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Was hoping to get a comprehensive list from numerous replies on which popular mods should be put on the asis exclusion list for patching.  If anyone has experience pls let me know.

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  • 0
Posted

yeah that test run it and see if it is between 50-100. Even though it is for CH, it can tell you if there are just to many scripts running for your CPU and there are problems with cell loads and script latency that gets all wacky during thread syncs. It's really behind the scenes basic engine stuff that ends up becoming a massive hurdle with heavily modded games.

  • 0
Posted

yeah that test run it and see if it is between 50-100. Even though it is for CH it can tell you if there are just to many scripts running for your CPU and there are problems with cell loads and script latency that gets all wacky during thread syncs. It's really behind the scenes basic engine stuff that ends up becoming a massive hurdle with heavily modded games.

I see.  On a side note lets talk ENB for awhile.  Do you use Realvision?  I used the Realvison ENB 2.09 version prior to 2.14.  2.09 was absolutely incredible, 2.14 is still good but it has a very different look to me, colours are very saturated.  I am not sure if it is Realvision design change or if it is the fact that ENB is moving away from SMAA and towards FXAA.  Have you noticed this?

  • 0
Posted

It's not moving toward FXAA, Boris wouldn't do that. He is doing piecemeal AA on certain things like SubPixel for reflections, Temporal that can smooth out grass, and EdgeAA for it's built in AA. Use our ENB Guide for more info on the AA section in the enbseries.ini, some parts of that section are out of date until I finish reading up on all the settings, but the AA section I did a couple days ago. I'd say go with SMAA injector, SubPixelAA in the enbseries.ini and turn of EdgeAA and TemporalAA. Those two are nice for screenshots as they smooth out grass, but used together they mess up tree branches.

 

As for RealVision, I'm getting ready to evaluate that ENB for the ENB Guide, but haven't had a chance. I know that it is very vibrant and sharp, and I'm not sure if it uses SMAA injector or SweetFX (which is built on the SMAA injector). Don't use the NOVA version and make sure that your skyrimprefs.ini is correct because that ENB uses a different gamma setting.

 

I haven't had any problems with colors changing with ENB from the last few version, but that wouldn't be the version changes as much as the ENB profile. Check with the author of RealVision and make sure you use the correct version. He has 6 different ones.

  • 0
Posted

It's not moving toward FXAA, Boris wouldn't do that. He is doing piecemeal AA on certain things like SubPixel for reflections, Temporal that can smooth out grass, and EdgeAA for it's built in AA. Use our ENB Guide for more info on the AA section in the enbseries.ini, some parts of that section are out of date until I finish reading up on all the settings, but the AA section I did a couple days ago. I'd say go with SMAA injector, SubPixelAA in the enbseries.ini and turn of EdgeAA and TemporalAA. Those two are nice for screenshots as they smooth out grass, but used together they mess up tree branches.

 

As for RealVision, I'm getting ready to evaluate that ENB for the ENB Guide, but haven't had a chance. I know that it is very vibrant and sharp, and I'm not sure if it uses SMAA injector or SweetFX (which is built on the SMAA injector). Don't use the NOVA version and make sure that your skyrimprefs.ini is correct because that ENB uses a different gamma setting.

 

I haven't had any problems with colors changing with ENB from the last few version, but that wouldn't be the version changes as much as the ENB profile. Check with the author of RealVision and make sure you use the correct version. He has 6 different ones.

K so I tried the latency test like u said.  It appears my game is really healthy script wise.  It hums between 30-45 most of the time; the most I have ever seen it hit was 60.  I crashed twice while recording latency and it seems to have stopped once I turned it off.
  • 0
Posted

Yeah, that test isn't stable, but it does give you good numbers to go by.

 

You said your new playthrough isn't crashing except for the latency tests, right? If so, then you should just play while the playings good. If not, the last thing may be a big one and that is using SkyRe and CCO. Both will effect player stats and attributes, and it's really impossible to know how without spending days looking at code.

 

Before giving them the chop, I'd get rid of other stuff like Wet & Cold(don't miss it at all), Footprints (maybe), Dance of Death (again trust me you won't miss it, I don't), and I think that would it on the player character stuff.

  • 0
Posted

Yeah, that test isn't stable, but it does give you good numbers to go by.

 

You said your new playthrough isn't crashing except for the latency tests, right? If so, then you should just play while the playings good. If not, the last thing may be a big one and that is using SkyRe and CCO. Both will effect player stats and attributes, and it's really impossible to know how without spending days looking at code.

 

Before giving them the chop, I'd get rid of other stuff like Wet & Cold(don't miss it at all), Footprints (maybe), Dance of Death (again trust me you won't miss it, I don't), and I think that would it on the player character stuff.

Lol, So i actually experienced 2 ctds running from white run to ivarstead.  Both when animals appeared, first time a deer second time a saber tooth cat.  Funny thing is on the same trip I was able to fight 3 dragons at the same time (weak ruddy aspfangs) without a ctd/freeze or even bad fps.  Im reverting to the light version of skytest without new spawn points.  Hopefully this is it.


My script latecncy and pap conflicts are in good order.  Don't understand it...as always.

  • 0
Posted

Hi, guys

 

If specific NPC has been already added to NPCExclusions in IncreasedSpawns.ini file why the game freezes when i see the attacking giant in whiterun ?

 

 

 

[09/09/2013 - 01:23:50PM] Error: Cannot call SetValue() on a None object, aborting function call
stack:
[KRY_TradingMCMStartupQuest (1D001831)].TV_MCMScript.Mod_Start() - "TV_MCMScript.psc" Line 1488
[KRY_TradingMCMStartupQuest (1D001831)].TV_MCMScript.OnOptionSelect() - "TV_MCMScript.psc" Line 380
[KRY_TradingMCMStartupQuest (1D001831)].TV_MCMScript.SelectOption() - "SKI_ConfigBase.psc" Line 1069
[SKI_ConfigManagerInstance (4E000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 157
[09/09/2013 - 01:25:27PM] VM is freezing...
[09/09/2013 - 01:25:27PM] VM is frozen
[09/09/2013 - 01:25:28PM] Saving game...
[09/09/2013 - 01:25:29PM] VM is thawing...
[09/09/2013 - 01:25:29PM] Error: Cannot call SetAV() on a None object, aborting function call
stack:
[dunValtheimKeepQST (000ADFE7)].QF_dunValtheimKeepQST_000ADFE7.Fragment_0() - "QF_dunValtheimKeepQST_000ADFE7.psc" Line 137
[09/09/2013 - 01:25:30PM] Error: Cannot call SetAV() on a None object, aborting function call
stack:
[dunValtheimKeepQST (000ADFE7)].QF_dunValtheimKeepQST_000ADFE7.Fragment_3() - "QF_dunValtheimKeepQST_000ADFE7.psc" Line 121
[09/09/2013 - 01:25:30PM] Error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:
[dunValtheimKeepQST (000ADFE7)].QF_dunValtheimKeepQST_000ADFE7.Fragment_3() - "QF_dunValtheimKeepQST_000ADFE7.psc" Line 122
[09/09/2013 - 01:25:33PM] Info: *Achievement 1 awarded - a winnar is you!*
[09/09/2013 - 01:25:43PM] Welcome to my cell gentlemen. Please, be nice!
[09/09/2013 - 01:26:53PM] VM is freezing...
[09/09/2013 - 01:26:53PM] VM is frozen
[09/09/2013 - 01:26:54PM] Saving game...
[09/09/2013 - 01:26:54PM] VM is thawing...
[09/09/2013 - 01:31:43PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].DualSheathReduxEffect.RegisterForSingleUpdate() - "<native>" Line ?
[None].DualSheathReduxEffect.OnUpdate() - "DualSheathReduxEffect.psc" Line ?
[09/09/2013 - 01:31:43PM] Error:  (000C97D2): cannot enable an object with an enable state parent.
stack:
[ (000C97D2)].increasedSpawns.Enable() - "<native>" Line ?
[C00GiantAttack (000C97D9)].QF_C00GiantAttack_000C97D9.Fragment_0() - "QF_C00GiantAttack_000C97D9.psc" Line 53

 

  • 0
Posted

Hi, guys

 

If specific NPC has been already added to NPCExclusions in IncreasedSpawns.ini file why the game freezes when i see the attacking giant in whiterun ?

 

 

 

[09/09/2013 - 01:23:50PM] Error: Cannot call SetValue() on a None object, aborting function call
stack:
[KRY_TradingMCMStartupQuest (1D001831)].TV_MCMScript.Mod_Start() - "TV_MCMScript.psc" Line 1488
[KRY_TradingMCMStartupQuest (1D001831)].TV_MCMScript.OnOptionSelect() - "TV_MCMScript.psc" Line 380
[KRY_TradingMCMStartupQuest (1D001831)].TV_MCMScript.SelectOption() - "SKI_ConfigBase.psc" Line 1069
[SKI_ConfigManagerInstance (4E000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 157
[09/09/2013 - 01:25:27PM] VM is freezing...
[09/09/2013 - 01:25:27PM] VM is frozen
[09/09/2013 - 01:25:28PM] Saving game...
[09/09/2013 - 01:25:29PM] VM is thawing...
[09/09/2013 - 01:25:29PM] Error: Cannot call SetAV() on a None object, aborting function call
stack:
[dunValtheimKeepQST (000ADFE7)].QF_dunValtheimKeepQST_000ADFE7.Fragment_0() - "QF_dunValtheimKeepQST_000ADFE7.psc" Line 137
[09/09/2013 - 01:25:30PM] Error: Cannot call SetAV() on a None object, aborting function call
stack:
[dunValtheimKeepQST (000ADFE7)].QF_dunValtheimKeepQST_000ADFE7.Fragment_3() - "QF_dunValtheimKeepQST_000ADFE7.psc" Line 121
[09/09/2013 - 01:25:30PM] Error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:
[dunValtheimKeepQST (000ADFE7)].QF_dunValtheimKeepQST_000ADFE7.Fragment_3() - "QF_dunValtheimKeepQST_000ADFE7.psc" Line 122
[09/09/2013 - 01:25:33PM] Info: *Achievement 1 awarded - a winnar is you!*
[09/09/2013 - 01:25:43PM] Welcome to my cell gentlemen. Please, be nice!
[09/09/2013 - 01:26:53PM] VM is freezing...
[09/09/2013 - 01:26:53PM] VM is frozen
[09/09/2013 - 01:26:54PM] Saving game...
[09/09/2013 - 01:26:54PM] VM is thawing...
[09/09/2013 - 01:31:43PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].DualSheathReduxEffect.RegisterForSingleUpdate() - "<native>" Line ?
[None].DualSheathReduxEffect.OnUpdate() - "DualSheathReduxEffect.psc" Line ?
[09/09/2013 - 01:31:43PM] Error:  (000C97D2): cannot enable an object with an enable state parent.
stack:
[ (000C97D2)].increasedSpawns.Enable() - "<native>" Line ?
[C00GiantAttack (000C97D9)].QF_C00GiantAttack_000C97D9.Fragment_0() - "QF_C00GiantAttack_000C97D9.psc" Line 53

 

 

Sorry buddy, but I'm just going to need more info to help you out. Mod list and system spec would really help out.
  • 0
Posted

Sorry buddy but I'm just going to need more info to help you out. Mod list and system spec would really help out.

Sure :)

 

 

 

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Note: fVisibleNavmeshMoveDist=12288.0000
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AMD 5600K@4.2GHZ,2x4GB 2133 CL9,IGP@1086Mhz

 

 

 

Also disabled many of the texture mods to make sure that is not because of them..

  • 0
Posted

I'm going to say that this isn't an ASIS issue, since I've crashed a few times at that moment without ASIS active. I believe it has to do with to many things going script wise on player character and NPCs at one time. Also, Automatic Variants might be the problem with the giants, you could disable the giants variants in the SkyProc patcher menu and rerun it.

 

Also, I would dump UFO in favor of Extensible Follower Framework, would require a new game, but the 4.0 beta version is really nice and has a companion wheel. This will not fix your current crash but will prevent stuff in the future, UFO is a great mod, but has not been supported in a very long time, before Dragonborn.

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