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thalixte

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  1. 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
  2. -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.
  3. 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.
  4. 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
  5. 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.
  6. 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...
  7. 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 } }
  8. 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.
  9. 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
  10. @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
  11. 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.
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