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mrsrt

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  1. SSME patch is integrated inside SKSE, no need to install it
  2. This bug is caused by desync between game and physic engines which is caused by unstable fps. This is not about hardware (however it affects), Skyrim is a game that was designed in a way fps with cannot be static and this is normal for a 3d game. One moment you look at a wall with stable 60 fps, another moment you look at a fight on a hill with a lot of NPC's and your fps drops to 45, this is where desync happens. There's no absoulte fix for the problem, however the occurance can be significantly reduced by Havok Fix noted in the guide (High FPS patches section). I recommend to try it in
  3. The correct folder for skse plugins (DLL's) is Data\SKSE\Plugins. I don't know about MO2 much as I'm installing everything myself by hand. It's better to ask in some MO2 specific topic
  4. Привет! It looks like CrashFixes but made for NV. It doesn't rly fits Skyrim because: 1) Exception addresses from NV highly likely will be different in Skyrim. 2) We have CrashFixes already with handling of most known Skyrim specific crashes. However, some addresses may correspond and some generic fixes could help as well (if they're exist). I cannot tell you more coz there's no src provided. In other words 95% of the plugin will not work for Skyrim, however 5% could be effective, but most likely there's no 5% and the plugin is redundant. I'll test it on my setup.
  5. ExpandSystemMemoryX64 option is really helpful with fps and stutterings, I personally noticed it, however it has a serious flaw: you cannot use memory heap bigger than 512mb (DefaultHeapInitialAllocMB=768), if you set more your game simply crashes on load. I still recommend you to complete the memory part of my guide (SSME way), set DefaultHeapInitialAllocMB to 1280, disable ExpandSystemMemoryX64 and enable ReduceSystemMemoryUsage. Otherwise, if you'll install really a lot of mods, eventually, you'll bump to the heap limit. Also, I wasn't able to make my game stable with SMP. It h
  6. Please, provide your crashdump as file, this analysis in the first post almost useless in understanding the problem. Also would be good to see SKSE.ini configuration and the crashfix log. This is what I can say at the first sight: 1) HdtInvisibilityFix was reported to me as unstable thing that cause the game to crash, especially when loading or creating a new game. 2) HdtSkyrimMemoryPatch looks redundant. As I know, everything you need for stable HDT is correct physics preset and, in some cases, HDT Crash Fix by Hawk (for some reason he decided to delete his account on
  7. According to the description, it looks like he adds thread.sleep() inside the infinite loop, while CPU waits for GPU to render a frame. Well, it definitely will reduce CPU usage in that case, but may increase input lag coz frame can be done while sleeping. This way developers prevent 100% CPU core utilization with infinite loops in server developing for example, such as loop of a socket selector. But.. 1) I don't think it is viable for games, especially for render thread which needs to be work as fast as possible with the smallest delay. 2) It will be completely useless if GPU works
  8. Yes, that's probably possible, but in my case I don't close IDE instances before game launch as I have 32gb ram, so they shouldn't be affected this way. Furthermore, Intellij Idea keeps everything inside existing processes. When I tried the first version of this plugin released in May it was ruining not only IDE instances but also browser and file explorer as well. It looked like he writes memory somewhere by static pointer and something like that was written in the description.
  9. Thank you for the analysis, it saved me some time that I don't have completely now. Not sure about older Win versions, but Win 10 handles process priorites pretty well. You can set priority up to High for your important processes. But efficiency of the action is doubtful, to see noticable impact all cores of your CPU should be busy, only in that case priorities will be used by the thread broker. As of system stability, your process will compete for resources with system processes only if it was set in Realtime priority and never above them. A popular game now CoD: Modern
  10. First of, this is a new version of a dangerous plugin that was released in May. I left a detailed report after pesronal test that can be read above. I also have tested the newest version but not for long and not widely. It seems to be safe to use now, but as of ~5 hours of test I encountered an additional gamesave loading CTD with code 0xF53759. Error said a function got incorrect argument, what can happen only by incorrect calls with dll. Removing dlls solved the problem. I didn't notice any difference while playing neither with FPS, nor stability, nor loading speed as ppl say in
  11. It completely depends on your game setup and save file. Vanilla Skyrim 32 bit usually consumes not more than 2 Gb, however, my Skyrim with a lot of mods and 4k textures may eat up to 7Gb for a short time while grid loadings (main process + enbhost). First what I would recommend to do is to make a proper memory management, this guide will help you https://www.loverslab.com/blogs/entry/10715-2020-skyrim-le-stability-guide Second, check how much memory your game rly consumes. You can do that with Performance Monitor, linked in the post above by Hawk, or simply with task manager.
  12. A little update: - Included HDT-PE Crash Fix by @Hawk9969 - Fixed ENB download link
  13. Not quite that way. This value represents total number of static nodes from human animations. A signed short variable is used to hold this value which range is from -32768 to 32767, it means, if you put in that variable a value bigger than 32767 register overflow will happen and the value will not represent real amount of static nodes anymore. Unfortunatelly, this variable is used to call process memory by pointer which incorrect address leads to ACCESS_VIOLATION_EXCEPTION (SIGSEGV) that always crash the game process. This is exactly what happens when too much animations was installed for unpa
  14. I have tested the plugin and it ruined a half of working software on my PC including browser and even file explorer's instances until reboot. It means the plugin has dirty and faulty memory management. The description is quite hard to understand, it was written on english but still chinese. If I understand it correctly, it takes some static memory address and starts to use it as an additional skyrim's pool without any checks and allocations. This is unacceptable. - The memory area can be used by other software that allocated it, in the best case it will just crash the software's ins
  15. Hm, did you try to place the lock before TlsSetValue call where the accessing value initializes? Unfortunatelly, I cannot experiment with this as I don't encounter the bug and cannot reproduce it. Well, nevermind then if it works with no problem. No point in changes. Looks like a compiler's optimization.
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