mightyusaid Posted January 27, 2014 Posted January 27, 2014 I think you guys should check this out https://forum.step-project.com/showthread.php?tid=4745
Crimson13 Posted January 27, 2014 Posted January 27, 2014 For those who have RCRN and want to add enbboost' date='all you have to do is replace the enblocalini in the zip with the one for your vid card,open the RCRM control panel and click on the toolbox tab,click the Install Enb Series and enable RCRN support for ENB button.Then drag and drop it in the box that comes up and bam its installed with everything configured for your enb.[/quote']I can't get it to work. Putting the enblocal.ini in a .zip file and adding it to RCRN Installer for ENB Series just throws up errors at me. Actually, would RCRN cause issues when trying to use the Skyrim Memory Patch, ENBoost, and SSME? I use it so maybe that's why I haven't been able to get things to work.
mightyusaid Posted January 27, 2014 Posted January 27, 2014 speaking on ENBoost is it safe to use with  1.5gb vram even though my nvidia is 2gb.Â
hellanios Posted January 27, 2014 Posted January 27, 2014 TBH, I really doubt if ENBoost is needed when you have 1-2GB VRAM
Nearox Posted January 27, 2014 Posted January 27, 2014 For those who have RCRN and want to add enbboost' date='all you have to do is replace the enblocalini in the zip with the one for your vid card' date='open the RCRM control panel and click on the toolbox tab,click the Install Enb Series and enable RCRN support for ENB button.Then drag and drop it in the box that comes up and bam its installed with everything configured for your enb.[/quote'']I can't get it to work. Putting the enblocal.ini in a .zip file and adding it to RCRN Installer for ENB Series just throws up errors at me. Actually, would RCRN cause issues when trying to use the Skyrim Memory Patch, ENBoost, and SSME? I use it so maybe that's why I haven't been able to get things to work.Does RCRN use a dll injector? If it does then you need to configure it via ENBlocal.ini
whocares7 Posted January 27, 2014 Posted January 27, 2014 It would be nice if people say they verified that the first block size is higher than default and not fully committed.In addition different patch tools may do additional things. So all information is important when reporting.I reverted back to skse version of the patch and used MemoryBlocsLog to verify if the blocks exceeds their default values, but they doesn't .logging of blocks enabled logging max values only Block1 Max 512MB Block2 Max 256MB Block1 85 Block2 8 Block2 9 Block2 10 Block2 11 Block2 12 Block2 13 Block2 14 Block2 15 Block2 16 Block2 17 Block2 18 Block2 19 Block2 20 Block2 21 Block2 22 Block2 23 Block2 24 Block2 25 Block2 26 Block2 27 Block2 28 Block2 29 Block2 30 Block2 31 Block2 32 Block2 33 Block2 34 Block2 35 Block2 36 Block2 37 Block2 38 Block2 39 Block2 40 Block2 41 Block2 42 Block2 43 Block2 44 Block2 45 Block2 46 Block2 47 Block2 48 Block2 49 Block2 50 Block2 51 Block2 52 Block2 53 Block2 54 Block2 55 Block2 56 Block2 57 Block2 58 Block2 59 Block2 60 Block2 61 Block2 62 Block2 63 Block2 64 Block2 65 Block2 66 Block2 67 Block2 68 Block2 69 Block2 70 Block2 71 Block2 72 Block2 73 Block2 74 Block2 75 Block2 76 Block2 77 Block2 78 Block2 79 Block2 80 Block2 81 Block2 82 Block2 83 Block2 84 Block2 85 Block2 86 Block2 87 Block2 88 Block2 89 Block2 90 Block2 91 Block2 92 Block2 93 Block2 94 Block2 95 Block2 96 Block2 97 Block2 98 Block2 99 Block2 100 Block2 101 Block2 102 Block2 103 Block2 104 Block2 105 Block2 106 Block2 107 Block2 108 Block2 109 Block2 110 Block2 111 Block2 112 Block2 113 Block2 114 Block2 115 Block2 116 Block2 117 Block2 118 Block2 119 Block2 120 Block2 121 Block2 122 Block2 123 Block2 124 Block2 125 Block2 126 Block2 127 Block2 128 Block2 129 Block2 130 Block2 131 Block2 132 Block2 133 Block2 134 Block2 135 Block2 136 Block2 137 Block2 138 Block2 139 Block2 140 Block2 141 Block2 142 Block1 87 Block1 92 Block1 98 Block2 143 Block1 99 Block1 100 Block1 101 Block1 102 Block1 103 Block1 104 Block1 105 Block1 106 Block1 107 Block1 108 Block1 109 Block1 110 Block1 111 Block1 112 Block1 113 Block1 114 Block1 115 Block1 116 Block1 117 Block1 118 Block1 119 Block1 120 Block1 121 Block1 122 Block1 123 Block1 124 Block1 125 Block1 126 Block1 127 Block1 128 Block1 129 Block1 130 Block1 131 Block2 144 Block1 132 Block1 133 Block1 139 Block1 144 Block2 145 Block2 146 Block2 147 Block1 147 Block1 149 Block1 151 Block1 154 Block1 157 Block1 159 Block1 160 Block1 165 Block2 148 Block2 149 Block1 166 Block1 182 Block2 150 Block1 186 Block1 187 Block1 188 Block1 189 Block1 190 Block1 191 Block1 192 Block1 193 Block1 194 Block1 199 Block2 151 Block2 152 Block2 153 Block2 154 Block2 155 Block2 156 Block2 157 Block1 200 Block1 201 Block1 202 Block1 203 Block1 204 Block1 205 Block1 206 Block1 207 Block1 208 Block1 209 Block1 210 Block1 211 Block1 212 Block1 213 Block1 214 Block1 215 Block1 216 Block1 217 Block2 158 Block1 218 Block1 219 Block1 220 Block1 221 Block1 222 Block1 223 Block1 224 Block1 225 Block1 226 Block1 227 Block1 228 Block1 229 Block2 159 Block1 230 Block1 231 Block1 232 Block1 233 Block2 160 Block1 234 Block1 236 Block1 237 Block2 161 Block1 238 Block1 254 Block2 162 Block2 163 Block2 164 Block1 260 Block1 262The CTDs appears randomly when I try to move from outside to inside area of Windhelm.
mightyusaid Posted January 27, 2014 Posted January 27, 2014 TBH' date=' I really doubt if ENBoost is needed when you have 1-2GB VRAM[/quote']yea but i have 200ish modsÂ
Nearox Posted January 27, 2014 Posted January 27, 2014 It would be nice if people say they verified that the first block size is higher than default and not fully committed.In addition different patch tools may do additional things. So all information is important when reporting.I reverted back to skse version of the patch and used MemoryBlocsLog to verify if the blocks exceeds their default values, but they doesn't .logging of blocks enabled logging max values only Block1 Max 512MB Block2 Max 256MB snip Block1 262The CTDs appears randomly when I try to move from outside to inside area of Windhelm.Block1 exceeded the default value (256)
canon Posted January 27, 2014 Posted January 27, 2014 With more cell loaded there are many more actors loaded. There are default limits to the numbers of active actors and active combat actors. Bashed patch has settings for this. Ah I did a google search and found this:Â https://forums.nexusmods.com/index.php?/topic/478460-wrye-bash/page-123 AI: Max Active Actors = Maximum actors whose AI can be active. Must be higher than Combat: Max ActorsCombat: Max Actors = Maximum number of actors that can actively be in combat with the player I'll try it out tonight after work.
go2kant Posted January 27, 2014 Posted January 27, 2014 Okay so this is amateur input with no numbers to back it with but I think I'm on to something concerning Neo's MEM Patch dll... 1.  I have been using Vurt's Stress Test for many days testing this mod on new games with alternate start.  Some key mods that you should know I use... -Interesting NPCS -Beth optimized textures -Deadly dragons -SIC -cell stablizer -REALVISION ENB .245 -Skyrim HD 2k textures Lite (Sorry I did not do STEP Core and I don't intend to.) 2.  What I have come to a conclusion about is that LEVEL of your character matters.  I have done side by side test with brand new level 1 character and brand new level 23 character (for this I used alternate start and advanced level via console "advskill" command.  With the new unleveled character I could conduct Vurt's stress test (speedmult 1500, tcl) for an average of twenty minutes coming out of Riverwood sleeping Giant.  Would go all over the world and all the cities and holds numerous times without any issues.  When I would level my character with the console I would notice that things went much slower and my average Vurt's Stress test time would be 4 minutes until freeze or CTD.  So I do believe the level of your character has some kind of impact.  Not sure if it is the amount of buffs you get with maxing out skill trees such as sneak and archery or if it is the quest scripts that are unlocked?  Originally I used to use Leveler's Tower to buff my character before a play through because I was sick of a low level character when i started over again and again. So take that input as you will.  It is not very technical but I think it does highlight something.  Thank you everyone for the great work you have been putting into the testing.  Bottom line:  This is a great mod that has made my game as stable as it has ever been, but I think there is a connection between CTDs/freezes when you get to a higher level character. Cheers! Kant P.S. Here are my systems specs. Win 8.1 Pro 16GB of RAM DDR3 250 GB SSD which Skyrim is on 3930K overclocked to 4.5Ghz GTX 690 with 2GB of VRAM
whocares7 Posted January 27, 2014 Posted January 27, 2014 Block1 exceeded the default value (256)But doesn't exceed the def value for block1. I did a more extensive test - fighting with guards in the windhelm area, used spells, bows, beast form, etc (including Enhanced Blood Textures &  Deadly Spell Impact) and i'm impressed with the magic that sheson's patch do.The game didn't crash or freeze, also no more ILS in the areas which usually have  - I travelled to Solsteim and went back with fast travel without problem.The last part of the test included riding with horse from Windhelm to Whiterun - I never able to do that before, but now it's a reality.I crashed around the giant's camp near Whiterun, but i think there are some mod incompatibility in my collection which I must investigate.Papyrus spawns a lot of messages like this :[None].ObjectReference.Delete() - "<native>" Line ? [ (FF0024A0)].critterFish.DisableAndDelete() - "Critter.psc" Line 300 [ (FF0024A0)].critterFish.OnCellDetach() - "critterFish.psc" Line 297 [01/27/2014 - 11:45:37PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].ObjectReference.Delete() - "<native>" Line ? [ (FF001EC0)].critterFish.DisableAndDelete() - "Critter.psc" Line 300 [ (FF001EC0)].critterFish.OnCellDetach() - "critterFish.psc" Line 297 [01/27/2014 - 11:45:37PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].ObjectReference.Delete() - "<native>" Line ? [ (FF001E8D)].critterFish.DisableAndDelete() - "Critter.psc" Line 300 [ (FF001E8D)].critterFish.OnCellDetach() - "critterFish.psc" Line 297 [01/27/2014 - 11:45:37PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].ObjectReference.Delete() - "<native>" Line ? [ (FF0024A0)].critterFish.DisableAndDelete() - "Critter.psc" Line 303 [ (FF0024A0)].critterFish.OnCellDetach() - "critterFish.psc" Line 297 [01/27/2014 - 11:45:37PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].ObjectReference.Delete() - "<native>" Line ? [ (FF001EC0)].critterFish.DisableAndDelete() - "Critter.psc" Line 303 [ (FF001EC0)].critterFish.OnCellDetach() - "critterFish.psc" Line 297 [01/27/2014 - 11:45:37PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].ObjectReference.Delete() - "<native>" Line ? [ (FF001E8D)].critterFish.DisableAndDelete() - "Critter.psc" Line 303 [ (FF001E8D)].critterFish.OnCellDetach() - "critterFish.psc" Line 297 [01/27/2014 - 11:45:39PM] ERROR: Cannot call GetValueInt() on a None object, aborting function call [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (00076126)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [01/27/2014 - 11:53:26PM] ERROR: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (00076126)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [01/27/2014 - 11:53:31PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].ObjectReference.Delete() - "<native>" Line ? [ (FF001ABC)].critterMoth.DisableAndDelete() - "Critter.psc" Line 300 [ (FF001ABC)].critterMoth.OnCellDetach() - "critterMoth.psc" Line 326 [01/27/2014 - 11:53:31PM] ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].ObjectReference.Delete() - "<native>" Line ? [ (FF001ABC)].critterMoth.DisableAndDelete() - "Critter.psc" Line 303 [ (FF001ABC)].critterMoth.OnCellDetach() - "critterMoth.psc" Line 326 [01/27/2014 - 11:53:50PM] ERROR: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (00076126)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ? [01/27/2014 - 11:54:10PM] ERROR: Object reference has no 3D stack: [ (0001E68C)].Sound.Play() - "<native>" Line ? [ (00076126)].fxDustDropRandomSCRIPT.OnLoad() - "<savegame>" Line ?logging of blocks enabled logging max values only Block1 Max 512MB Block2 Max 256MB Block1 85 Block2 8 Block2 9 Block2 10 Block2 11 Block2 12 Block2 13 Block2 14 Block2 15 Block2 16 Block2 17 Block2 18 Block2 19 Block2 20 Block2 21 Block2 22 Block2 23 Block2 24 Block2 25 Block2 26 Block2 27 Block2 28 Block2 29 Block2 30 Block2 31 Block2 32 Block2 33 Block2 34 Block2 35 Block2 36 Block2 37 Block2 38 Block2 39 Block2 40 Block2 41 Block2 42 Block2 43 Block2 44 Block2 45 Block2 46 Block2 47 Block2 48 Block2 49 Block2 50 Block2 51 Block2 52 Block2 53 Block2 54 Block2 55 Block2 56 Block2 57 Block2 58 Block2 59 Block2 60 Block2 61 Block2 62 Block2 63 Block2 64 Block2 65 Block2 66 Block2 67 Block2 68 Block2 69 Block2 70 Block2 71 Block2 72 Block2 73 Block2 74 Block2 75 Block2 76 Block2 77 Block2 78 Block2 79 Block2 80 Block2 81 Block2 82 Block2 83 Block2 84 Block2 85 Block2 86 Block2 87 Block2 88 Block2 89 Block2 90 Block2 91 Block2 92 Block2 93 Block2 94 Block2 95 Block2 96 Block2 97 Block2 98 Block2 99 Block2 100 Block2 101 Block2 102 Block2 103 Block2 104 Block2 105 Block2 106 Block2 107 Block2 108 Block2 109 Block2 110 Block2 111 Block2 112 Block2 113 Block1 86 Block2 114 Block2 115 Block2 116 Block2 117 Block2 118 Block2 119 Block2 120 Block2 121 Block2 122 Block2 123 Block2 124 Block2 125 Block2 126 Block2 127 Block2 128 Block2 129 Block2 130 Block2 131 Block2 132 Block2 133 Block2 134 Block2 135 Block2 136 Block2 137 Block2 138 Block2 139 Block2 140 Block2 141 Block2 142 Block1 87 Block1 92 Block1 98 Block2 143 Block1 99 Block1 100 Block1 101 Block1 102 Block1 103 Block1 104 Block1 105 Block1 106 Block1 107 Block1 108 Block1 109 Block1 110 Block1 111 Block1 112 Block1 113 Block1 114 Block1 115 Block1 116 Block1 117 Block1 118 Block1 119 Block1 120 Block1 121 Block1 122 Block1 123 Block1 124 Block1 125 Block1 126 Block1 127 Block1 128 Block1 129 Block1 130 Block1 131 Block2 144 Block1 132 Block1 133 Block1 139 Block1 144 Block2 145 Block1 145 Block2 146 Block2 147 Block1 148 Block1 149 Block1 152 Block1 154 Block1 155 Block1 157 Block1 160 Block1 165 Block2 148 Block1 166 Block2 149 Block1 182 Block2 150 Block2 151 Block2 152 Block1 183 Block1 194 Block1 198 Block2 153 Block2 154 Block2 155 Block2 156 Block2 157 Block1 199 Block1 200 Block1 201 Block1 202 Block1 203 Block1 204 Block1 205 Block1 206 Block1 207 Block1 208 Block1 209 Block1 210 Block1 211 Block1 212 Block1 213 Block1 214 Block1 215 Block1 216 Block1 217 Block1 218 Block1 219 Block1 220 Block1 221 Block1 222 Block1 223 Block1 224 Block1 225 Block1 226 Block1 227 Block1 228 Block1 229 Block1 230 Block1 231 Block1 232 Block1 233 Block1 234 Block1 235 Block1 236 Block1 237 Block1 238 Block1 239 Block1 241 Block1 242 Block1 247 Block1 257 Block1 258 Block1 259 Block1 264 Block1 267 Block1 277 Block1 278 Block1 283 Block1 297[MEMORY] ExpandSystemMemoryX64=true ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=64 VideoMemorySizeMb=0 EnableCompression=true AutodetectVideoMemorySize=true
Ogham Posted January 27, 2014 Posted January 27, 2014 Hello everyone. I was wondering if anyone could share some light on the Stable uGridsToLoad mod that is used in SR-LE. I read a lot about issues if you use too many mods with scripts and so I'm not really sure what the added value of yet another mod with script is (other than that you can access it via the console and change the settings ingame) since Mod Organizer also seems to have an option to set the Ugrids.
EssArrBee Posted January 27, 2014 Posted January 27, 2014 There is a recursion bug involved with the ugrids stuff. Stable ugrids fixes it regardless of your ugrids settings. Sent from my iPhone using Tapatalk
Allsunday Posted January 27, 2014 Posted January 27, 2014 Ssme is the memory patch using a dx9 dll so we don't have to compile the skse one. It should be part of this thread since it is just different version of this patch. Sent from my iPhone using TapatalkWell, the problem is members are now posting from both using the memory patch and from using SSME and not clarifying what they're using to test. There are several posts in a row that you have no idea which they're talking about because some are using one over the other due to one not working for them when the other did...confusing. Sent from my Moto X using Tapatalk.Problem is, if we have a different thread for SSME like we do now, same topics are going to be discussed since these two options achieve the same thing. I think it would be wise to limit the Skyrim Memory Patch discussions to only one thread and specify the two options you have when it comes to installation for a while. Shouldn't be long for SKSE team to launch the alpha version.
torminater Posted January 27, 2014 Posted January 27, 2014 OK, so far without messing around with the uGrids everything seems alright. Skyrim is as smooth as ever. When going insanely high on uGrids (17) some dialogue is skipped, and NPCs sometimes glitch and don't mouth their words anymore, although the rest of their functions is still very normal. This is because Papyrus is freaking out, not because the mem patch is faulty. On a slightly modded install and with higher uGrids (9) when fast travelling the load screen finishes loading, but the screen stays black, and only the sound is playing. I'll have to see whether that's a freeze or ILS. Once I have SR LE set up completely, I'll do another STEP CORE and Extended install (2.2.8, whatever it'll look until then). I'll then commit myself to testing and will try to give the most reliable data I can. I used Neo's dll with ENBoost from 0.246 ENB with automated VRAM setting and adjustments according to NVidia cards.
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