Monobloc Posted September 2, 2016 Posted September 2, 2016 Could there be other similar issues like that ?
GalenZ Posted September 2, 2016 Posted September 2, 2016 Just found a bug: 'Patch - Interesting NPCs - RS kids.esp' has some bad records in Odette3DNPC's packages, which can be easily found using Check for Errors in Tes5Edit. Somehow, this wasn't caught by Merge Plugins - but it caused a bad merge on that record. At least, it did for me, and I'm pretty sure I had the latest version of that patch (which is from July 2014, so I'm not surprised if it got out of date.) Could someone else verify this problem, and perhaps a note to fix that esp be put in the guide?
jdsmith2816 Posted September 2, 2016 Posted September 2, 2016 Thanks Galenz. I'm actually going through and building a set of modular patches with modgroups to bring better compatibility to everything in the guide and also make sure everything is fully up to date usleep wise. I'll make sure that error is fixed as well once I get to it.
Hodegar Posted September 2, 2016 Posted September 2, 2016 ok question.. at top of guide it says and i quote... "Best advice when installing SRLE Extended: Legacy of The Dragonborn is to test after each section, if you CTD or ILS after a section then you know something needs adjusting." Well ive just got to end of the colletables and treasure hunts and whenever i try to load an outside cell i get a CTD. This is with the original SR CR mod disabled as well as Dyndolod and profile folders for SLRE BASE disabled. No message from crash fixes.. my memory blocks log telling me default heap size is 768 which makes no sence seeing as i put it to 1024 manually in SKSE.ini. but no message from crash fixes makes me wonder if its not a VRAM issue? i have 4064 set as im running windows 10 and have a 4 GB grpahics card
paul666root Posted September 2, 2016 Posted September 2, 2016 Could there be other similar issues like that ?i've searched for other formids that were renumbered and its the only one. I you spot anything else let me know
GalenZ Posted September 2, 2016 Posted September 2, 2016 ok question.. at top of guide it says and i quote... "Best advice when installing SRLE Extended: Legacy of The Dragonborn is to test after each section, if you CTD or ILS after a section then you know something needs adjusting." Well ive just got to end of the colletables and treasure hunts and whenever i try to load an outside cell i get a CTD. This is with the original SR CR mod disabled as well as Dyndolod and profile folders for SLRE BASE disabled. No message from crash fixes.. my memory blocks log telling me default heap size is 768 which makes no sence seeing as i put it to 1024 manually in SKSE.ini. but no message from crash fixes makes me wonder if its not a VRAM issue? i have 4064 set as im running windows 10 and have a 4 GB grpahics cardYou're running out of memory. If you set your DefaultHeapInitialAllocMB=1024 in skse.ini, then your maximum memory size is 1024 for both heap blocks combined, and thus only 768 in heap block 1, because 256 is allocated for heap block 2, and 1024-256=768. I recommend that you use the memory tweak in Crash Fixes, as specified in the SRLE install guide, instead of tweaking skse.ini.
DarkladyLexy Posted September 2, 2016 Posted September 2, 2016 ok question.. at top of guide it says and i quote... "Best advice when installing SRLE Extended: Legacy of The Dragonborn is to test after each section, if you CTD or ILS after a section then you know something needs adjusting." Well ive just got to end of the colletables and treasure hunts and whenever i try to load an outside cell i get a CTD. This is with the original SR CR mod disabled as well as Dyndolod and profile folders for SLRE BASE disabled. No message from crash fixes.. my memory blocks log telling me default heap size is 768 which makes no sence seeing as i put it to 1024 manually in SKSE.ini. but no message from crash fixes makes me wonder if its not a VRAM issue? i have 4064 set as im running windows 10 and have a 4 GB grpahics card You're running out of memory. If you set your DefaultHeapInitialAllocMB=1024 in skse.ini, then your maximum memory size is 1024 for both heap blocks combined, and thus only 768 in heap block 1, because 256 is allocated for heap block 2, and 1024-256=768. I recommend that you use the memory tweak in Crash Fixes, as specified in the SRLE install guide, instead of tweaking skse.ini.Yes we need to change those instructions as left over from the older SRLE Extended Guide used from before crash fixes do as GalenZ says.
Hodegar Posted September 2, 2016 Posted September 2, 2016 You're running out of memory. If you set your DefaultHeapInitialAllocMB=1024 in skse.ini, then your maximum memory size is 1024 for both heap blocks combined, and thus only 768 in heap block 1, because 256 is allocated for heap block 2, and 1024-256=768. I recommend that you use the memory tweak in Crash Fixes, as specified in the SRLE install guide, instead of tweaking skse.ini.I will check that and report back, only tweaked SKSE.ini as the guide for the LOTD versions says at top, " SKSE.iniIt is advised to adjust the following in your SKSE.ini file:[Memory]DefaultHeapInitialAllocMB=1024ScrapHeapSizeMB=256"Yes we need to change those instructions as left over from the older SRLE Extended Guide used from before crash fixes do as GalenZ says.Ah you replied as I was typing this lol. i shall report back in a sec with that change
DarkladyLexy Posted September 2, 2016 Posted September 2, 2016 we have crashes fix set the same as SRLE base plsu this tweak: CustomMemoryBlock=1CustomMemoryBlockTotalSizeMb=96
Hodegar Posted September 2, 2016 Posted September 2, 2016 ok tis may be a dumb question.. I reset my SKSE ini to SLRE base defaults now my, ie , 512 for default, but for some reason its not applying to game? as my memory blocks log is reading as follows. Block1 Block2 256MB 256MB Why isnt it seeing the ini where I have set Default heap to 512? also have the SLRE Base Allocator tweak set in skse.ini as well as -forcesteamloader set in MO.
GalenZ Posted September 2, 2016 Posted September 2, 2016 (edited) Bug in merging: Putting all of Dreadflopp's patches into a merge is a bad idea, because several patches modify the same level lists, and merging does not combine level lists the way Bash does - it only uses the last one. Specifically, only the following esps contain non-level lists data, and can be merged: SRLE__MUS__CCOR New Recipes__WAA.esp SRLE__MUS__Lore Weapons Expansion__WAA.espThey need to be LOOT ordered after WAA Merged Patches.esp, no matter what. I personally would recommend putting them into their own little mod, and merging them as the last things in WAA Merged Patches. Whereas, the following esps contain ONLY level list data, and thus can be merged and disabled automatically by Bash. There is no need to use Merge Plugins on any of them, but you should set Bash DELEV and RELEV tags on them: CACO_3DNPC_Patch_lvl list.esp ----\ CACO_GrayCowl_Patch_lvl list.esp ---- these two mods edit the same leveled list, and so should not be merged together by Merged Plugins CACO_SkyTEST_lvl list.esp SRLE__Lore Weapon Expansion__aMidianBorn_ContentAddon__MUS.esp SRLE__Lore Weapon Expansion__MUS.esp I'm looking at those patches in TES5Eedit, and it looks to me like CACO_SkyTEST_lvl list.esp is totally redundant - it just duplicates the lists already in CACO, and it's removal of the 'Use All' flag on a few lists seems both wrong and useless, as Bash restores the UseAll flag from CACO on those lists. Can someone else take a look at this and make sure I'm understanding things correctly? Edited September 2, 2016 by GalenZ
paul666root Posted September 2, 2016 Posted September 2, 2016 (edited) ok tis may be a dumb question.. I reset my SKSE ini to SLRE base defaults now my, ie , 512 for default, but for some reason its not applying to game? as my memory blocks log is reading as follows. Block1 Block2 256MB 256MB Why isnt it seeing the ini where I have set Default heap to 512? also have the SLRE Base Allocator tweak set in skse.ini as well as -forcesteamloader set in MO. you got it wrong.... have you installed Crash Fixes from SRLE base?go in left pane in MO and open in exploerer Crash fixes mod folderin the SKSE/Plugins/CrashFixPlugin.ini search for UseOSAllocators and set it to 1 then search for AlignHeapAllocate and set it to 1 crash fixes does not require any settings in skyrim script extender (SKSE) ini file it ignores them EDIT NON RELATED TO THE POST ABOVE: Ok ReLinker has been updated to 26. Download it and run it again. This will fix out lod problem. Edited September 2, 2016 by paul666root
jdsmith2816 Posted September 2, 2016 Posted September 2, 2016 (edited) Bug in merging: Putting all of Dreadflopp's patches into a merge is a bad idea, because several patches modify the same level lists, and merging does not combine level lists the way Bash does - it only uses the last one. Specifically, only the following esps contain non-level lists data, and can be merged: SRLE__MUS__CCOR New Recipes__WAA.esp SRLE__MUS__Lore Weapons Expansion__WAA.espThey need to be LOOT ordered after WAA Merged Patches.esp, no matter what. I personally would recommend putting them into their own little mod, and merging them as the last things in WAA Merged Patches. Whereas, the following esps contain ONLY level list data, and thus can be merged and disabled automatically by Bash. There is no need to use Merge Plugins on any of them, but you should set Bash DELEV and RELEV tags on them: CACO_3DNPC_Patch_lvl list.esp ----\ CACO_GrayCowl_Patch_lvl list.esp ---- these two mods edit the same leveled list, and so should not be merged together by Merged Plugins CACO_SkyTEST_lvl list.esp SRLE__Lore Weapon Expansion__aMidianBorn_ContentAddon__MUS.esp SRLE__Lore Weapon Expansion__MUS.esp I'm looking at those patches in TES5Eedit, and it looks to me like CACO_SkyTEST_lvl list.esp is totally redundant - it just duplicates the lists already in CACO, and it's removal of the 'Use All' flag on a few lists seems both wrong and useless, as Bash restores the UseAll flag from CACO on those lists. Can someone else take a look at this and make sure I'm understanding things correctly?You're correct; it'll be fixed with the changes to patching that I'm putting together. Edited September 2, 2016 by jdsmith2816
kareemamr50 Posted September 2, 2016 Posted September 2, 2016 hey guys is this normal it has been like this for 30 min?https://imgur.com/3IUjowp
Bivo Posted September 2, 2016 Posted September 2, 2016 Hey guys, i wanna remove Enanced Blood and Deadly Spell Impacts, there is a reference in conflict resolution esp, right? if i delete there and all is ok? For minor script lag impacthey guys is this normal it has been like this for 30 min?https://imgur.com/3IUjowpStrange...probabilly is crashed. Close and try restart
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