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Sexout.esm Game lag/freezing


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Posted

Not fixed.

 

Test:

Load Order: FNV with all DLC and Sexout.esm only.

 

Loaded a game using Sexout 93b3, (confirmed via console), wait ~30 seconds, then save. .nvse file = 76KB

 

Loaded the savegame just created, wait ~30 seconds then re-save. .nvse file = 144 KB

---

 

According to nvse log the number of strings for sexout.esm increased by 3 (116 -> 119) between the two saves. This doesn't sound like 68KB, so I'm guessing arrays.

 

 

Bloat-sexout93b3--logs-and-saves.7z

Posted

Odessa, make one more going from the 144K save. This one should have cosaves a little bigger than beta2 did, but they should not continue growing. 150Kish is in the right neighborhood.

 

Jaam, thanks, will check that out.

Posted

Repeated my previous test (no mods except sexout, wait ~30 seconds, save, load, repeat)  to create a further two saves, the size continues to increase each time:

 

1: 76KB

2: 144KB

3: 212KB

4: 279KB

 

Saves 3 and 4 attached.

logs-and-saves-2.7z

Posted

Yep I have the same problem as Odessa with new Beta NVSE save is getting bigger and bigger with every save game.

Reverted back to stable version activated all plugins and NVSE size is 24kb after 3h of gameplay.

Posted

goddamn you jerks. Fine. I guess I still have some crap to fix in there somewhere. :P

 

I'll try to get to it tomorrow. In the meantime.. er... well beta's gonna beta I guess. :D

 

Thanks for the reports, really did look fixed on my end.

Posted

Found it!

 

scn SexoutNGTASQS

 

line 59:

 

          ar_append arSorted[sFlag] arTBD[sPlug][iIdx]

 

 

...I think.

--

 

Using all my NVSE wizardry, I created a log (attached) that includes the ID number for all array quest variables and a dump of all arrays by ID number.

 

So, Quest: SexoutNG Temp Anim Storage : 0A0A8D43

->arSorted = 5.0000

 

array #5 is

 

 

 * * Ar_Dump 5
** Dumping Array #5 **
Refs: 1 Owner 0A: Sexout.esm
[ anal ] : (Array ID #188)
[ baton ] : (Array ID #368)
[ blow ] : (Array ID #88)
[ bottle ] : (Array ID #386)
[ bound ] : (Array ID #400)
[ bukkake ] : (Array ID #170)
[ cowgirl ] : (Array ID #406)
[ cross ] : (Array ID #921)
[ doggy ] : (Array ID #76)
[ dp ] : (Array ID #706)
[ eat ] : (Array ID #105)
[ facesit ] : (Array ID #143)
[ facial ] : (Array ID #169)
[ fast ] : (Array ID #261)
[ faster ] : (Array ID #263)
[ fastest ] : (Array ID #269)
[ finger ] : (Array ID #113)
[ fist ] : (Array ID #392)
[ foot ] : (Array ID #332)
[ hand ] : (Array ID #94)
[ kneel ] : (Array ID #65)
[ lay ] : (Array ID #47)
[ lotus ] : (Array ID #325)
[ masturbation ] : (Array ID #37)
[ miss ] : (Array ID #204)
[ oral ] : (Array ID #87)
[ oyster ] : (Array ID #319)
[ pillory ] : (Array ID #748)
[ pipe ] : (Array ID #374)
[ prone ] : (Array ID #488)
[ rape ] : (Array ID #205)
[ shower ] : (Array ID #168)
[ sit ] : (Array ID #326)
[ slap ] : (Array ID #1024)
[ slow ] : (Array ID #246)
[ spank ] : (Array ID #754)
[ spitroast ] : (Array ID #693)
[ spoon ] : (Array ID #350)
[ stand ] : (Array ID #38)
[ toy ] : (Array ID #367)
[ vaginal ] : (Array ID #187)
[ wheelbarrow ] : (Array ID #342)
[ wrench ] : (Array ID #380)

 

 

 

Which looks normal until you check some of those nested arrays: "Vaginal" and  "Anal" both have 679 entries. "Lay" has 359.

arrays-with-sqv.7z

Posted

Confirmed.

 

I tested swapping that line to:

          let arr := arSorted[sFlag] ; # you need an intermediary var for ar_find
          if eval (Ar_Find arTBD[sPlug][iIdx], arr) == Ar_BadNumericIndex ; # Append only if unique
              ar_append arSorted[sFlag] arTBD[sPlug][iIdx]
          endif

And that fixes the issue, my save files no longer increase in size :).

 

EDIT: Ar_Find returns Ar_BadNumericIndex, not -1 for elements not found.

Posted

Storage by flag is intentional, but something is obviously not being cleared correctly. This may be related to the 'fix' for those console errors you were getting in testing.

 

Oh dear well that's egg on face a bit I guess. I'll need to test further, after coffee, but thanks! :)

Posted

Ok, that issue pointed to the root cause which is elsewhere.. that append should always 'work' and be unique unless the main array wasn't cleared properly, or the calling mod added the same animation twice. I'm going to add it in as a backstop but in testing the real 'fix' was two things.. ok technically 3.

 

1. Fix fnSexoutGetReady. This was defined as a GameMode rather than Function. Oops!

 

2. Call fnSexoutGetReady around the main body of SexoutNGTASQS.

 

3. Set SexoutNGTASQ.arSorted to ar_Null in SexoutNGMain before the call to fnSexoutUpgrade.

 

Together this ensures that AddAnim can be called and the anim added to the temp holding area (arTBD), but that arTBD isn't processed until arSorted has been reset. If you're game I'd like you to try this out before I add your check in as well, to make sure it's correcting the root issue before I add the ar_Find as a backstop.

 

I tested with 4 start/load/savenew/quit cycles and no growth; the cosave actually shrunk on the 3rd save, which itself is a bit of a mystery. I have to investigate to make sure all the anims made it into the registry but I think it's ok.

Posted

I was actually experiencing the same thing too. I didn't post about it because I wasn't sure what was causing it and how to put it but my fos and fos.bak files climb up to 3MB but the NVSE files are about range in the lower 200KB

 

and from it looks like I was using beta version (2.10.93b1)

 

Oh... Just noticed this thread is a couple days old thread. Will check out the newest file. Thanks. Thought it was only me experiencing this problem and/or something else.

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