no need to add it to skse.
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Many thks for this exhaustive report keithinhanoi (off-topic: very beautiful city, i've been there two years ago for a month).I made some researches, and it seems that the bInitiallyLoadAllClips setting is part of the animation section in skyrim.ini, but don't know what it really means.
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i guess you have to put this lines: [Memory] DefaultHeapInitialAllocMB=768 in skse.ini in order to have 512/256 in VMMAP, but i need to do some tests to be sure. In the code, skse authors have written: SafeWrite32(0x00687E87 + 2, defaultHeapInitialAllocMB); instead of: SafeWrite32(0x00687E87 + 2, kVanilla_defaultHeapInitialAllocMB + defaultHeapInitialAllocMB); , and the defaultHeapInitialAllocMB var is firstly initialized to kVanilla_defaultHeapInitialAllocMB var. So before doing some more testing, i can not be sure of the best defaultHeapInitialAllocMB settings. I think it's been empirically shown that sheson's default values work well for the average user and 768/512 (VMMap) works well for those with ugrids 9+. I'm just trying to figure out how to set these equivalents  with the SKSE implementation.Ok, i see what you mean, so let's try this:[Memory] DefaultHeapInitialAllocMB=1024 scrapHeapSizeMB=512 What seems strange to me is this comment: // in megabytes, -256 depending on bInitiallyLoadAllClips:Animation
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i guess you have to put this lines: [Memory] DefaultHeapInitialAllocMB=768 in skse.ini in order to have 512/256 in VMMAP, but i need to do some tests to be sure. In the code, skse authors have written: SafeWrite32(0x00687E87 + 2, defaultHeapInitialAllocMB);instead of: SafeWrite32(0x00687E87 + 2, kVanilla_defaultHeapInitialAllocMB + defaultHeapInitialAllocMB);, and the defaultHeapInitialAllocMB var is firstly initialized to kVanilla_defaultHeapInitialAllocMB var. So before doing some more testing, i can not be sure of the best defaultHeapInitialAllocMB settings.
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Please, can you test the new skse, and tell us the result in VMMAP (or with sheson's plugin), without editing the skse.ini (aka, without adding the DefaultHeapInitialAllocMB setting in skse.ini) ? Sorry, but i actually can't...
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Yes, i saw it too. For those who do not use a steam version, i found in the source code that you need to launch skse with the forcesteamloader parameter in order for the fix to work. [Memory]DefaultHeapInitialAllocMB= Is this the equivalent of memblock1? If it is, why would they say vanilla is 512? ScrapHeapSizeMB= Yes it is. It only means that the default value for DefaultHeapInitialAllocMB is 512. From the source code: #include "Hooks_Memory.h" #include "SafeWrite.h" #include "Utilities.h" // greets to sheson for his work on this // it must run before static initializers are run void Hooks_Memory_PreloadCommit(void) { // these are the values used by the game const UInt32 kVanilla_defaultHeapInitialAllocMB = 256 + 256; const UInt32 kVanilla_scrapHeapSizeMB = 256; // clamp to these values because going over that is stupid const UInt32 kMax_defaultHeapInitialAllocMB = 1024 + 256; const UInt32 kMax_scrapHeapSizeMB = 512; // in megabytes, -256 depending on bInitiallyLoadAllClips:Animation UInt32 defaultHeapInitialAllocMB = kVanilla_defaultHeapInitialAllocMB; UInt32 scrapHeapSizeMB = kVanilla_scrapHeapSizeMB; GetConfigOption_UInt32("Memory", "DefaultHeapInitialAllocMB", &defaultHeapInitialAllocMB); GetConfigOption_UInt32("Memory", "ScrapHeapSizeMB", &scrapHeapSizeMB); if( (defaultHeapInitialAllocMB != kVanilla_defaultHeapInitialAllocMB) ||  (scrapHeapSizeMB != kVanilla_scrapHeapSizeMB)) {  _MESSAGE("overriding memory pool sizes");  if(defaultHeapInitialAllocMB > kMax_defaultHeapInitialAllocMB)  {   _MESSAGE("%dMB default heap is too large, clamping to %dMB. using your value will make the game unstable.", defaultHeapInitialAllocMB, kMax_defaultHeapInitialAllocMB);   defaultHeapInitialAllocMB = kMax_defaultHeapInitialAllocMB;  }  if(scrapHeapSizeMB > kMax_scrapHeapSizeMB)  {   _MESSAGE("%dMB scrap heap is too large, clamping to %dMB. using your value will make the game unstable.", defaultHeapInitialAllocMB, kMax_defaultHeapInitialAllocMB);   scrapHeapSizeMB = kMax_scrapHeapSizeMB;  }  _MESSAGE("default heap = %dMB (effective %dMB if not preloading animations)", defaultHeapInitialAllocMB, defaultHeapInitialAllocMB - 0x100);  _MESSAGE("scrap heap = %dMB", scrapHeapSizeMB);  SafeWrite32(0x00687E87 + 2, defaultHeapInitialAllocMB); // will eventually be multiplied by 1024 * 1024  SafeWrite32(0x00A4E6BE + 1, scrapHeapSizeMB * 1024 * 1024); // passed directly to VirtualAlloc } }
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Yes, i saw it too. For those who do not use a steam version, i found in the source code that you need to launch skse with the forcesteamloader parameter in order for the fix to work.
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If you are using MO, then the log file will be put in the overwrite folder instead :) Sounds like a windows permission thing though I would have thought that applies to the whole folder tree. I added that setting because of ModOrganizer Overwrite folder. But good to know it helped in your case too, whatever the reason. Thks a lot for your answers. Yes, i use MO, so that's the reason of my invisible log when DefaultLogLocation set to true ! Â
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@sheson I checked my game with a crashtest (player.setav speedmult 700) and the MemoryBlocksLog plugin, and the plugin did not manage to create the log file in the default location (aka ..\Skyrim\Data\skse\plugins\MemoryBlocksLog.log). I had to modify the .ini line: DefaultLogLocation=true to DefaultLogLocation=false for the plugin to work as intended. I use a non-Steam version of the game, could it be the cause of this issue ? It is not very painful, as the plugin works when it creates the log file direcly in the skyrim root folder, but i wonder if someone else has already encountered this problem. Keep on the good work, Sheson, and many thks for for making the impossible possible. :P
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I just came to this board to share a new version of the sheson fix, that works for steam and non steam users. This version uses a modification in skse_loader.exe in the part of code i pointed out in the enbdev board, to load a mempatch.dll containing sheson's fix, as suggested by Tase. The version i propose uses Neovalen's skse.ini settings. Just copy/override the files skse_loader.exe and mempatch.dll in your Skyrim main folder. This version creates a mempatch.log in /Documents/My games/Skyrim/Skse/ folder. If the fix is enabled, you shoud see this message: Tase's Evil & Thalixte Non-Steam Memory Patcher... HUEHUEHUE... All credits to Sheson for this patch... and Daetarek and Neovalen for their skse.ini modifications... So feel free to try it. Here is the download link => Of course, all credits go to sheson for his tremendous fix... Last update: I've decided to delete the link provided in order to respect skse copyright. Waiting for the next skse release that will include the sheson's fix.