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Posted

 

 

Ok not hung in the sense that SL just stops working but game continues just fine, more that at some point over the past several months, sequences stopped sequencing to completion. It'll start running a given animation sequence, then switch automatically and randomly to another and so on, sometimes lasting many many minutes and using every available sequence in the keyword listing for that instance over and over, and eventually the game freeze-crashes, speculatively due to some SL buffer being overrun with too much data, since SL likely doesn't do its post partum housekeeping until it's exiting to normal gameplay.

 

So two questions

 

1) anyone else seeing this out of their game? I hain't a clue why it started happening, and if not for the inevitable crashes, I really don't mind...maybe the interaction with SLSO?

 

2) am I onto something with the SL buffer thingy? If so, does anyone have any ideas how we'd increase that buffer size, or otherwise introduce some sort of periodic cleanup for leftovers during the event? (I hope you understand my lingo, having a hard time putting it into words)

Posted (edited)

Search through all pex files in all mods for "SetAnimation". That's your list of mods that are capable of changing the currently running animation.

 

Edit: Remember that scripts may exist within BSA files as well.

Edited by traison
Posted
1 hour ago, Fotogen said:

Your keyboard is broken(stuck key) or something is sending "key O for next animation".

 

Thanks for that. Yes, in the past I've seen glitchy behavior from a broken piece of hardware (mainly corded mice, when the fray sets in, or the wheel starts autorotating (digitally), BUT... the mouse and keyboard were replaced within the past few months: mouse ~3 weeks ago, keyboard ~3 months ago, so I really don't think that's it. My keyboards usually last ~1-1/2 to 2 years, and the corded mice ~maybe a year at best. (every wireless mouse I've owned has been glitchy right out the box, so to me they're not really an option)

 

It *seems* almost programmatic (even if some sort of SLSO <=> SL interplay glitch, and/but in any case, I'm not sure I want it to stop doing that. It has a slightly natural feel that a regular 4, 5, 6 step "one shot" animation sequence really doesn't provide, although the caveat being that I usually have to force stop using the SL hotkey.

 

Mainly, I'd like to resolve whatever issue is eventually causing the choke point in SL. 

Posted (edited)
2 hours ago, anjenthedog said:

the corded mice ~maybe a year at best

 

I used to be a Logitech customer like you, then I bought from Corsair.

Whatever you do, don't buy the remake of the (Legendary) Microsoft Intellimouse. The rubber on that literally melts (gets sticky) after the first week of use.

 

2 hours ago, anjenthedog said:

Mainly, I'd like to resolve whatever issue is eventually causing the choke point in SL.

 

I would not blame SL for this. It's more likely the game choking on its own internal things. Like how browsing hairs in RaceMenu (and the vanilla race menu) would crash the game when you had more than ~25 hairstyles, simply because someone at Bethesda forgot to add the code to dispose of previously loaded hairs - and QA never caught it because the vanilla game shipped with like 10 hairstyles.

 

I have no other ideas for you than to try to poke and prod the problem. For instance, count the amount of animation switches that occur before it freezes. Is the count consistent? Is the count identical outdoors and indoors? Does the count change if you disable the mod doing the animation switches and switch animations manually in a similar fashion? Does the count change if you do it manually, but do it slower?

 

I would assume if the animation count before freeze was higher when the switch rate was slower that its a race condition - something is still "switching animations" as the next switch request comes in. If the animation count is higher indoors than it is outdoors I would assume we're dealing with some kind of resource limitation. But in all of these cases, I'm not really seeing anything that doesn't end in a "great, so what do we do now?" -situation.

Edited by traison
Posted (edited)

I didn't mean to single out SL, so apologies to anyone directly involved. Not my intent to insult anyone. I meant everything in the SL sphere at the time of freeze (Skyrim itself, SL, any calling mod - ex: Defeat, any suppoort mod like DWA or SLA, the sequences themselves, associated lip sync or voices, gadgets or other resources, etc),  since otherwise (SFW), my game is basically stable and does not experience screen freeze crashes.

 

Game still works, and even the screen freeze crashes have become somewhat "normal" (I've learned to roll with the punches) so this is mainly just me sharing my observations, in the hopes someone else might "click" on something I said and carry the torch a bit further towards a solution or at least some quantifiable amelioration

 

 "great, so what do we do now?" well, at least that's closer to solving than "Wtf just happened?" ;)

 

Edited by anjenthedog
attempt at dad humor and clarifications
Posted
3 hours ago, traison said:

I have no other ideas for you than to try to poke and prod the problem. For instance, count the amount of animation switches that occur before it freezes. Is the count consistent? Is the count identical outdoors and indoors? Does the count change if you disable the mod doing the animation switches and switch animations manually in a similar fashion? Does the count change if you do it manually, but do it slower?

 

 

Thanks for the suggestions.

 

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