Jump to content

Catastrophe at Helgen (Monilee's Adventure, Part 8)


gregaaz

1,266 views

ScreenShot153.png.6c8c4f40544ccbd63c902a8316eb0621.png

 

Lucan Valerius seemed positively delighted to have his treasured claw back.

 

"You found it? There it is. Strange... it seems smaller than I remember. Funny thing, huh?" 

 

"That's what she said," Monilee's doppelganger interjected.

 

Lucan's face darkened at that, "You should be grateful that your master is such a good friend - that's totally uncalled for."

 

"No, I mean that's literally what she said - what Monilee said when she found it. It looked smaller than you described it."

 

Monilee shrugged at Lucan, "The important thing is now you have it back. Though I found something else there that maybe you can help me with." 

 

"Ha! Right you are. You and me, we're the only people here who aren't complete fools. What did you find?"

 

Monilee showed him the ornate lockbox she'd recovered from the word wall. 

 

"Hmm, strange... I've seen something like this before. I wonder how it ended up in the Barrow, though."

 

"What is it?"

 

"Well, I'm not sure exactly. There's a merchant in Dawnstar who uses couriers to make deliveries here and there - they put their goods in these boxes to keep them safe. You know..."

 

He seemed to must on that for a moment before he continued, "One of their couriers came through her just a couple days ago. Pretty little thing. Headed south to Helgen. If you catch up with her maybe she can tell you more."

 

"How do I get to Helgen?"

 

"Oh, that part's easy, just follow the road south and mind the signs. Well, and mind the bandits. But I'm sure for an experienced adventurer like you that'll be no problem."

 

Monilee considered staying and catching up more, but she didn't want to lose this chance. She felt that there was some sort of connection between this lockbox and her dreams. Before returning to Lucan, she'd already taken the time to stop in at Alvor's forge and have her gear repaired, so she was ready to leave on a moment's notice.

 

As Lucan had warned, the path to Helgen was anything but free of bandits. However, it was free of living bandits. A squad of Thalmor agents, headed north towards Whiterun, had systematically butchered anyone he tried to stand in their way. Thus, Monilee was able to proceed south at a brisk pace, free from interruption... until she came across the Guardian Stones. 

 

The ancient monuments reminded her somewhat of the rotating stele from Bleak Falls Barrow, and she paused for a moment to examine them for hidden catches or moving parts. As her fingers traced across the grooves of the Warrior Stone, a sudden electric tingle ran through her body and she swooned. Before she could fully recover, she found herself on her hands and knees as a long, knobbed stone protrusion began to enter her from behind. As the stone penetrated her, intense pulses of energy started to run through her body and an eerie blue light rose to the heavens form the top of the stone. A moment - that seemed like an eternity later - Monilee fell exhausted to the ground, but also felt changed. Stronger, faster, thirstier for battle, blood, and victory.

 

 

 

Soon enough, Helgen started to come into view... but something wasn't quite right. It was too quiet... not just in the direction of the gates but from all the animals too. And on the air... the smell wasn't pine and lavender now. It was the smell of smoke, fire, and burnt flesh. Monilee picked up her pace, but also glanced left and right looking for cover in case she was running into trouble. There almost was trouble, too. A bandit, wild eyed, leapt out before her with blade drawn. Monilee's own sword leapt to her hand swiftly and all the man's courage evaporated. He stopped and threw up his hands. 

 

Before Monilee could decide he fate, though, a mighty roar tore through the sky as a dark shape emerged from Helgen and flew away to the north. Surely it couldn't be... a dragon? Those were things of myth and long forgotten history. But deep in her soul, Monilee knew she was right. It was a dragon.

 

 

Monilee let the bandit go. Shrieking in terror, he fled into the woods without so much as a glance back. She, however, pressed on. The town had been reduced to ruins in the dragon's wake. She searched the seared and collapsed buildings for any sign of survivors, but it was fruitless. There was little to do here now but warn the people of Riverwood that they too might be in danger. 

 

Testing Notes

Shorter session this time, but a productive one. Main quest now back on track.

 

Successfully triggered standing stone love

  • Observed the same render delays seen in Toy Story
  • Observed the same final stage timing issue seen in Toy Story (actor briefly snaps back to start of phase 4 before the end of the scene)
  • Disregarding the minor positioning discrepancy; this is a known issue with FK Racial Skeletons. It can be mitigated by editing the Standing Stone's hidden actor to use the basic XPMSE skeleton instead.

Edited by gregaaz

13 Comments


Recommended Comments

Quote

Observed the same render delays seen in Toy Story

I still don't get this. I've added some mods that are more stressing, but nothing like you have. We really have no idea if its related to lag from mod load, script load, graphics usage of your VRAM. Is it a big deal, or just a minor visual annoyance?

 

I think unless you find that uninstalling something fixes it, I'm not going to find any clue of cause anytime soon.

 

Quote

Observed the same final stage timing issue seen in Toy Story (actor briefly snaps back to start of phase 4 before the end of the scene)

Sexlab does it too, when sexlab is used to play Kom's animations. No idea why. I have no plans to give it priority to try and fixe because if we touch this, it would be best to just re-make our own animations, since we now have the "in house" expertise. This way her hands could do something different.

Link to comment

She should have found that dead guy with the book (for Toy Story) :P Cuz then you get to see how toys in one mod (Toy Story) interact with toys from another mod (SLaVE). For example what happens if she's wearing the Curio Toys, when Nocturnal shows up?

Link to comment
27 minutes ago, VirginMarie said:

I still don't get this. I've added some mods that are more stressing, but nothing like you have. We really have no idea if its related to lag from mod load, script load, graphics usage of your VRAM. Is it a big deal, or just a minor visual annoyance?

 

I don't get this particular behavior (lagging multiple times mid animation) on anything else, so I don't think it's just generalized script or resource load. Is it a big deal? In the big picture, probably not, but it does lag for a pretty long time. I could very reasonably expect to see someone think their game had frozen up and go to task manager to terminate if they encountered this unexpectedly.

 

Quote

I think unless you find that uninstalling something fixes it, I'm not going to find any clue of cause anytime soon.

 

Would it be at all helpful if I got papyrus logs or console logs (assuming I can find an appropriate tool... seems Conskrybe was never ported to SE) from the event? With almost 900 plugins, many of them with complex interdependencies, just randomly turning off mods until it gets better isn't a super easy operation for me to execute. 

 

Quote

Sexlab does it too, when sexlab is used to play Kom's animations. No idea why. I have no plans to give it priority to try and fixe because if we touch this, it would be best to just re-make our own animations, since we now have the "in house" expertise. This way her hands could do something different.

 

A lot of Komotor's animations* had less than idea timing information in them. I don't know much about animation creation, but I believe that's something that can be defined in in the animation pack. 

 

Having said that, I'm all in favor of re-making some of the animations, especially the "early Komotor" stuff that use fake actors for some of the alignment, since those seem very sentitive to any variations in character height (just because of the geometry of prone/supine/doggie style player character vs. standing fake actor)

 

14 minutes ago, VirginMarie said:

She should have found that dead guy with the book (for Toy Story) :P Cuz then you get to see how toys in one mod (Toy Story) interact with toys from another mod (SLaVE). For example what happens if she's wearing the Curio Toys, when Nocturnal shows up?

 

I didn't install Toy Story on this testing baseline, though that's a good idea for future test runs. I'll plan on doing so on my next playthrough.

 

 

* On reflection, I think specifically it was the early stuff - his double-pole machine (that gets reused for standing stone love) and his machine with the rotating stage with progressively larger dildos and poles in particular. Timing seemed to get better with his later work, though if memory serves me it was still inconsistent at times.

Link to comment

So I DID download the Standing Stone video to see it.

 

That render lag is pretty awful. So is the skeleton causing mis-alignment.

 

The game is completely stopping to catch up with something. It would CTD in LE, this is something they did for SE so that it wont CTD, and when I read about that, it was about VRAM.

 

You know the one thing special about standing stones is that the vanilla nif for them have the fancy lighting/texture effect, almost like as if animations are in the nif, but its not exactly. I can't think if anything else different, when comparing to something like Spontaneous Orgasms. You said the word wall does this too? It has the fancy same lighting effect in the vanilla nif for the wall. Maybe you have a mod that screws/conflicts with these lighting effects?

Link to comment
19 minutes ago, gregaaz said:

Would it be at all helpful if I got papyrus logs or console logs (assuming I can find an appropriate tool... seems Conskrybe was never ported to SE) from the event? With almost 900 plugins, many of them with complex interdependencies, just randomly turning off mods until it gets better isn't a super easy operation for me to execute. 

I know its not realistic to turn off mods, unless you can focus on a theory of type of mod, like what I said above.

 

Papyrus log will be useless.

Link to comment
3 minutes ago, VirginMarie said:

So I DID download the Standing Stone video to see it.

 

That render lag is pretty awful. So is the skeleton causing mis-alignment.

 

The game is completely stopping to catch up with something. It would CTD in LE, this is something they did for SE so that it wont CTD, and when I read about that, it was about VRAM.

 

You know the one thing special about standing stones is that the vanilla nif for them have the fancy lighting/texture effect, almost like as if animations are in the nif, but its not exactly. I can't think if anything else different, when comparing to something like Spontaneous Orgasms. You said the word wall does this too? It has the fancy same lighting effect in the vanilla nif for the wall. Maybe you have a mod that screws/conflicts with these lighting effects?

 

I'll take a quick look at my mods to see if anything touches the standing stone asset. The only one I can think of off the top of my head is Andromeda, and even then I'm not sure. Perhaps it could be an ENB thing also, since those extensively interact with lighting. 

 

The word wall love scene did not have any render delay. Just the flappy arm and the body alignment issue. Since I know how to fix the body alignment stuff, that doesn't really both me - I'll just patch it for my personal use once it's out of beta. 

 

OK, back to the first question. I reviewed the Doomstone record and its assets. The only record changes are from SLaVE for the warrior stone specifically, changing the object boundary stats, so Andromeda doesn't touch that at all. Indeed, you may want to look to see if that edit in SLaVE is intentional since none of the other doomstones have it. All my doomstone meshes are provided by vanilla. 

 

So I don't see any obvious stuff screwing with the special nifs for the doomstone or their immediate properties. Certainly could be the ENB, but I would have expected to have this problem more frequently and with other animations instead of just one in particular. I seem to recall also that the regular Komotor machine didn't have this issue when I tested it as a control - but I may go back and test that again to confirm.

Link to comment

@VirginMarie following up on the pervious post, I just hopped in game and ran the KoMachine animation, and it did not display the render delay. So I think you may be onto something with targeting the standing stone.

Link to comment

what if you go to a standing stone, with SLaVE disabled, everything else the same, including the ENB (that I'm gonna blame in theory). After getting the stone's light effects started, you manage to run an animation right there in front of it, whether that be sexlab, or spontaneous orgasm, whatever.

Link to comment
1 hour ago, VirginMarie said:

what if you go to a standing stone, with SLaVE disabled, everything else the same, including the ENB (that I'm gonna blame in theory). After getting the stone's light effects started, you manage to run an animation right there in front of it, whether that be sexlab, or spontaneous orgasm, whatever.

 

I'll give it a try and let you know what happens

Link to comment

@VirginMarie I activated the standing stone and then initiated a regular sexlab scene (SLaVE was not loaded, though I realize now that Toys was). There was a noticeable render delay at the very start of the case, but this might be the actor alignment/setup delays that regular sexlab scenes get (not usually this long however). I didn't record the whole scene because I know you probably have to download this to see but I didn't see any of the characteristic delays during animation stage transitions. I am going to now test this same scenario with Toys.esm also not loaded and see if it makes a difference.

 

EDIT - with Toys turned off, there was still a noticeable delay during alignment and animation start. As with the first test, there were no de delays during stage transition.

 

I think at this point we can safely conclude that the delays during alignment and setup are definitely not linked to SLaVE or Toys. However, the delay during animation stage transitions appears to be unique to that one specific animation so far. 

 

It's worth noting also that these alignment delays may in part be down to the fact that they are the first sexlab scenes playing on these throwaway characters, so that might be a red herring. I will continue to monitor and gather data, and also watch for any other animations having trouble with stage transitions - especially animations not associated with the Toys framework. I haven't found any yet, but that doesn't mean they don't exist and I'll be looking for them.

 

Link to comment

Ok just watched the video. 

 

To me, you completely recreated the problem there. Remember, this is about a resource maxing out, the game pausing to catch up so as to not CTD, and then continuing. You say its start up and differentiate  that with stage changes. I see no correlation to stage changes. The video right there has recreated the problem, with no SLaVE loaded. 

 

Next step, take out your enb. Bet ya the pauses leave.

Link to comment
7 minutes ago, VirginMarie said:

Ok just watched the video. 

 

To me, you completely recreated the problem there. Remember, this is about a resource maxing out, the game pausing to catch up so as to not CTD, and then continuing. You say its start up and differentiate  that with stage changes. I see no correlation to stage changes. The video right there has recreated the problem, with no SLaVE loaded. 

 

Next step, take out your enb. Bet ya the pauses leave.

 

Could be, will have to give it a try (not tonight, too late). However, that still raises the question - what is special about the standing stone love animation that it maxes out resources again and again while it's running instead of just once during actor alignment?

Link to comment

Conducted follow-up tests to look into ENB further. Two different configuration changes attempted:

 

1) Disable ENB in-engine with shift F12 hotkey

2) Disable ENB out of engine by removing the DLL files

 

In both cases, I observed no changes to the excessive render delays on the standing stone animation.

 

Based on these test results, I think we can rule out ENB as the cause of this issue.

Link to comment

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use