shadowwolf2k7 Posted February 27, 2018 Posted February 27, 2018 hope this will make you laugh a bit there @Veladarius but CRDE (Deviously Enslave Continued) had Lydia equip a normal looking belt using an item from DCUR, and i went to do a delivery from the master. when i got there i was like "ok the master will have to remove this one to put on a CD belt." boy was i suprised when the box came up saying "this will do nicely...", after getting the info for where the delivery was to go, i went into the console and looked up the belt, to find out it was an actual CD belt just with out the CD symbol on it. when i got back to the shop she even removed it as if it was put on by her. just thought you would like to know, even Lydia loves the items from the shop, though for some reason she doesnt like wearing them herself
Reesewow Posted February 27, 2018 Posted February 27, 2018 5 hours ago, Veladarius said: I will have to try this, I have this issue with some of the Tera armors that Master uses and she sometimes 'warps' away. Hope it helps, it did work really well for me for NPCs disappearing after zoning, and I know Master moves between cells a lot. The only minor issue I've had with the technique is that stuff that needs to look very heavy (like the Heretical resources loose chain items) can have intentionally very low max speeds to get the weight effect. Bumping the max speed of a heavy chain up to 255 from 90 tends to make it look more like a wet noodle then iron. On body/clothing physics however I've never noticed a difference other than not seeing breasts stretch across the horizon as an NPC vanishes.
nufndash Posted February 27, 2018 Posted February 27, 2018 1 hour ago, shadowwolf2k7 said: your DDa is fine, that is the latest version, DDX supported version for CD is 2.0c, DDI supported version for CD is 3.3b. ZaZ supported version for CD is 7.0. as for which version of CD are you using? is it 4.051 or 4.15 with at least parts 1 and 2? which quests are you having problems with, is it the delivery and recover quests or the 4 optional quests? knowing which quests you are having issues with in CD will help Vel be able to help you more in finding a solution. reason i am asking, is my DDA is 3.0e, DDX is 4.0, DDI is 4.0 and ZaZ is 7.0. the only issues i have found is the Yoke for property slave not being removed consistantly, since the keywords for the yoke in CD is still the previous DD versions keywords. Vel is working on getting partial support for DD 4.0. but it will take time. I am using CD 4.15 Parts 1 and 2 of course, 3 with the catsuits, and Female guards from part 5. I don't mind at all when Items are equipped or not, that is minor and can be dealt with. The problems seem to be for me on the punishment after bandits take the delivery, everything works until it says punishment beginning or something like that, then the master just goes and sits down. My character remains without control so I don't think it is a issue if I still had control of the character, I tried failing the recover a package and that works fine. Punishments in the Manor Basement work until the character is put in the stretcher thing and Vular (or some name like that) will stop working just before the first whippings. But like I said, I was using Zaz 8.0 and DDI 4.0, so this is totally on my end. I know Vel had personal issues to deal with so I didn't want to bother him with to many questions right now, I just use setstage to progress when needed.
shadowwolf2k7 Posted February 27, 2018 Posted February 27, 2018 2 hours ago, nufndash said: I am using CD 4.15 Parts 1 and 2 of course, 3 with the catsuits, and Female guards from part 5. I don't mind at all when Items are equipped or not, that is minor and can be dealt with. The problems seem to be for me on the punishment after bandits take the delivery, everything works until it says punishment beginning or something like that, then the master just goes and sits down. My character remains without control so I don't think it is a issue if I still had control of the character, I tried failing the recover a package and that works fine. Punishments in the Manor Basement work until the character is put in the stretcher thing and Vular (or some name like that) will stop working just before the first whippings. But like I said, I was using Zaz 8.0 and DDI 4.0, so this is totally on my end. I know Vel had personal issues to deal with so I didn't want to bother him with to many questions right now, I just use setstage to progress when needed. thats cool, i know he is good about answering questions when he can. as for the punishments im not sure what is causing that, i do know that the solitude guards really hate those bandits alot, almost as much as they hate dragons. one of the times i had a dragon land and pick a fight with the bandits and the solitude guards, poor bandits didnt know who to fight first, me, the dragon or the guards. took me a bit to realize what was happening myself. needless to say i stood back and watched most of the fight. i did have to help the guards with the dragon since it was an ancient dragon
Veladarius Posted February 27, 2018 Author Posted February 27, 2018 10 hours ago, nufndash said: I updated DDa, DDx, and DD integration a while ago, and Zaz 8.0 for another mod, and I didn't even think to check here if it was compatible. I am assuming it isn't, I started to get a lot of quests not progressisng then it hit me. Now I can't find some of the previous requirement versions on my HD, and I cant find them in the downloads of the individual mod pages. Is there a source to get the right versions? Here is what I have and what I could find. I know they are not what you said are required so I am trying to be exact. DDa installed v3.0e, (can't find 2.9) DDX installed v4.0, (I also have 2.0c but cannot find 1.2.3) DD integration v4.0 (I also have 3.3b but cannot find 3.2) Zaz 8.0 (I also have 7.0 and 6.11) I'm sorry if this has been addressed in previous threads, I looked for a while but didn't see anything. I try very hard to be sure to have exactly what the mod authors have written for required versions. If I end up having to choose between Captured Dreams and another mod, Captured Dreams always wins. I can't be without Captured Dreams in my game. Your mod is the best! Any DD version prior to v4 will work properly, v4 and later will have issues with armbinders and yokes (and their new equivalents) won't be removed due to the primary keyword change, my removal function relies on it to get the device info. As for ZAZ v 8.0 I can't say for certain as I have not used it. Since v8 is not an official update of the mod by ZAZ or XAZ there may be issues as bound idles must be set up correctly in FNIS or they won't end in scenes. This was an issue that first appeared in ZAP v6.10 due to using the newer version of FNIS which changed animation default settings and in T.ara's initial updates of it. I explained the issue and how to fix it to t.ara so any issues with scenes not ending may be due to it IF it was not set up correctly. 8 hours ago, shadowwolf2k7 said: hope this will make you laugh a bit there @Veladarius but CRDE (Deviously Enslave Continued) had Lydia equip a normal looking belt using an item from DCUR, and i went to do a delivery from the master. when i got there i was like "ok the master will have to remove this one to put on a CD belt." boy was i suprised when the box came up saying "this will do nicely...", after getting the info for where the delivery was to go, i went into the console and looked up the belt, to find out it was an actual CD belt just with out the CD symbol on it. when i got back to the shop she even removed it as if it was put on by her. just thought you would like to know, even Lydia loves the items from the shop, though for some reason she doesnt like wearing them herself The functions that check what device you are using seems to be failing lately for some reason, not sure why. I have had Protector Plus belts identified as standard CD belts and removed. CD quest belts, Protector Plus and Protector devices all have their own custom keywords on them and it checks for the Protector series belts first in the function so it should find it before it gets to standard devices or non CD devices. This is a recent issue and v4 should not affect it seeing as the devices are all custom including scripts. I have also had standard CD devices detected as generic devices as well, not that it will remove them at the end since it will try using the non-quest item removal function. Non CD quest items should also be detected as such but I am not using any DD mods that use custom quest items currently, just generic devices so it may be messing with that as well. It is perplexing when you have something that has worked properly for some time all of a sudden become unstable or unreliable when no changes to it have taken place. I do have CD devices that are generic and CRDE is allowed to make use of them (just not the quest devices) so it can create matching sets of items that are a mix of metal and leather/ebonite. All of the custom CD colored metal items come in quest (has logo on most items) and generic versions (no logo). 6 hours ago, nufndash said: I am using CD 4.15 Parts 1 and 2 of course, 3 with the catsuits, and Female guards from part 5. I don't mind at all when Items are equipped or not, that is minor and can be dealt with. The problems seem to be for me on the punishment after bandits take the delivery, everything works until it says punishment beginning or something like that, then the master just goes and sits down. My character remains without control so I don't think it is a issue if I still had control of the character, I tried failing the recover a package and that works fine. Punishments in the Manor Basement work until the character is put in the stretcher thing and Vular (or some name like that) will stop working just before the first whippings. But like I said, I was using Zaz 8.0 and DDI 4.0, so this is totally on my end. I know Vel had personal issues to deal with so I didn't want to bother him with to many questions right now, I just use setstage to progress when needed. It is odd that this is happening. The startup of the Punishment quest has about 6-8 different variations depending on what started it and how, originally the delivery quest used the version where the delivery quest ends and the punishment quest is started via scene started by script (force greet) and was changed so that the punishment is set up then the delivery quest dialogue directly links to the same dialogue that the force greet did to start it up. This change fixed the issues one of my testers was having (same one you are) so here is what I would like you to do the next time it happens: first, use sqv cdxPunishmentSet01 and see if the aliases have been filled, no aliases then no scenes and it should be started far enough in advance that it has time to set it up. When you get to the point that you tell them you failed go through the dialogue slowly and see if that makes a difference, if so then you have some lag in your scripts going on. If the aliases have been filled and going slow does not work then do the following: startscene xx240562 this is the scene that starts after the dialogue saying that you should be punished and such. The fact that your controls are disabled tells me that you are reaching this point in the dialogue. Also, upload a copy of the papyrus log from the session where it fails, I may be able to find some issues either with CD or other mods that may be slowing things down in your game and give you some tips to reduce any lag you may be experiencing. Personal issues aside, I am always willing to help users whenever I can just make sure to follow up with me on what happens and such so I can either correct an issue or get some info to help others. There are a lot of people that ask for help and never reply as to if it worked or not or follow my directions. I have enough issues in real life of people asking for advice on something then ignoring it so it has become a bit of a pet peeve of mine.
nufndash Posted February 27, 2018 Posted February 27, 2018 1 hour ago, Veladarius said: Any DD version prior to v4 will work properly, v4 and later will have issues with armbinders and yokes (and their new equivalents) won't be removed due to the primary keyword change, my removal function relies on it to get the device info. As for ZAZ v 8.0 I can't say for certain as I have not used it. Since v8 is not an official update of the mod by ZAZ or XAZ there may be issues as bound idles must be set up correctly in FNIS or they won't end in scenes. This was an issue that first appeared in ZAP v6.10 due to using the newer version of FNIS which changed animation default settings and in T.ara's initial updates of it. I explained the issue and how to fix it to t.ara so any issues with scenes not ending may be due to it IF it was not set up correctly. The functions that check what device you are using seems to be failing lately for some reason, not sure why. I have had Protector Plus belts identified as standard CD belts and removed. CD quest belts, Protector Plus and Protector devices all have their own custom keywords on them and it checks for the Protector series belts first in the function so it should find it before it gets to standard devices or non CD devices. This is a recent issue and v4 should not affect it seeing as the devices are all custom including scripts. I have also had standard CD devices detected as generic devices as well, not that it will remove them at the end since it will try using the non-quest item removal function. Non CD quest items should also be detected as such but I am not using any DD mods that use custom quest items currently, just generic devices so it may be messing with that as well. It is perplexing when you have something that has worked properly for some time all of a sudden become unstable or unreliable when no changes to it have taken place. I do have CD devices that are generic and CRDE is allowed to make use of them (just not the quest devices) so it can create matching sets of items that are a mix of metal and leather/ebonite. All of the custom CD colored metal items come in quest (has logo on most items) and generic versions (no logo). It is odd that this is happening. The startup of the Punishment quest has about 6-8 different variations depending on what started it and how, originally the delivery quest used the version where the delivery quest ends and the punishment quest is started via scene started by script (force greet) and was changed so that the punishment is set up then the delivery quest dialogue directly links to the same dialogue that the force greet did to start it up. This change fixed the issues one of my testers was having (same one you are) so here is what I would like you to do the next time it happens: first, use sqv cdxPunishmentSet01 and see if the aliases have been filled, no aliases then no scenes and it should be started far enough in advance that it has time to set it up. When you get to the point that you tell them you failed go through the dialogue slowly and see if that makes a difference, if so then you have some lag in your scripts going on. If the aliases have been filled and going slow does not work then do the following: startscene xx240562 this is the scene that starts after the dialogue saying that you should be punished and such. The fact that your controls are disabled tells me that you are reaching this point in the dialogue. Also, upload a copy of the papyrus log from the session where it fails, I may be able to find some issues either with CD or other mods that may be slowing things down in your game and give you some tips to reduce any lag you may be experiencing. Personal issues aside, I am always willing to help users whenever I can just make sure to follow up with me on what happens and such so I can either correct an issue or get some info to help others. There are a lot of people that ask for help and never reply as to if it worked or not or follow my directions. I have enough issues in real life of people asking for advice on something then ignoring it so it has become a bit of a pet peeve of mine. Yes absolutely, the least I could do after you take the time to address a problem is to reply with a update. I have just totally cleaned up my game, got rid of mods I didn't use and updated all I could find. Now I am going to start a brand new game, I will let you know in detail once I try your suggestions. Thanks again.
JuliusXX Posted February 27, 2018 Posted February 27, 2018 17 hours ago, Reesewow said: I fixed this problem 99.9% by following this piece of advice from some great poster on this forum. I don't know who the source was, but following this has basically removed "invisible" npcs from my game. Most of the armor in my game is HDT and my player used HDT hair, and the only time I see an invisible character is when one of the crazy heretical HDT chain items bugs out on a reload. Original post I copied - I followed these instructions on all xmls I have installed: Hi, you can try this. It works for me. Open the "hdtPhysicsExtensionsDefaultBBP.xml" or what ever your controlling .xml is for cape, armor, whatever, with Notepad++. Search for the lines: <hkparam name="maxLinearVelocity"> and <hkparam name="maxAngularVelocity">. You will see a parameter like <hkparam name="value">255</hkparam>. If your value is not 255, change it to 255. The stretching appears to happen when the mesh movement moves faster than the max velocity integer. If you have hdt cape, You can easily reproduce stretching simply by using Whirlwind Sprint shout. Once you change all above parameters, the stretch no longer happens. I did this for Clothes and Cloaks. I have not had any problems with stretching or invisibility on NPC or Followers. I do not use any changes to HAVOK ini. Of course your computer setup may come in to play, so results may very. Just thought I would share, because i used to have the same problems. I'm currently using HDT Clothes and Robes for all NPC's, HDT Cloaks(Myself and Sofia), HDT Underwear (Myself and Sofia), Custom version of HDT Marie Rose Hair (Myself), HDT Changeable Hair Ribbons for Marie Rose Hair (Myself), HDT Weapon Sling for XPMSE(Myself), and custom Hats/Hoods with HDT Hair (Myself), and of coures HDT Bodies (CBBE HDT including Sofia) all with no problem. Good luck, hopes this helps you to. (note - I'm 99% sure Bazinga's HDT has this done already on his files). I have also used this same fix for some time and haven't had any problems with the invisible NPCs since.
Slorm Posted February 27, 2018 Posted February 27, 2018 4 hours ago, JuliusXX said: I have also used this same fix for some time and haven't had any problems with the invisible NPCs since. I can confirm this works as well, not had the problem since using it
Veladarius Posted February 27, 2018 Author Posted February 27, 2018 On 2/25/2018 at 11:07 AM, asdfa93 said: I got stuck when I have to return again to the orc stronghold to trade ores for ingots. When I arrive to the blacksmith and say "Hey!" to him he only says Back again?, and then nothing Sorry I missed this. Do the following to fix the issue: set cdxSlavePropQ1Done to -2
asdfa93 Posted February 28, 2018 Posted February 28, 2018 7 hours ago, Veladarius said: Sorry I missed this. Do the following to fix the issue: set cdxSlavePropQ1Done to -2 Thanks a lot!
SirasC Posted February 28, 2018 Posted February 28, 2018 Hey, I've been a longtime fan of your mods, but I've run into a bit of an issue. For some reason, after any mission that involves equipping the CD items (Take Delivery, Embassy Mission, etc.) they don't come off after the mission is over, the dialogue to remove them after delivery missions doesn't even show. If you have any ideas on how to help, I'd love to hear them.
Veladarius Posted February 28, 2018 Author Posted February 28, 2018 2 hours ago, SirasC said: Hey, I've been a longtime fan of your mods, but I've run into a bit of an issue. For some reason, after any mission that involves equipping the CD items (Take Delivery, Embassy Mission, etc.) they don't come off after the mission is over, the dialogue to remove them after delivery missions doesn't even show. If you have any ideas on how to help, I'd love to hear them. There is an option to remove them in the MCM menu. Also, upload a log when the issue happens so I can see what it breaking down and where. Also, what versions of CD and DD are you using?
Anooon Posted February 28, 2018 Posted February 28, 2018 I failed a delivery quest (I guess fast-travelling to the nearest city, taking a carriage to the city next to my destination then walking the rest of the way took too much time?) and got the 'put on display outside' punishment. Is this...supposed to be this boring? My character is just out there, tied up and...nothing happens. From time to time NPCs walk past and that's it, until the evening. It would be nice if you'd speed up time or like have customers come by to taunt you or something. Waiting an entire day with nothing at all happening is not very interesting.
Tr_veller Posted February 28, 2018 Posted February 28, 2018 Hi there got a weird one (aren't they always? ) presently a property slave in the smithy and have completed the quest to get the 'odd core' back from the giant and given a day off. When I go back to the smithy the next day after waiting 23 hours (between 6am and 8am) nothing happens and the barrel for smithing stuff is empty, so I can't proceed I checked through the thread and can confirm that the smith setting is set to false, and approached the door to set off the cell to start the next day (on one attempt, the door did close in front of me and waiting for it to open did work but still nothing downstairs)
Veladarius Posted February 28, 2018 Author Posted February 28, 2018 4 hours ago, Tr_veller said: Hi there got a weird one (aren't they always? ) presently a property slave in the smithy and have completed the quest to get the 'odd core' back from the giant and given a day off. When I go back to the smithy the next day after waiting 23 hours (between 6am and 8am) nothing happens and the barrel for smithing stuff is empty, so I can't proceed I checked through the thread and can confirm that the smith setting is set to false, and approached the door to set off the cell to start the next day (on one attempt, the door did close in front of me and waiting for it to open did work but still nothing downstairs) Use help CDxSlaveTaskLvl and it should be 12 now. If it isn't then use set cdxslavetasklvl to 12 and try going through the area where the start of day trigger box is at. use sqv cdxslavery_property and see if you can find the following variable (or just set it and go): SmithyIsWorking = false <- trigger box will change this to true. you can use setpqv cdxslavery_property smithyisworking false to change it then go into the trigger box. Those two variables are what is used by the trigger box to get the start of day going.
LesboIsBesto Posted March 1, 2018 Posted March 1, 2018 Should mention that there are 2 other conflicts not mentioned on your page with CD events. Deviously Enslaved Continued & Devious Framework both interfere during the VIP customer quest. When I start the scene with the guest, she'll start the dialogue to try & either rape or enslave me through DEC which will cut off dialogue during the normal VIP session dialogue & if she's successful, it interrupts the entire scene. Then if the guest locks you in a pillory or any devious furniture, Devious Framework will interrupt the entire scene & make the guest lock you in, stopping all of the session dialogue & actions from occurring. Am gonna disable these mods b4 the next time I play the session, but just wanted to let ppl here know Should also mention that when I chose the freedom option from being a property slave, the quest did not appear as complete in my journal. It still showed up as active.
SirasC Posted March 1, 2018 Posted March 1, 2018 18 hours ago, Veladarius said: There is an option to remove them in the MCM menu. Also, upload a log when the issue happens so I can see what it breaking down and where. Also, what versions of CD and DD are you using? I'll upload a log when I play it next, but I'm currently using the latest DD and the latest CD. I wasn't aware that there was an option in the MCM, but I might just be failing hardcore. Where is it?
Veladarius Posted March 1, 2018 Author Posted March 1, 2018 8 hours ago, Destroyah340 said: Should mention that there are 2 other conflicts not mentioned on your page with CD events. Deviously Enslaved Continued & Devious Framework both interfere during the VIP customer quest. When I start the scene with the guest, she'll start the dialogue to try & either rape or enslave me through DEC which will cut off dialogue during the normal VIP session dialogue & if she's successful, it interrupts the entire scene. Then if the guest locks you in a pillory or any devious furniture, Devious Framework will interrupt the entire scene & make the guest lock you in, stopping all of the session dialogue & actions from occurring. Am gonna disable these mods b4 the next time I play the session, but just wanted to let ppl here know Should also mention that when I chose the freedom option from being a property slave, the quest did not appear as complete in my journal. It still showed up as active. Pretty much any mod that has the ability to randomly take over npc's or your character is incompatible with CD during scenes. I will start a list of mods, if anyone has any others they can think of (DCUR and Random Attack are two I know of myself) let me know. Also any mods that can cause some other issues with CD and what they do would be helpful as well, currently I am only using 2-3 other DD mods and they are all older mods.
Veladarius Posted March 1, 2018 Author Posted March 1, 2018 7 hours ago, SirasC said: I'll upload a log when I play it next, but I'm currently using the latest DD and the latest CD. I wasn't aware that there was an option in the MCM, but I might just be failing hardcore. Where is it? On the player page, right side where the enable/disable player controls are, it is the last option of the four listed I believe.
Tr_veller Posted March 1, 2018 Posted March 1, 2018 1 hour ago, Veladarius said: Pretty much any mod that has the ability to randomly take over npc's or your character is incompatible with CD during scenes. I will start a list of mods, if anyone has any others they can think of (DCUR and Random Attack are two I know of myself) let me know. Also any mods that can cause some other issues with CD and what they do would be helpful as well, currently I am only using 2-3 other DD mods and they are all older mods. Thief does. One of the scenes uses the same landscape as the Captured Dreams shop. (horse chase conclusion) I had to de-install CD to get that part to run.
Tr_veller Posted March 1, 2018 Posted March 1, 2018 16 hours ago, Veladarius said: Use help CDxSlaveTaskLvl and it should be 12 now. If it isn't then use set cdxslavetasklvl to 12 and try going through the area where the start of day trigger box is at. use sqv cdxslavery_property and see if you can find the following variable (or just set it and go): SmithyIsWorking = false <- trigger box will change this to true. you can use setpqv cdxslavery_property smithyisworking false to change it then go into the trigger box. Those two variables are what is used by the trigger box to get the start of day going. Firstly thank you for the reply - smithy IS set to false and tasklvl is set to 12. When I step through the trigger spot smithy turns to true, so it is working. However, the barrel of supplies is still empty and no one talks to me. Oddly if you wait another 24 hours you can see checks being made on your progress and because I made so many the 1st day I get through the second, but not enough to get through the 3rd. It looks like everything is happening except the barrel being refilled.
Veladarius Posted March 1, 2018 Author Posted March 1, 2018 2 hours ago, Tr_veller said: Firstly thank you for the reply - smithy IS set to false and tasklvl is set to 12. When I step through the trigger spot smithy turns to true, so it is working. However, the barrel of supplies is still empty and no one talks to me. Oddly if you wait another 24 hours you can see checks being made on your progress and because I made so many the 1st day I get through the second, but not enough to get through the 3rd. It looks like everything is happening except the barrel being refilled. Use resetinventory on it, that should get things going as when you put items in the chest it will do the same thing.
GreatCroco Posted March 1, 2018 Posted March 1, 2018 On 19.2.2018 at 1:32 PM, Veladarius said: [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 fUpdateBudgetMS=1.2 fExtraTaskletBudgetMS=2.0 fPostLoadUpdateTimeMS=1000.0 iMinMemoryPageSize=128 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=76800 I know people say 'Don't modify the ini file' but I have been using these settings for several years with no issues. I wish Skyrim had a command I found in FO4 that could eliminate dump stack errors for the most part. The ini entry for it in the papyrus section and is iMaxStackDepth <X> where the default is 100 I have been using 300 and issues I had with them and Transfer Settlements where it caused a log jam of functions caused me to go from normally 300kb-400kb logs when importing 1 settlement to 3mb - 4mb with the extra being nothing but dump stack errors. I would not try this command in Skyrim, I don't think it is there as the command shows up in the opening of the FO4 logs. A small explanation what those papyrus ini settings do, and why you really shouldn't modify them. The longer, and more technical explanation is writen on Reddit. fPostLoadUpdateTimeMS just adds the specified time in ms to the loading screen so that scripts can initialize properly. This is the only setting that's save to increase (decrease can cause issues though). fUpdateBudgetMS is the time the papyrus engine gets for (all running) scripts. This time is shared between papyrus and render. That means at 60fps papyrus and render only have 16.6667 ms to get a tick done. In this case the renderer can use 15.4667ms to get the graphics done (16.6667 - 1.2). If you increase the time to, say 3ms, the renderer has to do its part in 23.6667ms, effectively killing your framerate. fExtraTaskletBudgetMS has pretty much the same implications as fUpdateBudgetMS. This setting can improve script performance, but you're forcing the game engine to take time it can use for other things, like rendering and physics, to do papyrus calculations. This again will kill your FPS in high performance situations. Additional note on all Memory and PageSize options: HANDS OFF! While the Budget options just kill your framerate, setting these options to the wrong values will crash your game with stack buffer overflows. You're not setting how much memory the engine gets, you're setting how the engine handles StackFrames. If you don't know what that is: HANDS OFF! There's no need to play with stack frames, unless you know exactly what you're doing. All in all: Keep in mind, that by changing these values you're effectively doing micro optimization (which in 95% of all cases is bad), and your time finding the right values is better suited in pestering the mod author to make his mod less script heavy, which in 99% of all cases will yield far better results for more people.
Veladarius Posted March 2, 2018 Author Posted March 2, 2018 1 hour ago, Techpriest said: A small explanation what those papyrus ini settings do, and why you really shouldn't modify them. The longer, and more technical explanation is writen on Reddit. fPostLoadUpdateTimeMS just adds the specified time in ms to the loading screen so that scripts can initialize properly. This is the only setting that's save to increase (decrease can cause issues though). fUpdateBudgetMS is the time the papyrus engine gets for (all running) scripts. This time is shared between papyrus and render. That means at 60fps papyrus and render only have 16.6667 ms to get a tick done. In this case the renderer can use 15.4667ms to get the graphics done (16.6667 - 1.2). If you increase the time to, say 3ms, the renderer has to do its part in 23.6667ms, effectively killing your framerate. fExtraTaskletBudgetMS has pretty much the same implications as fUpdateBudgetMS. This setting can improve script performance, but you're forcing the game engine to take time it can use for other things, like rendering and physics, to do papyrus calculations. This again will kill your FPS in high performance situations. Additional note on all Memory and PageSize options: HANDS OFF! While the Budget options just kill your framerate, setting these options to the wrong values will crash your game with stack buffer overflows. You're not setting how much memory the engine gets, you're setting how the engine handles StackFrames. If you don't know what that is: HANDS OFF! There's no need to play with stack frames, unless you know exactly what you're doing. All in all: Keep in mind, that by changing these values you're effectively doing micro optimization (which in 95% of all cases is bad), and your time finding the right values is better suited in pestering the mod author to make his mod less script heavy, which in 99% of all cases will yield far better results for more people. I have done my research and read what they do and have made numerous adjustments to them for quite some time to get them where they are at now. I run at a ugrids of 9 and other than grass and shadow render distances the draw distances for everything else are all maxed out in Ordinator. My game is stable and runs 30-60 fps outdoors (depends on terrain such as amount of trees) and 60 indoors (this is capped at 60) and it does not drop at all. The only thing I have changed is increasing the ugrids value since the microsoft patch for dx9 came out. I run on a i5 2500k at stock speed (3.3ghz) and a factory overclocked AMD 280x w/ 3gb running at 1920 x 1200. Don't assume I don't know anything, these settings work for me just fine.
CheddarTrauma Posted March 2, 2018 Posted March 2, 2018 Quote fUpdateBudgetMS=1.2 fExtraTaskletBudgetMS=1.2 fPostLoadUpdateTimeMS=2000.0 iMinMemoryPageSize=128 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=76800 Without getting into an argument on ini settings, these are the values Skyrim uses by default. Adding these exact values to your ini is safe, albeit redundant. However, Skyrim_default.ini sets fPostLoadUpdateTimeMS differently. Quote fPostLoadUpdateTimeMS=500.0 This can be checked by enabling papyrus logging without having these values set, it's among the first couple lines that show up at the beginning of a log.
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