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Dreadflopps Modular patches


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1. Better freeze shock effects isn't in STEP Extended patch afaik. It's not a master and is not included in any way, I just checked unless I'm missing something.

8. I roleplayed a drunken rogue type character that refused to wear any armor, hated everything magic or enchanted and had to steal all liqours he saw. If I had more than 6 liquors in my inventory I had to drink it all. It was kinda fun.

10. Memory blocks log: https://www.nexusmods.com/skyrim/mods/50471/? there is a video on the nexus page that explains it. I haven't watched since it's very long. I'd rather check this thread: https://forum.step-project.com/topic/6726-common-ctds-freezes-ils-and-memory-issues/

In short:

 

\Skyrim\Data\SKSE\SKSE.ini:

 

[General]
ClearInvalidRegistrations=1

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

 

Install memory blocks log and enable logging in its ini. Play until you CTD. Check the log of memory blocks log. This is an example of such a log:

logging of blocks enabled
logging max values only
Timer disabled
Block1 Block2
768MB 256MB
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Check this post from the STEP thread I linked above:

https://forum.step-project.com/topic/6726-common-ctds-freezes-ils-and-memory-issues/page-6?do=findComment&comment=135310

If Block 1 (in this case 393 when it was highest) would be larger than (DefaultHeapInitialAllocMB)-(ScrapHeapSizeMB) the game crashes. If that's the case, increase the value of DefaultHeapInitialAllocMB but keep it as low as possible.

12. Check the FormId of the cell where flickering occurs. I think you can use STATUS https://www.nexusmods.com/skyrim/mods/32657/?

to easily get the formId. Open xEdit/TES5Edit and search for that FormId. See that your lighting mod isn't being overwritten.

Edited by dreadflopp
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Wah, that is a very interesting set of links... makes me wonder if my memory patch is working at all, I have the SKSE.ini file in the overwrite folder of MO, I will move it over to my Skyrim directory instead.  I will check this log thing to see.  It has always annoyed me that I can't get Skyrim Revisit working completely happily without issues.  Having said that all my testing and mod management/manipulation has certainly help to the point where I don't get CTDs much any more (<1 per 2-4 hours), but I still think I am missing something.  

 

It was a good read your link, I get this odd corruption of my SkyUI textures sometimes and now I know its Safety Load that is causing that.  Having said that Safety Load has helped a lot with my infinite load screen problem (which isn't a problem any more), but reading all that, it maybe because my Sheeson memory patch isn't working properly in the first place that is causing issues (I HOPE).  

 

I still can't run dynlod, I still get can't find "such and such" normal map file in skyrim.esm after 10-12 minutes.  I am a little worried that my SSD has some corrupt sectors somewhere, I have a couple of OLD folders that I can't delete and when I do a chkdsk, it doesn't show up any problems.  As far as all my other folders are concerned, I haven't noticed the problem spreading (for like for over 2-3 years and have never had a problem with any other games).  The odd thing is I can get dynlod running to the end if I disable all the quest mods (which suggests its a load-order/literally missing file problem).  Maybe I should just generate a dynlod without all those other mods (which would still give me a nice LOD comparatively anyway, just not 100% complete but probably not noticible under 99% of in-game circumstances), but I would like to know what the problem is though.

 

The best way I think for peace of mind is to see if I can unpack all my skyrim folder bsa files and see if they unpack ok, if they do unpack, then they can't be the cause of my problem.  (I would've think that a corrupt base skyrim bsa file would cause a lot more problems than what I am seeing here though, but who knows.)

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Hmmm, digging for answers, I don't think I am using the latest version of FO4edit!  It says it needs it.  Maybe that's the problem.  

 

(I can imagine the sense of satisfaction if I can just get it to work!  And finally nail that last(!?) CTD bug in the butt.  I live for that day.)

Edited by Garfink
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The latest version of xEdit is needed for Dyndolod to run properly. You do use Dyndolods textgten before you create the LODS right?

 

My memory patch is working and I have the skse folder and ini file installed as a mod, which is what I would advice. That way you can see that it's not getting overwritten. The overwrite folder should work too.

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I will double check that its running with the logging software. 

 

Yeah, I will download the latest version of xEdit and try again.  That should do the trick!

 

Are you still optimizing all your mod textures?  Are the textures all 2K?  (I have mostly downloaded 1K textures but would like to upgrade that back)

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Are you still optimizing all your mod textures?  Are the textures all 2K?  (I have mostly downloaded 1K textures but would like to upgrade that back)

I'm not optimizing any textures. STEP offers a texture pack that has been optimized. I use 2k-1k textures available. If it's not, I use 2k for NPCs/creatures/weapons/armors, 2k for indoors and 1k for outdoors.

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I fixed dyndolod!  Silly me, was using an old version of xedit!  I fixed all my crashes, was able to increase my movement speed to 1500 and fly around skyrim for 10 minutes without crashing.  I also increase the timescale and ton to stress out the weather and that was stable too!  I have upgraded all my textures back up to 2K (using the old Titan card so plenty of texture memory.) as well!  

 

The only unknown at the moment is my merging of esps.  I am not sure that actually didn't break anything.  I had to merge all my patches from different mods as I was up past 300 mods.  Not sure if that will break the game or not, I stuck with merging smaller patches and mods only.  Cross my fingers!

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You do use Dyndolods textgten before you create the LODS right?

 

Sorry to jump in, but does this imply that one should create a mod from the output of the texgen script and activate it before running the world generator? I know you stated you followed the STEP instructions, but for those of us that follow the SRLE instructions, the guide as written implies that the mods should be created after both textgen and worldsgen have been run. 

 

Since the texgen output is saved to a directory outside of the mod organizer overwrite directory, that means the xEdit script wont know where to find those textures on the first occasion it is run, right? Will this cause a problem, or am I misunderstanding something? I admit the whole dynDOLOD process is a bit like voodoo to me (although worth my firstborn - she was never my favorite anyway).

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Sorry to jump in, but does this imply that one should create a mod from the output of the texgen script and activate it before running the world generator? I know you stated you followed the STEP instructions, but for those of us that follow the SRLE instructions, the guide as written implies that the mods should be created after both textgen and worldsgen have been run. 

 

Since the texgen output is saved to a directory outside of the mod organizer overwrite directory, that means the xEdit script wont know where to find those textures on the first occasion it is run, right? Will this cause a problem, or am I misunderstanding something? I admit the whole dynDOLOD process is a bit like voodoo to me (although worth my firstborn - she was never my favorite anyway).

The DynDOLoD process is like voodoo indead. Neo knows what he does and he clearly states that you run both script and then create mods of them so this is how you should/could do it. Following the STEP instructions you first run the textgen and create a mod out of it and then run dyndolod worlds. This led me to assume that dyndolod used the textures from the textgen when it created the worlds, which it apparently doesn't.

I have spent a lot of time staring down the contents of plugins and have become pretty good at figuring out what everything does, but I'm a total noob when it comes to textures and meshes and LODs and so on.

(I already offered my firstborn to the Great Old Ones - sorry Sheson...)

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The DynDOLoD process is like voodoo indead. Neo knows what he does and he clearly states that you run both script and then create mods of them so this is how you should/could do it. Following the STEP instructions you first run the textgen and create a mod out of it and then run dyndolod worlds. This led me to assume that dyndolod used the textures from the textgen when it created the worlds, which it apparently doesn't.

I have spent a lot of time staring down the contents of plugins and have become pretty good at figuring out what everything does, but I'm a total noob when it comes to textures and meshes and LODs and so on.

(I already offered my firstborn to the Great Old Ones - sorry Sheson...)

Oh wow Thank Dreadflopp just found out I have running DynDoLod for SRLE wrong all this time.

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Quick tip with Dyndolod, use the -5 setting to make the LOD textures darker, it makes the LOD more seemless/less abrupt when transitioning into the player radius where tree shadows on itself is applied.  This is true for SFO 2.4, Trees HD, and Realistic Aspens anyhow.  

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The DynDOLoD process is like voodoo indead. Neo knows what he does and he clearly states that you run both script and then create mods of them so this is how you should/could do it. Following the STEP instructions you first run the textgen and create a mod out of it and then run dyndolod worlds. This led me to assume that dyndolod used the textures from the textgen when it created the worlds, which it apparently doesn't.

I have spent a lot of time staring down the contents of plugins and have become pretty good at figuring out what everything does, but I'm a total noob when it comes to textures and meshes and LODs and so on.

(I already offered my firstborn to the Great Old Ones - sorry Sheson...)

hey after re-reqdy Neo dyndoload section i think your a little wrong based on this it would appear we should be creating 2 seperate folder one for texgen on for worlds:

 

Once both scripts have been executed, the outputs of each script must be made into a mod for use by the game.

Navigate to the TES5Edit output directory and copy the contents as a new folder named DynDOLOD - TexGen Output in the <Mod Organizer>/mods folder and activate it. It should be placed at the bottom of the left pane.Navigate to the DynDOLOD Worlds output directory and copy the contents as a new folder named DynDOLOD - Worlds Output in the <Mod Organizer>/mods folder and activate it. It should be placed at the bottom of the left pane below the TextGen Output folder.
Edited by Darth_mathias
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hey after re-reqdy Neo dyndoload section i think your a little wrong based on this it would appear we should be creating 2 seperate folder one for texgen on for worlds:

 

Once both scripts have been executed, the outputs of each script must be made into a mod for use by the game.

Navigate to the TES5Edit output directory and copy the contents as a new folder named DynDOLOD - TexGen Output in the <Mod Organizer>/mods folder and activate it. It should be placed at the bottom of the left pane.Navigate to the DynDOLOD Worlds output directory and copy the contents as a new folder named DynDOLOD - Worlds Output in the <Mod Organizer>/mods folder and activate it. It should be placed at the bottom of the left pane below the TextGen Output folder.

I think we mean the same thing, my wording may be a little off. This is how I interpret the instructions:

 

SR:LE

1. Run DynDOLOD textgen

2. Run DynDOLOD worlds

3. Create one textgen mod and one worlds mod.

 

STEP

1. Run DynDOLOD textgen

2. Create textgen mod

3. Run DynDOLOD worlds

4. Create worlds mod

 

The STEP instructions led me to believe that the textgen mod needed to be created before running the DynDOLOD worlds script, which was apparently wrong when I read the SR:LE instructions. Both the STEP instructions and SR:LE instructions should give the same result.

Edited by dreadflopp
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