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Posted
12 hours ago, Hugh Reckum said:

Ok, I was able to track it down. I created a break out bool when the Player has no magic effects active and a cycle repeats, if you turn on the debug notifications it should show you closing down all the threads.

 

I multithread it because for my script purposes registerforsingleupdate won't work (already tried), technically it will work, it's just not as bulletproof, multithreading is more stable... Anyway, I digress... 

 

Try this script out, after clearing all pheromones, when the next cycle queues you should see all the threads close down. (Should see it in PDT, or you can see notifications directly with debugs active). The one small caveat is that because the threads are queued on a timer, I can't shut them down instantly, they will clear on the following cycle though (if there's no active pheromones effects on Player).

SLPheromonesControlScript.pex

 

https://www.nexusmods.com/skyrim/mods/53045/?tab=description

 

It's more robust than other save cleaners.

 

 

Thanks Hugh that does the trick, it dropped my save down from around 38 down to 10. I did notice something else as well though, should all those critterspawn threads be cleared out as well?

 

1001380400_testlist.jpg.227abf79c1d8eb0d52baf9f60c189f6e.jpg

 

test.jpg.5341dc4a6fa324da2462d8d82d364bc2.jpg

 

Posted

@Slorm

Can't take credit for the critter spawns, that's a Vanilla Skyrim routine...

 

Notice: Resource, Skyrim; Routine

 

That's the base game, not my Mod. You'll probably see those no matter what.

Posted
7 minutes ago, Hugh Reckum said:

@Slorm

Can't take credit for the critter spawns, that's a Vanilla Skyrim routine...

 

Notice: Resource, Skyrim; Routine

 

That's the base game, not my Mod. You'll probably see those no matter what load order you have.

Thanks Hugh I'll keep an eye out for them in future. Threads are not something I usually worry about as they go up and then drop again, now SP is clearing up I can forget about them again :classic_smile:

Posted

Right the thread bug is well and truly squished, I just did a check when I got back to Breezehome and was down to 2 threads which is where I would expect it.

 

I noticed one thing in passing, though I'm not sure if its intentional or not, the message about "No pheromones  clearing threads" appears if debug messages are not switched to visible

Posted
23 minutes ago, Slorm said:

Right the thread bug is well and truly squished, I just did a check when I got back to Breezehome and was down to 2 threads which is where I would expect it.

 

I noticed one thing in passing, though I'm not sure if its intentional or not, the message about "No pheromones  clearing threads" appears if debug messages are not switched to visible

Yeah, sorry, I gave you sort of a 'test' version of the script.

 

I improved it a bit more so that it will actually recycle the last thread each time, so even if it multithreads, it should not take up more than 2 threads at any time. The debug will only show up in debug mode as well...

 

SLPheromonesControlScript.pex

Posted

Bug Report - EEK

 

Using the latest script the routine fires once but no longer after it. I have 6 pheromones applied and after the first encounter then nothing afterwards. I switched off stealth and switched on Debug but there are no longer any debug messages so I suspect the routine may be purging threads that are really active.

 

screen2.jpg.27f47e093c3944db7f0b12af84c72c5b.jpg

 

 

Posted

It was a dirty install (overwrite) so I'll double check it on a clean install just in case, but the first approach seems more reliable

Posted

Hmm, this is a pain.

 

I cleaned and reinstalled and the script that was causing the problem now seems to work properly so I'm guessing it may have been something to do with the overwrite though I did check to ensure there were no pheromones in play at the time.

 

I'm not sure at this juncture what's best to do. I'll carry on with some testing of the previous script I think

Posted
43 minutes ago, Slorm said:

Hmm, this is a pain.

 

I cleaned and reinstalled and the script that was causing the problem now seems to work properly so I'm guessing it may have been something to do with the overwrite though I did check to ensure there were no pheromones in play at the time.

 

I'm not sure at this juncture what's best to do. I'll carry on with some testing of the previous script I think

lol, sorry, thx for your help though.

 

The option that multithreads seems to be the most bulletproof, but, it will stack up more threads. I don't think there's really much of a performance hit though because as I understand it, the stacked threads are simply queued on the function and not actively running. They would be 'waiting in line' for access to the function. - There shouldn't be much performance loss here other than it needs a bit longer of a purge period once it goes into the cleaning cycle.

 

The other option keeps the threads down to a minimum and is constantly cleaning each cycle, this keeps the thread queue more neat and tidy, but, if the cost is less reliability, it's probably not worth it, as I don't think there is actually much to be gained in terms of real performance. (Or it would be fairly minimal)... I'm not sure why it would crap out though, I believe the threads are FIFO, so it should be consistent in the way it calls the one for cleaning, unless there's some slight unpredictability that wasn't mentioned on the Wiki...

Posted

Meh this is getting up my snout now.

 

I've tested both scripts and they both seem to work on a clean install and return to around 10 threads when running normally. Now this part is odd, on a cleaned save without SP the thread count is around 3 (Bladetrap - I think it's the dark elf fire cloak) but as soon I install SP I get all those critterspawn threads for some reason (screenie below). Now this part is anecdotal as I don't have solid evidence but when I was showing as having just 2 threads running that was when the Debug no longer worked.

 

So where is this going, well I don't really know atm, it's getting late and I'm ready for bed but I think on balance it's always best to go with the safest/reliable option.

 

Oh, one thing I noticed on the latest script, even with Debug on it doesn't show a message that it's cleaning scripts any more

 

Right, I'm off to bed (snore SNORE SNORRRREEEEE)

 

1815130143_oldscript.jpg.2481372d645b5136871792e492a01df8.jpg

Posted

So the format of the stacks is I believe: Script Name, Mod Name, Function Name, ID

 

I.E.

image.png.8946fe0bc473fc71d24ba0f80d880b58.png

 

The script zadxLibs from Devious Devices - Expansion Mod is using the Version Update function and has an ID of xxxxxxx

 

In your case, critterspawn is actually the name of a .psc / .pex file that is part of Skyrim's base game's scripts:

 

image.png.13646edbc9342d548f65006c1cf273b1.png

 

It's using the critterspawn script in the Skyrim base game to run function OnCellAttach.

 

This is all Vanilla stuff though, my Mod doesn't touch these scripts or their functions in any way...

 

Anyway, gnight. lol 

 

Oh, and in the scripts I changed the nomenclature from 'cleaning' to 'recycling'.

Posted
21 hours ago, Hugh Reckum said:

So the format of the stacks is I believe: Script Name, Mod Name, Function Name, ID

 

I.E.

image.png.8946fe0bc473fc71d24ba0f80d880b58.png

 

The script zadxLibs from Devious Devices - Expansion Mod is using the Version Update function and has an ID of xxxxxxx

 

In your case, critterspawn is actually the name of a .psc / .pex file that is part of Skyrim's base game's scripts:

 

image.png.13646edbc9342d548f65006c1cf273b1.png

 

It's using the critterspawn script in the Skyrim base game to run function OnCellAttach.

 

This is all Vanilla stuff though, my Mod doesn't touch these scripts or their functions in any way...

 

Anyway, gnight. lol 

 

Oh, and in the scripts I changed the nomenclature from 'cleaning' to 'recycling'.

 

Bugger, I did see Recycling, didn't realise what it was.

 

I don't know about the critterspawn threads except what I can see happening, in that they appear when SP is installed but I'm not going to worry about them as while they're there it's working.

 

So the big decision is what script to use, I think on balance best to go with the latest as we know 100% the cleanup after all pheromones are cleared is solid

Posted

Okay Folks it's........ Buggity Bug Bug Time :classic_smile:

 

Small one. There's no spider cure but two spider pheromones one of which shows as invalid if trying to equip with player.additem

 

xx01f4a2 shows as spider pheromone but it invalid

xx01f4ed shows as spider pheromone and is spider pheromone though I suspect it should be a cure

 

(Hopefully I got them the right way round)

Posted
16 hours ago, Slorm said:

xx01f4a2 shows as spider pheromone but it invalid

xx01f4ed shows as spider pheromone and is spider pheromone though I suspect it should be a cure

Fixed.

 

3 minutes ago, Bushi Neko said:

Okay.... this looks hilarious

Depends on your sense of humor. :classic_wink:

Posted

Any chance for follower support? Maybe after spending time traveling with you some of the pheromones rub off on busty Lydia, and when that wolf pack shows up you both look good enough to mount. You and your followers do share the same food and drink on your journey...Plleeaassee?

Posted

love the mod and following all your changes and efforts to make it perfect. another thank you to all the testers that are helping. i agree that i would love to see follower support or maybe have it set so that you could have a spell so your follower could be the victim.  But please keep it so it is fairly light weight mod.  Thanks again for all the hard work to all that are working to improve this great mod.

Posted
4 hours ago, Hugh Reckum said:

Fixed.

 

Brilliant, thanks for the update Hugh :classic_smile:

 

I'm off to Scotland in a day or so, so I'll not be able to do any serious testing until I'm back late next week

Posted
3 hours ago, cyberkingomhero said:

Any chance for follower support? Maybe after spending time traveling with you some of the pheromones rub off on busty Lydia, and when that wolf pack shows up you both look good enough to mount. You and your followers do share the same food and drink on your journey...Plleeaassee?

 

2 hours ago, theban1350 said:

love the mod and following all your changes and efforts to make it perfect. another thank you to all the testers that are helping. i agree that i would love to see follower support or maybe have it set so that you could have a spell so your follower could be the victim.  But please keep it so it is fairly light weight mod.  Thanks again for all the hard work to all that are working to improve this great mod.

It's a good idea, probably not easy to do though... I'll think about it some more, how it might be possible.

 

35 minutes ago, Slorm said:

Brilliant, thanks for the update Hugh :classic_smile:

 

I'm off to Scotland in a day or so, so I'll not be able to do any serious testing until I'm back late next week

Have a nice trip! :classic_smile:

 

9 minutes ago, Monkito said:

I like the updates. And also that the monsters look for a "save" place first is a huge improvement.

Keep up the good work.

Thx!

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