somalianpirat3 Posted November 26, 2018 Posted November 26, 2018 (Red = Updated) With Crash Fixes' UseOSAllocators enabled, HDT WIGS/earrings that were put onto followers (did not come in the mod by default) makes the WIGS/earrings: freeze stretch from the place where the hair was loaded float And sometimes make the followers invisible! I have tried: HDT Invisibility Fix XML files <hkparam name="maxLinearVelocity"> and <hkparam name="maxAngularVelocity"> to 255 ENBoost Load Game CTD Fix 60 FPS limit I don't use ENB or Safety Load. This is the original code in Crash fixes. The problem goes away when UseOSAllocators=1 is set to 0. Quote ; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore ; and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens) ; and eliminate most ILS or freezing issues. ; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes! ; Here is the link to "SKSE Plugin Preloader": http://www.nexusmods.com/skyrim/mods/75795/? ; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them. UseOSAllocators=1 What do you guys think? Is the HDT problems related to some memory issue? I need Crash fixes to avoid crashing after 30 minutes. But I also want HDT wigs/earrings to work on followers with Crash Fixes. halp Second question: Does anybody here use Crash Fixes with HDT wigs or HDT earrings? Tags: mozarella, cheese
Andy14 Posted November 27, 2018 Posted November 27, 2018 What does HDT Hair on followers mean? HDT (whether PE or SMP) does not work as a "proper" hairstyle. Create a Helm Armor Addon and Armor for followers.
somalianpirat3 Posted November 27, 2018 Author Posted November 27, 2018 TITLE AND DESCRIPTION UPDATED Yes, thanks for pointing that out. I updated the description. I meant wigs.
GenioMaestro Posted November 28, 2018 Posted November 28, 2018 On 11/26/2018 at 8:29 PM, somalianpirat3 said: What do you guys think? Is the HDT problems related to some memory issue? That seems ... I can confirm it ... I have HDT body and armors for player and npc's on breast, ass, belly... and never fail. Only use HDT hair on player but have COSIO for player and followers. I do not use earrings. But I always have problems with HDT elements, such as the HDT Wereable Tails and chains from Devious Devices, Heretical Resources or Virgin. When i put it in the player or the followers always appear well and work well for some time, they can be 5 to 15 minutes of play, but at some point, the tails or chains stop moving and become static or simply disappear. Other times my player character or follower TOTALLY disappears. When my player or follower disappears, I mean that the body, head, hands, feet and all the equipment it contains, such as armors, weapons, rings, disappear completely ... My player is here but I do not see it. .. I can move and talk and attack ... Like my followers when they disappear ... I can see where they are when I cast, detect spells of life and I can approach him and talk to him, but not see him. In this situation, if I remove the chains and the HDT from my player or my follower when I close, the inventory screen will automatically reappear with all the armor and weapons. I can equip the chains and the tail immediately and look good again for another 5 to 15 minutes. I have this problem from past year. All these problems disappear when UseOSAllocators=0 is placed inside crashfix.ini Yesterday I played for more than 2 consecutive hours with the tail and HDT chains without any problem. Today, I put UseOSAllocators=1 inside crashfix.ini and my player disappeared in 8 minutes. So, thanks to your message, I solve my HDT problem ... THANK YOU
Nazzzgul666 Posted November 29, 2018 Posted November 29, 2018 Mh... i'm not really sure about this. I already had this problem before crash fixes even existed so i'd assume there are other factors, or maybe crash fixes has a fix for it that only works if UseOSAllocators is turned off? Would be strange, though.
GenioMaestro Posted November 29, 2018 Posted November 29, 2018 4 hours ago, Nazzzgul666 said: Mh... i'm not really sure about this. I already had this problem before crash fixes even existed so i'd assume there are other factors, or maybe crash fixes has a fix for it that only works if UseOSAllocators is turned off? Would be strange, though. I must say that the only relation with Crash Fixes for solve my problem is UseOSAllocators=0 Can't load my save without Crash Fixes because have the string table bug and the game make CTD on load. Then, i start a NEW GAME whitout Crash Fixes and play for more than 1 hour with wereable tail and the chains from virgin without any problem. Then my problem not appear when play whitout Crash Fixes. Only appear when play with Crash Fixes AND put UseOSAllocators=1 in CrashFixPlugin.ini And disappear when play with Crash Fixes AND put UseOSAllocators=0 in CrashFixPlugin.ini Strange, of course... i know that some players have my problem but i never find how solve it. I have the problem from the summer of the past year when i start play Virgin because by default put chains in hands and feets. Always have the problem and always play Virgin whitout chains. My problem increase a lot when install DD 4.1 and some mod's like Devious Followers and Coursed Loot because the chest or my followers equip items with chains over my player and when my player disappear i not have the keys for remove the items and make reappear my player. I can't play with theses mod. Until now. In more than 1 year and half i not find the solution to the problem. And appear to be put UseOSAllocators=0 in CrashFixPlugin.ini. At least for me.
Grey Cloud Posted November 29, 2018 Posted November 29, 2018 4 hours ago, Nazzzgul666 said: Mh... i'm not really sure about this. I already had this problem before crash fixes even existed so i'd assume there are other factors I would think it isn't CF per se but the memory allocation. In other words, CF's UseOSAllocators=1 is interferring with the way HDT accesses/uses memory?
Nazzzgul666 Posted November 29, 2018 Posted November 29, 2018 1 hour ago, Grey Cloud said: I would think it isn't CF per se but the memory allocation. In other words, CF's UseOSAllocators=1 is interferring with the way HDT accesses/uses memory? But there was no option to use UseAllocators=1 before crash fixes, so it couldn't be responsible earlier. What might be possible - and even somewhat reasonable - is there are multiple factors that can cause it and allocators beeing one of them. But isn't it necessary to set this to use the memory fix together with crash fixes? It's been ages since i've installed it and read about it, but if i remember right without this setting crash fixes will warn you that the SKSE memory patch isn't working. HDT freeking out is annoying, but imho rather that then without memory patch.
GenioMaestro Posted November 29, 2018 Posted November 29, 2018 43 minutes ago, Nazzzgul666 said: But isn't it necessary to set this to use the memory fix together with crash fixes? It's been ages since i've installed it and read about it, but if i remember right without this setting crash fixes will warn you that the SKSE memory patch isn't working. HDT freeking out is annoying, but imho rather that then without memory patch. The main advantage of Crash Fixes 12 is solve the string table bug. Is imposible load a savegame with the string table bug whitout Crash Fixes 12. The problem, as know, come from the string of the animations. I can play my game whitout Crash Fixes 12 if i not activate the animations with SLAL. In the moment that i activate the animation with SLAL i can not load my game whitout Crash Fixes 12. The rest of the options in Crash Fixes 12 are aditional verifications for solve others problems and alert you when the problem can not be solved because bad file format in nif files or sound files. The SKSE Memory Path is strictly necesary when you not use OsAlocators in Crash Fixes 12. The memory are managed by SKSE and you can get CTD very easy if you not have the SKSE Memory Path. The option for use OsAlocators is designed for be used when you have a lot of DLL's in SKSE, more than 50 or 60 dll's, because the memory manager of SKSE can be overloaded by excesive memory request from a lot of mod's. When i activate OsAlocators=1 my game use less Vram, read less from HDD and the load screen is more fast. Is another way, much more efficient, for manage the memory, but appear to be not perfect. I think the problem is caused because the OsAlocators incorrectly free some memory alocations made by hdtPhysicsExtensions.dll and in some moment the dll have a problem when try compute the physics and totally disable the render of the actor.
Nazzzgul666 Posted November 29, 2018 Posted November 29, 2018 2 hours ago, GenioMaestro said: The main advantage of Crash Fixes 12 is solve the string table bug. Is imposible load a savegame with the string table bug whitout Crash Fixes 12. The problem, as know, come from the string of the animations. I can play my game whitout Crash Fixes 12 if i not activate the animations with SLAL. In the moment that i activate the animation with SLAL i can not load my game whitout Crash Fixes 12. The rest of the options in Crash Fixes 12 are aditional verifications for solve others problems and alert you when the problem can not be solved because bad file format in nif files or sound files. The SKSE Memory Path is strictly necesary when you not use OsAlocators in Crash Fixes 12. The memory are managed by SKSE and you can get CTD very easy if you not have the SKSE Memory Path. The option for use OsAlocators is designed for be used when you have a lot of DLL's in SKSE, more than 50 or 60 dll's, because the memory manager of SKSE can be overloaded by excesive memory request from a lot of mod's. When i activate OsAlocators=1 my game use less Vram, read less from HDD and the load screen is more fast. Is another way, much more efficient, for manage the memory, but appear to be not perfect. I think the problem is caused because the OsAlocators incorrectly free some memory alocations made by hdtPhysicsExtensions.dll and in some moment the dll have a problem when try compute the physics and totally disable the render of the actor. Sounds reasonable. Very well possible that i was just too stupid to get the SKSE memory patch working without, i remember crash fixes kept complaining. String count isn't animations only, pretty much every script counts into it too, so in theory you might break it with a couple of mods that include a lot of scripts like Captured Dreams, Cursed Loot, Slaverun,... but it's harder to find enough of those mods than to find enough animations to break the limit. In combination it's most likely to happen, though.
somalianpirat3 Posted November 29, 2018 Author Posted November 29, 2018 Quote Mh... i'm not really sure about this. I already had this problem before crash fixes even existed so i'd assume there are other factors Yes, it did exist before Crash Fixes, but the issues can be solved with the HDT Invisibility Fix https://www.nexusmods.com/skyrim/mods/77815/? http://www.mediafire.com/file/4zc68botnz2z6ix/HdtInvisibilityFix_0_11_beta-77815-0-11beta.7z (Mediafire link was included in the Nexus description, but was later deleted. "77815" is present in the Mediafire link, and is the same number as the Nexus link). Quote or maybe crash fixes has a fix for it that only works if UseOSAllocators is turned off? Would be strange, though. Crash Fixes Nexus page doesn't have a fix I have disabled all other features in the code, but with UseOSAllocators set to 1, the HDT issues persist. Quote I must say that the only relation with Crash Fixes for solve my problem is UseOSAllocators=0 Glad I could help.
somalianpirat3 Posted November 29, 2018 Author Posted November 29, 2018 I need Crash fixes to avoid crashing after 30 minutes. But I also want HDT wigs/earrings to work on followers with Crash Fixes. halp
GenioMaestro Posted November 30, 2018 Posted November 30, 2018 I can play with 190 mod's and OsAlocators=0 for 2 hours if i not carry my 8 followers and not make sex. If i carry my followers or play sex animations my game make CTD in 1 hour more or less. But if i make my normal play, carry my 8 followers, activate Aroused Creatures or Random Sex and make the normal play from virgin my game make CTD in half hour, but the chains works perfect. I can play 4 consecutive hours with OsAlocators=1 but without chains, of course. Adittionally, i have PHAE + HSH and have near 30 slaves in one of my houses. If i launch Mass Maker Area for make a masive orgy activating from 10 to 15 SexLab Threads, with OsAlocators=0 i only have from 10 to 20 fps but make the same with OsAlocators=1 give me near 40 fps and the game is much more responsive. Is evident, OsAlocators=1 is much more eficient than the memory manager of SKSE, but while making my test PHAE + HSH i have tail and chains and when i change from 3rd person to first and return to 3rd person works perfect with OsAlocators=0 but my player disappear with OsAlocators=1 A definitive solution to this problem can be very grateful.
GenioMaestro Posted March 10, 2019 Posted March 10, 2019 On 11/30/2018 at 11:47 AM, GenioMaestro said: A definitive solution to this problem can be very grateful. Seems that the DEFINITIVE SOLUTION to this problems is use HDT MemPatch. Go to the post, read it, download the second HDT MemPatch and configure it following the instructions. But about the performance problems i must make more test. I report again in some days. https://www.loverslab.com/topic/118138-sexy-idle-hdt-doesnt-work/?do=findComment&comment=2548840
Tkc Posted July 3, 2019 Posted July 3, 2019 On 3/10/2019 at 4:48 PM, GenioMaestro said: Seems that the DEFINITIVE SOLUTION to this problems is use HDT MemPatch. Go to the post, read it, download the second HDT MemPatch and configure it following the instructions. But about the performance problems i must make more test. I report again in some days. https://www.loverslab.com/topic/118138-sexy-idle-hdt-doesnt-work/?do=findComment&comment=2548840 What are the results? Do you made it working or no? If so then would you share hdtSkyrimMemPatch dll and ini which are you using now. Also using UseOSAllocators=1 because without it game will not be working many time. Tried to use different versions of hdt memory patch with UseOSAllocators=0 but unfortunally still see same problems with perfomance issues and ten times slower loading time when with UseOSAllocators=1 with preloader all working much faster bat have problems described in first post and additionally game can crash on loading sometime with error in hdtPhysicsExtensions.dll. In current time with UseOSAllocators=1 is working better and stable for me but also want to fix conflict with HDT extension.
GenioMaestro Posted July 3, 2019 Posted July 3, 2019 1 hour ago, Tkc said: In current time with UseOSAllocators=1 is working better and stable for me but also want to fix conflict with HDT extension. For me OsAlocators=1 is mandatory and i remove or ignore any mod that not works with it. I'm playing less this days but my game works perfect with OsAlocators=1 and HdtMemPatch. The performance and stability of my game is tremendous playing with 234 plugings in my 6 years old machine with a simple GTX 660 2gb. I can get one or two CTD every week. Sometimes a element(chain or tail) or follower disappear but reappear in some seconds or when change cell. Use the files in the indicated link for solve any HDT problem. This is my hdtSkyrimMemPatch.ini: Spoiler [Exception] AutoSaveGame = true MiniDumpWithFullMemory = false ReportToWindows = false [Memory] RecordFormHeapAllocateFailed = true FormHeapAllocateFromLargerSpace = true FixInfiniteLoad = true ReplaceDefaultHavokHeap = true doNotReleaseHavokResource = true [Optimize] FasterLoading = false UseShaderCache = false [Camera] fix3rdPersonCameraScale = true Remember, hdtSkyrimMemPatch is a DLL for SKSE. You must put the files in DATA\SKSE\plugins
Tkc Posted July 3, 2019 Posted July 3, 2019 1 hour ago, GenioMaestro said: OsAlocators=1 and HdtMemPatch. I read in several places(for example here) about HDTMem patch is useless when UseOSAllocators is set to 1. Then you are using UseOSAllocators=1 both with HDTMemory patch. But in post which you are linked earlier was said by you: Quote I install the HDT mempatch and configure it with yours instructions .... AND MY PROBLEM IS SOLVED.... I come from play more than two housr with HDT mempatch and Osalocators=0 and not get CTD. And of course the chains works perfect and not stop moving. 1 hour ago, GenioMaestro said: This is my hdtSkyrimMemPatch.ini I tested with same settings with different versions of Mempatch attached in topic in your link and with UseOSAllocators=0 and was same problems(working hdt but perfomance issues) and didnt noticed any changes both with MemPatch and UseOSAllocators=1 like in topics where was info about useles of HDT MemPatch with UseOSAllocators=1. But I tested HDT MemPatch variants from your linked topic only today and can say if they really have some effect on game both withUseOSAllocators=1.
GenioMaestro Posted July 3, 2019 Posted July 3, 2019 3 minutes ago, Tkc said: I read in several places(for example here) about HDTMem patch is useless when UseOSAllocators is set to 1. You are confusing SKSE Memory Patch with hdtSkyrimMemPatch. The SKSE Memory Patch is a simple ini file for enable the management of the memory blocks by SKSE. Is better than the management made by the game but is slow, very slow. Crash Fixes have another memory management called OsAlocators that is very fast and replace the memory blocks system and for that SKSE Memory Patch is not need when enable OsAlocator in Crash Fixes. hdtSkyrimMemPatch is another dll for change some memory managements in the HDT system. My HDT works perfect with OsAlocatos=0 but the game is unstable and very slow. My HDT works perfect with OsAlocatos=1 and hdtSkyrimMemPatch and the game is stable and very fast.
Tkc Posted July 3, 2019 Posted July 3, 2019 12 minutes ago, GenioMaestro said: You are confusing SKSE Memory Patch with hdtSkyrimMemPatch. The SKSE Memory Patch is a simple ini file for enable the management of the memory blocks by SKSE. Is better than the management made by the game but is slow, very slow. Yeah. I known about SKSE memory patch is just setting in SKSE settings and was standalone before some version of skse. Used and with SKSE memory block settings and used SSME and after OSAllocators was added to Crash fixes started to use it. Sorry for I post here wrong link because too exausted today and just found first topic about HDTmemory patch dll and didnt noticed SKSE. But earlier in several other places I also read about useless of memory patch and playing both with HDT memory patch and OSAllocators=1 many times and didnt noticed any positive effects from HDT memory patch version which was using and only noticeable effect from OSAllocators=1 and other fixes from Crash fixes mod. 25 minutes ago, GenioMaestro said: My HDT works perfect with OsAlocatos=0 but the game is unstable and very slow. My HDT works perfect with OsAlocatos=1 and hdtSkyrimMemPatch and the game is stable and very fast. Same with first option with UseOSAllocators=0. But with second variant with UseOSAllocators=1 I see effect only from crash fixes and dont see effect from enabled hdtSkyrimMemPatch at all (same sometime crash from HDT-PE dll and stretching of HDT clothes sometime on game loading or on reequip). Trying to test versions of HDT memory patch attached in your linked topic but also still not noticed any effect. Which version from here are you using, which named HDT MemPatch.7z or versions from Hdt mempatches.zip archive? Today testing dll from HDT MemPatch.7z but see same problems and no difference when it loaded like with older version. From times when OSAllocators was appeared in Crash fixes noticed negative effect on HDT clothes parts and already a lot of time was passed and for this time made in used mods configuration thousand fixes\patches\optimisations for esp and scripts but still trying to fix the problem with HDT-PE+USeOSAllocators=1 pair and still no one concrete fix and only today googled this topic and was hoping atlast it will fix it but still see no noticeable changes...
GenioMaestro Posted July 3, 2019 Posted July 3, 2019 2 hours ago, Tkc said: Same with first option with UseOSAllocators=0. But with second variant with UseOSAllocators=1 I see effect only from crash fixes and dont see effect from enabled hdtSkyrimMemPatch at all (same sometime crash from HDT-PE dll and stretching of HDT clothes sometime on game loading or on reequip). You must be making some bad. The linked post have two files. One give me CTD but the other works for me. I'm not sure about what of the two links i'm ussing but i have a file hdtSkyrimMemPatch.dll of 118 kb inside DATA\SKSE\Plugings and i remember that the download have another dll file that is not used. If you have mesh streched to infinite revise yours XML files and verify that the parameters <hkparam name="maxLinearVelocity"> and <hkparam name="maxAngularVelocity"> are set to 255.
Tkc Posted July 4, 2019 Posted July 4, 2019 6 hours ago, GenioMaestro said: You must be making some bad. The linked post have two files. One give me CTD but the other works for me. I'm not sure about what of the two links i'm ussing but i have a file hdtSkyrimMemPatch.dll of 118 kb inside DATA\SKSE\Plugings and i remember that the download have another dll file that is not used. If you have mesh streched to infinite revise yours XML files and verify that the parameters <hkparam name="maxLinearVelocity"> and <hkparam name="maxAngularVelocity"> are set to 255. I know about xmls and many time tried all things which was made by topic author and even more and ofcourse know about where any mods and plugins must be located and can detect by logs if skse-plugin was loaded and working. Using MO1 or mod management from times when it was added to Nexus. HDT memory patch is enabled in MO and loaded because I see made hdtSkyrimMemPatch.log with "hdtSkyrimMemPatch\INFO: Queue OK\INFO: Memory Hooked\INFO: SKSEPlugin_Load" records and fresh changetime. I set all settings by each setting description and even tried to on\off them in game to check what will be changed and what will be logged in log. Using also 118kb hdtSkyrimMemPatch.dll( which has most newer modification time than dll from other archive or dll which was used before) from HDT MemPatch.7z archive where also d3dcompiler_47.dll(it is loader of the hdtSkyrimMemPatch.dll as I understood). Tried to load it with SKSE, tried to add d3dcompiler_47.dll to game folder, tried to add hdtSkyrimMemPatch_preload.txt with hdtSkyrimMemPatch.dll to its plugins folder but still not see better effect on HDT-PE than was with hdtSkyrimMemPatch.dll which was using all time before and still see same issues with HDT-PE when OSAllocators=1 and issues disappearing with OSAllocators=0 but then appearing perfomance problems and OSAllocators=0 is not a variant. Will try to test more time maybe effect from using newer dll will be noticed when new savegames will be created\reloaded or even for a new game.
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