Jump to content

Recommended Posts

Posted

I'm sad to report that I still get the occasional crash, although much less than before. Often it doesn't crash for 2-3 hours, but sometimes it'll crash every 20-30minutes. Using full SR:LE install as of 3 days ago with no other mod additions or modifications. Tested with only neo's dll (and enabling steam) as well as with neo's dll + my compiled skse_loader.exe (thus disabling steam). Both have the same result. 

 

Sheson, upon your request in the OP @ enbdev I also posted a minidump there. If anyone could take a look at it, would be much appreciated.

 

Link to post: https://enbseries.enbdev.com/forum/viewtopic.php?p=45959#p45959

 

Vmmap at time of crash (using 384mb for memblock1 as it appears there's still plenty of space left):

Posted Image

 

SKSE minidump

 

 

  Reveal hidden contents

 

 

My VRAM limit (2GB) is never reached, usually it's around 1500-1600mb. ENBoost is on. The crashes happen most frequently around Riverwood and Falkreath, in particular when crossing cells borders("tb") but not exclusively. 

Posted

A bit of background: I have never been able to use ENBoost successfully. At default settings it made my system stutter when looking anywhere except at the ground. With ReduceSystemMemoryUsage=false the stuttering was gone, but it clearly introduced its own CTDs. No amount of VideoMemorySizeMb or even ReservedMemorySizeMb tweaking changed it.

 

But I was thoroughly surprised that, given the positive feedback, I was utterly unable to run this mempatch along with ENBoost at all! The game simply won't start (couldn't even get to the title screen). Fiddling with MemBlock2 didn't help. But removing ENBoost did!

 

I was under the impression that ENBoost was a prerequisite.

 

I have a 1 Gb VRAM card and 8 Gb of RAM on Win7x64, by the way. And have long abandoned the ambition to run 2K+ texture packs. All I am looking for is increased stability (my CTDs were very like the cell transition ones mempatch promised to cure).

Posted
  Quote

A bit of background: I have never been able to use ENBoost successfully. At default settings it made my system stutter when looking anywhere except at the ground. With ReduceSystemMemoryUsage=false the stuttering was gone, but it clearly introduced its own CTDs. No amount of VideoMemorySizeMb or even ReservedMemorySizeMb tweaking changed it.

 

But I was thoroughly surprised that, given the positive feedback, I was utterly unable to run this mempatch along with ENBoost at all! The game simply won't start (couldn't even get to the title screen). Fiddling with MemBlock2 didn't help. But removing ENBoost did!

 

I was under the impression that ENBoost was a prerequisite.

 

I have a 1 Gb VRAM card and 8 Gb of RAM on Win7x64, by the way. And have long abandoned the ambition to run 2K+ texture packs. All I am looking for is increased stability (my CTDs were very like the cell transition ones mempatch promised to cure).

Are you saying it works for you (i.e. stable game) without ENBoost? I'm beginning to think ENBoost could be an issue on my system as well, een though it is listed as a prerequisite.
Posted
  Quote

Maybe you guys have noticed this but I'll report it anyway.

 

The original skse_steam_loader.dll is 114KB in size, so if you're adding code to it then compile it, it should be larger size, no?

 

If you compile the dll using VS2010 with no updates or service pack, the dll size is 107KB , witch is odd because you added code so it should be larger then 114KB .

 

If you compile the dll using VS2010 with service pack and all updates, the dll size is 108KB , witch is still odd because you added code so it should be larger then 114KB.

 

Also, when you compile using VS2010, if you look at the output log it shows:

 

========== Build: 2 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

 

 

Now, "PurpleLaunchBox" said "SKSE only supports building on VS2008 due to a language change from C++11." in the following post:

https://forums.bethsoft.com/topic/1478879-wipz-skyrim-script-extender-skse/?p=23273343

 

So I went ahead and downloaded VS2008 90Trial from here:

https://download.microsoft.com/download/8/1/d/81d3f35e-fa03-485b-953b-ff952e402520/VS2008ProEdition90dayTrialENUX1435622.iso

 

Now when I compile the dll using VS2008 with service pack and all updates, the dll size is 122KB. It is now larger then the original dll since i've added code to it, witch makes sense.

 

Also, when you compile using VS2008, if you look at the output log it shows:

 

========== Build: 3 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

 

So.. I say it's better to compile the dll using VS2008.

For my version I fixed the error message and it builds with success. My DLL size is 108KB and I've had no issues with the patch...  perhaps VS2010 is just more efficient at optimization.
Posted

Those having trouble with ENBoost should be certain to use the correct INI version for your GPU and VRAM capacity. As a test, abandon your standard ENB, and use only the barebones ENBoost with UsePatchSpeedhackWithoutGraphics=true.

 

Also, playing without Steam could be introducing unknown behavior, so try with Steam configured properly as another trial run.

 

Lastly, CTDs and ILSs will still be a problem if there are any mod issues or incompatibilities, so this is a likely possibility. Try using MO and set up a different modding profile with, say, STEP:Core as a base just to rule out this possibility (or even a vanilla setup would rule out mod problems).

 

@hellianos

FPS limiter applies if you have a higher-end GPU and often run at and below 60+ FPS with vysync enabled. (correction) Microstutter occurs as a result of frame asyncronization with the monitor refresh rate. Limiting, keeps the frame rate below refresh (instead of going over/under all the time), and vsync with tripple buffering resolves the async issues. See the Display section of the new STEP guide (under construction!) for a quickref on some recommended settings for your card if this applies to you. https://wiki.step-project.com/STEP:2.2.8

Posted

Not sure if this is repetitive or informative, but I'm running Skyrim with an R9 290 4GB card with Xtreme step (like, literally the highest res textures possible for every single mod, no optimizing, no ddsopt, etc. I'm evening running Skyrim Flora Overhaul 4K Pines (which no one here uses I dont think except me)) with Prod's Serenity ENB 045. I played a few hours today. Ran, fast traveled across the entire map multiple times and had no ILS or CTD. Even ran into some combat situations. Just note, I'm combining this patch with Safety Load 1.1. I just wanted to give my experience. Resolution is 1080p btw.

Posted

The funny thing is, after all these unsuccessful attempts at running mempatch, ENBoost stopped working for me altogether, with exactly the same symptoms. The game won't load at all. So there's definitely something fishy about ENBoost, I just can't figure out what broke it. The inis are out-of-the-box and appropriate, so there's nothing wrong here.

 

P.S. And I'm running a proper Steam version.

Posted
  'z929669' pid='64258' dateline='1390411830 said:

Those having trouble with ENBoost should be certain to use the correct INI version for your GPU and VRAM capacity. As a test' date=' abandon your standard ENB, and use only the barebones ENBoost with [i']UsePatchSpeedhackWithoutGraphics=true[/i].

 

We can direct people to the ENB guide for ENBoost now. I did a a little quiskstart guide with pictures.

 

It is under the ENB section, don't know how to link to a section in a tab.

 

https://wiki.step-project.com/Guide:ENB#tab=Quickstart

Posted
  Quote

The funny thing is, after all these unsuccessful attempts at running mempatch, ENBoost stopped working for me altogether, with exactly the same symptoms. The game won't load at all. So there's definitely something fishy about ENBoost, I just can't figure out what broke it. The inis are out-of-the-box and appropriate, so there's nothing wrong here.

 

P.S. And I'm running a proper Steam version.

No, nothing 'fishy' about ENBoost at all :lol:

 

Your issue lies elsewhere, no doubt. Again, set up a vanilla profile under MO and be certain to use a clean Skyrim install (see the STEP Guides on the wiki). Then follow SRB's link above.

Posted
  Quote
  Quote

 

  Quote

It is under the ENB section, don't know how to link to a section in a tab.

 

https://wiki.step-project.com/Guide:ENB#tab=Quickstart

When I asked about this s4n said you can't link to a subsection within a tab.
Correct. the one downside to Headertabs.
I'll split off the ENBoost stuff somehow now that this memory patch looks so promising and many users will just want ENBoost. That will make the whole thing much more user friendly. It'll be done by tonight.
Posted
  Quote
  Quote

Maybe you guys have noticed this but I'll report it anyway.

 

The original skse_steam_loader.dll is 114KB in size, so if you're adding code to it then compile it, it should be larger size, no?

 

If you compile the dll using VS2010 with no updates or service pack, the dll size is 107KB , witch is odd because you added code so it should be larger then 114KB .

 

If you compile the dll using VS2010 with service pack and all updates, the dll size is 108KB , witch is still odd because you added code so it should be larger then 114KB.

 

Also, when you compile using VS2010, if you look at the output log it shows:

 

========== Build: 2 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

 

 

Now, "PurpleLaunchBox" said "SKSE only supports building on VS2008 due to a language change from C++11." in the following post:

https://forums.bethsoft.com/topic/1478879-wipz-skyrim-script-extender-skse/?p=23273343

 

So I went ahead and downloaded VS2008 90Trial from here:

https://download.microsoft.com/download/8/1/d/81d3f35e-fa03-485b-953b-ff952e402520/VS2008ProEdition90dayTrialENUX1435622.iso

 

Now when I compile the dll using VS2008 with service pack and all updates, the dll size is 122KB. It is now larger then the original dll since i've added code to it, witch makes sense.

 

Also, when you compile using VS2008, if you look at the output log it shows:

 

========== Build: 3 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

 

So.. I say it's better to compile the dll using VS2008.

 

For my version I fixed the error message and it builds with success. My DLL size is 108KB and I've had no issues with the patch...  perhaps VS2010 is just more efficient at optimization.
I also had no issues with the 108KB dll but the guys from SKSE said "SKSE only supports building on VS2008" so... I donno..I kinda believe they know what they are talking about since they made the mod.

 

Anyway how did you fix the error message on VS2010?

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.