
linar9415
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Everything posted by linar9415
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SRLE Extended String Count Testing
linar9415 replied to linar9415's topic in Skyrim Revisited (retired)
You can find a list of mods that were tested by users here in original post (https://www.loverslab...ed-saves/page-1). I think it would be easier to test value of strings by yourself. As i said "You can do it with the TESV ESS tool (https://www.nexusmods...rim/mods/27119/). It can show you how many strings are in a working savegame; look in global data table 3, in the papyrus subsection(just click on it). The first row is strings." A advice you to make save in starting room and after some play time (2 to 3 hours). Then compare the increase of string value. One should keep on mind that the this value will rise as you play the game. Write you result here afterwards. I thought about adding Legacy of the Dragonborne as a replacement for all of heavy quest mods from REGs. Its looks like a really interesting mod and it probably will require some conflict resolution with SRLE Ext. -
SRLE Extended String Count Testing
linar9415 replied to linar9415's topic in Skyrim Revisited (retired)
Here is another thread on nexus forums Nexus forums (https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/). It looks like the only way to identify mods that add a lot of string values is to test them or stick to general rules(mods with big MCM menu, mods with a lot of scripts, even the simple ones like in Interesting NPCs and mods that add animation). Also thats mean that adding even something like AH hotkeys can have a huge impact. All we can do right now is be cautious while choosing mods and rise awareness of this issue. Maybe it will get fixed by someone from mod developers or SKSE team. -
SRLE Extended String Count Testing
linar9415 replied to linar9415's topic in Skyrim Revisited (retired)
In Alternate Start room after initializing all the mods number of strings = 58097. When i got out of the cell and run from Helgen to Whiterun the number of strings rose drastically = 64599, maybe i got some bad mod, who knows)). After this i stole horce called Midnight and rode to Windhelm (not fasttravel). At that point my save got corrupted. I strongly advice everyone to compare how much value of strings have risen from the start to better understand how much we will need in reserve for a long playthrough. The SKSE team, ENB dev. Boris and a few modders have been informed about this issue. I hope they working on a solution. Sheson updated his scripts for DynDolod, you can find them in the original thread on 5th page(https://www.loverslab...ed-saves/page-1). Maybe its worth adding them to the guide. -
Hello everyone! It might have been posted here but anyway i think this issue affects all of us. Recently i finished my build that includes SRLE+SRLE Extended + few of REGs mods. Before starting a playthrough i always test game for CTDs, saves and so on. And basically for some reason my saves always become corrupt. I tried to start a new game and after running for few hours it happened again. I tried to load save from test chambers by typing coc QASmoke in console but that didnt help as well. And of course as you might have guessed the reason is amount of mods. And to be more precisely it is the amount of strings that they add to your savegame. There is a thread of loverslab forums in which OP describes the problem (https://www.loverslab.com/topic/56588-corrupted-saves/page-1). Brief summary: "This issue(save corruption) has been determined by vyper00 to be caused by an overflow of the strings table in the savefile. The strCount field which indicates how many string are in the table is 16 bits (unsigned), so the maximum value is 65,535. When the numbers of strings exceeds 65535, the game continues to run without issue except for numerous errors in the Papyrus logs and savegames that are unreadable . Even Script Scalpel and SaveTool can't load them, they are COMPLETELY unrecoverable." Thats mean that if we exceed the limit 65535 we wouldnt be able to load saves no matter what we do with them. The vanilla game + DLCs and USLEEP patch require 28,000 strings. Add to this number amount of string that you getting from mods and simply playing the game and you might bump into the limit. This is what exactly happened with my game. From this point on i think its important to measure this value of string in saves. You can do it with the TESV ESS tool (https://www.nexusmods.com/skyrim/mods/27119/). It can show you how many strings are in a working savegame; look in global data table 3, in the papyrus subsection(just click on it). The first row is strings. BUT i advice to do a copy of your saves before using this tool! Until this bug is fixed ( if its ever going to be fixed) we can base our mod packs by making sure that the limit wont be exceeded after some play time (100-200hours) For example my saves consisted of 64581(!) strings when got out of Alternate start room. No wonder it got corrupted so soon. Whats more interesting is the fact that mods that contribute the most to the value of string is the ones that have huge MCM menu and a lot of scipts (like big quest mods and so on). The mods like footprints, wet and cold and so on dont do much harm. Just as example here are some of user observations: Interesting NPCs (3400)Legacy of the Dragonborn (4000)Campfire and Frostfall (1000)1200 - Frostfall & Campfire2700 - Ultimate Deadly Encounters (Sands of Time) 28 - Revenge of the Enemies 0 - Inconsequential NPCs 560 - Skyrim Immersive Creatures 790 - iNeed 00 - OBIS 41 - Moonpath to Elswyr1300 - Helgen Reborn4000 - S.T.E.P. Extended 670 - Falskaar 930 - Holidays Based on some feedback we might want to get rid of mods that dont add much to experience like Holidays, Interesting NPCs and so on.
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Oh ok, didn't notice that. That's unfortunate that this mod causes this issue.
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Hello everyone! Today i discovered bug with Real Shelter. Basically i saved under the shelter in rainy weather. On load i got CTD. Then i tried to save under different shelter and got same results. After that i went to Riverwood from Whiterun - got CTD when trying to load save with my character under shelter as well. Of course that happens in rain. But I am still using old setup with Vividian + COT, nevertheless i am wondering is something wrong with my setup or did someone experience this issue as well? Is it present in VW?
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SRLE Extended Mod Suggestions
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I have same issue, it happens on cell crossings, you can see cell lines by typing "tb" in the console. I was trying to figure out whats causing for last couple of weeks, i think the main contributor is DynDolod. Here is the thread: https://forum.step-project.com/topic/7517-microstuttering-in-3rd-person-runninghorseback-riding-on-good-rig/ This guy had similar issue and the only fix that helped him is changing the "DISTANT OBJECT DETAIL" settings in SkyrimPrefs.ini from ULTRA to HIGH. For me it helped quite a bit but didnt remove stutters completely. Also sheson confirmed in this thread that DynDolod causes this issues and he adviced to try the trees.ultra optional file but i didnt try that yet(you can find his post of 5th page). -
SRLE Extended Mod Suggestions
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
That would be awesome)) Also if you going to merge patches for MLU please dont forget to mention the merge order. Also quick question: you mentioned you experienced some stuttering with your new GTX980 ti. Have you managed to get rid of it? -
SRLE Extended Mod Suggestions
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hey Darth, i dont really care about merged or standalone version of the patch cause i make my own conflict resolution patch so It would be nice if you just added additional SRLE EXtended MLU patch conflict resolution section. I like the ideas of MLU, but mod author haven't updated mod itself and the patches for a long time and its a bit worrying, for example how its gonna play with Ordinator - Perks of Skyrim and so on. -
Did you consider adding a mod called "Combat Behavior Improved"? it basically lets one to cancel own attack in mid swing by blocking. IMHO makes combat much more fluid and dynamic (https://www.nexusmods.com/skyrim/mods/67017/?).Brodual mentioned it in one of his videos (https://youtu.be/EnBvi4eLmbU?t=151)
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Darth, so you chose Vigor's Movement tweaks instead of "Attack Commitment". Do they work in similar fashion?
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Also guys i was wondering what is size of your saves at the start? At the very beginning in the alternate start room my save is about 17MB. Is that normal?
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Hello everyone! Darth, i have the exact same issue with skill menu lag, and i dont have an Inconsequential NPCs. I think another mod causes it. I added few mods on top of this guide, mostly from REGs guide. At first i thought Summerset Isles was cauisng it, but after deleting it lag was still there. Does anyone else experinece this issue?
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Hello everyone! I am currently installing SR:LE and testing everything. Everything works fine so far, but i have an issue with ember textures. As you can see on screens, there is some weird clipping issue with embers, for example, bonfire in Dragonsreach hall and firewood in The Bannered Mare. Sometimes embers textures from EmberHD mod are clipping with pale texture, sometimes its just one ugly pale texture like the one in forges. I am using Vivid version of Vividian Enb. Did anyone have similar issue? Screenshots: https://yadi.sk/i/wLoi7s1poPzFz https://yadi.sk/i/zoqaMXJNoPzJ3 https://yadi.sk/i/55SC2MgHoPzKU https://yadi.sk/i/EA07Wk04oPzM9 https://yadi.sk/i/jrVReqzMoPzN7 https://yadi.sk/i/2g4a7HLYoQ4Km EDIT (Solution): Ok, It turned out that mod that caused these weird textures was Sneak Tools. Disabling it solve the problem. Its not included in SR:LE btw.