deadzone45 Posted October 5, 2015 Posted October 5, 2015 hi can anyone clear up something for me what is the difference between the new smp file on 3dm and the one u can get here because i have no clue other then it can use OpenCL 2.0 and high poly meshes? mfg
sora3 Posted October 6, 2015 Posted October 6, 2015 The files on both the 3dm and on one of the posts are the same. The dll is the same but the difference is the config files and meshes. ledo4ek has provided a method to add SMP to meshes which he's attached to a few of his posts. With regards to OpenCL, if you're running Windows 7 then you'll need the OpenCL2.0 drivers for AMD and nVidia. With Windows 8 and up, your graphic drivers should contain the OpenCL drivers already. You just need to unlock via the relevant SDKs/drivers. AMD users should go here: http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/ nVidia users should aim for the latest drivers here: http://www.nvidia.com/download/driverResults.aspx/91811/en-us
boo Posted October 12, 2015 Posted October 12, 2015 Was freezing going outdoors using the dll linked off the first post, so I got the latest from baidu, but now no effect shows up? I have the latest Nvidia drivers, do I need something else? I have an i7 3770 and a GTX970
sora3 Posted October 15, 2015 Posted October 15, 2015 @boo, are you using ENB? SMP doesn't like ENB since Dx9 doesn't like OpenCL running together...
boo Posted October 16, 2015 Posted October 16, 2015 Yeah, I am. But it was running fine on the previous SMP version.
Fafnir89 Posted October 17, 2015 Posted October 17, 2015 hey folks... i believe im starting to understand how to configure this pretty well by now (thanks to you guys). However, im stuck on one simple? problem. The hand/breast collision is still not quit at a level im statisfied with. It works yeah ... there are a litte to many spasms tough. When the breasts are "pushed" by the hands, then the "tension" in them is to big which leads to two possible glitches. 1. The breasts pops through the hand for a short time 2. The breasts jitters or spasms around, trying to get past the hand. Breasts are supposed to be soft not ... well like that you now in order to try it out here my xml and body files. You will need my bodyfiles for testing, as I made special Collision mehes for the breasts (cropped version of body). can you guys give it a lookover? I know that my xml needs some tweeking ... but how? Everything I try makes it look unrealistic or extremely glitchy. oh and I use Sexy Idle Animation 1 ... for testing purposes ...you should set the weight to 100 or the breasts are to small for the anim. The bodyfile was created with Bodyslide from CoS Body. The collision meshes are from bodyslide as well (works with sliders and as such with all sizes). If you guys are interested I will upload it, once i got the other stuff done (Belly, Legs, Arms, Butt, Vagina). hdtSkinnedMeshConfigs.rar Edit: ok ... i'm a idiot ... I noticed i don't have the most recent HDT-SMP Dll. Installed it and voila no extreme jittering anymore ... it's still there ... but only under extreme Collisionpressure
mace_win_dude Posted October 18, 2015 Posted October 18, 2015 hey folks... i believe im starting to understand how to configure this pretty well by now (thanks to you guys). However, im stuck on one simple? problem. The hand/breast collision is still not quit at a level im statisfied with. It works yeah ... there are a litte to many spasms tough. When the breasts are "pushed" by the hands, then the "tension" in them is to big which leads to two possible glitches. 1. The breasts pops through the hand for a short time 2. The breasts jitters or spasms around, trying to get past the hand. Breasts are supposed to be soft not ... well like that you now in order to try it out here my xml and body files. You will need my bodyfiles for testing, as I made special Collision mehes for the breasts (cropped version of body). can you guys give it a lookover? I know that my xml needs some tweeking ... but how? Everything I try makes it look unrealistic or extremely glitchy. oh and I use Sexy Idle Animation 1 ... for testing purposes ...you should set the weight to 100 or the breasts are to small for the anim. The bodyfile was created with Bodyslide from CoS Body. The collision meshes are from bodyslide as well (works with sliders and as such with all sizes). If you guys are interested I will upload it, once i got the other stuff done (Belly, Legs, Arms, Butt, Vagina). hdtSkinnedMeshConfigs.rar Edit: ok ... i'm a idiot ... I noticed i don't have the most recent HDT-SMP Dll. Installed it and voila no extreme jittering anymore ... it's still there ... but only under extreme Collisionpressure Err, i get a "skyrim is not responding" when using your NIF files, any idea why? I'm trying to get my body files sorted for SMP so i figured i'd use yours as a base. EDIT: fuck me, ofc it was enblocal.ini the last possible thing that should make things like this crash. If anyone else has this problem, modify your enblocal.ini to have this: DisableDriverMemoryManager=true
bahamut2119 Posted October 21, 2015 Posted October 21, 2015 Hi i keep crashing trying to set this up windows is poping this up Problem Event Name: APPCRASH Application Name: TESV.exe Application Version: 1.9.32.0 Application Timestamp: 51437ce5 Fault Module Name: hdtSkyrimMemPatch.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 54a69ce4 Exception Code: c000001d Exception Offset: 00007a2f OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 And that log says hdtSkyrimMemPatch [10/21/15 03:59:56]INFO: Memory Hooked [10/21/15 03:59:56]INFO: Hooked D3DX9_42.dll D3DXCreateTextureFromFileInMemory [10/21/15 03:59:56]INFO: Hooked D3DX9_43.dll D3DXCreateTextureFromFileInMemoryEx [10/21/15 03:59:56]INFO: Queue OK [10/21/15 03:59:56]INFO: SKSEPlugin_Load [10/21/15 04:03:12]ERROR: Fatal error occured [10/21/15 04:03:12]ERROR: Code : 0xc000001d [10/21/15 04:03:12]ERROR: Flag : 0x00000000 [10/21/15 04:03:12]ERROR: Module : C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\SKSE\Plugins\hdtSkyrimMemPatch.dll [10/21/15 04:03:12]ERROR: Address : 0x67b37a2f [10/21/15 04:03:12]ERROR: Module Address : 0x67b30000 [10/21/15 04:03:12]ERROR: Call Stack (Skyrim ignored the frame pointer register (ebp) so it may not correct) : [10/21/15 04:03:13]ERROR: : 0x67b37a2f [10/21/15 04:03:13]ERROR: : 0x67b37be0 [10/21/15 04:03:13]ERROR: avghookx : 0x73e816df [10/21/15 04:03:13]ERROR: d3d9 : 0x021b7101 [10/21/15 04:03:13]ERROR: d3d9 : 0x022212fb [10/21/15 04:03:13]ERROR: ntdll : 0x77659f45 [10/21/15 04:03:13]ERROR: TESV : 0x00a4b4a0 [10/21/15 04:03:13]ERROR: : 0x38c0a940 [10/21/15 04:03:13]ERROR: Thread local Havok memory heap: [10/21/15 04:03:13]ERROR: Temp memory allocator:0x01bb1904 [10/21/15 04:03:13]ERROR: Temp memory allocated:-1 [10/21/15 04:03:13]ERROR: Temp memory in used:-1 [10/21/15 04:03:13]ERROR: Temp memory available:0 [10/21/15 04:03:13]ERROR: Temp memory total available:-1 [10/21/15 04:03:13]ERROR: Temp memory largest block:-1 [10/21/15 04:03:13]ERROR: Heap memory allocator:0x01bb1904 [10/21/15 04:03:13]ERROR: Heap memory allocated:-1 [10/21/15 04:03:13]ERROR: Heap memory in used:-1 [10/21/15 04:03:13]ERROR: Heap memory available:0 [10/21/15 04:03:13]ERROR: Heap memory total available:-1 [10/21/15 04:03:13]ERROR: Heap memory largest block:-1 [10/21/15 04:03:13]ERROR: Debug memory allocator:0x01bb1904 [10/21/15 04:03:13]ERROR: Debug memory allocated:-1 [10/21/15 04:03:13]ERROR: Debug memory in used:-1 [10/21/15 04:03:13]ERROR: Debug memory available:0 [10/21/15 04:03:13]ERROR: Debug memory total available:-1 [10/21/15 04:03:13]ERROR: Debug memory largest block:-1 [10/21/15 04:03:13]ERROR: Solver memory allocator:0x01bb1904 [10/21/15 04:03:13]ERROR: Solver memory allocated:-1 [10/21/15 04:03:13]ERROR: Solver memory in used:-1 [10/21/15 04:03:13]ERROR: Solver memory available:0 [10/21/15 04:03:13]ERROR: Solver memory total available:-1 [10/21/15 04:03:13]ERROR: Solver memory largest block:-1 [10/21/15 04:03:17]ERROR: Minidump saved in hdtSkyrimMemPatch.dmp [10/21/15 04:03:17]ERROR: Plugin is trying to save game [10/21/15 04:03:17]ERROR: Game saved If it helps here's the base mesh i made i have it setup with bodyslide https://drive.google.com/open?id=0Bz9deKMV1_9RbmducDVSanZyaEU I have updated everything ive found mentioned in this thread and swapped my enb ini to say DisableDriverMemoryManager=true what am i doing wrong? System specs: (most components a bit outdated cant do shit about it atm) Win 7 AMD Phenom II X4 920 oced @3.2 ghz DFI LP DK 790FX EVGA NVIDIA GeForce GTX 660 4GB 4x2 GB DDR2 (8 GB Total) Ram
Mister X Posted October 21, 2015 Posted October 21, 2015 @bahamut: Did you install the OpenCL driver for your AMD processor? sora3 has provided links to it. You have to install this first for HDT SMP to run properly. You also may try to disable your ENB completely, it seems like DirectX and openCL don't like each other evry much (ENB extends DirectX support afaik, HDT SMP relies on OpenCL).
Jayce Dimmer Posted October 21, 2015 Posted October 21, 2015 I've been in the same boat as Bahamut for a long while now; getting that 0x1d CTD. Tried using SMP on a fresh install of Skyrim as well as without an ENB; no dice. Odd thing is, in the .dmp file provided by the mempatch, there is no OpenCL.dll listed. Made sure to install the latest AMD drivers, as well as run the Windows 8.1 OpenCL driver installer previously mentioned. Before updating me drivers, SMP gave the same error and crash. Same occured after updating. Same occured after installing the OpenCL drivers. Me specs are a tad similar to his. Wiin 7 64 bit Phenom II x4 965 BE AM3 M3N78D Radeon HD 7850 2GB 4x4GB DDR3 @ 1333Mhz And 'eres me current logs: hdtSkyrimMemPatch[10/21/15 16:27:19]INFO: Memory Hooked[10/21/15 16:27:19]INFO: Queue OK[10/21/15 16:27:19]INFO: SKSEPlugin_Load[10/21/15 16:28:26]ERROR: Fatal error occured[10/21/15 16:28:26]ERROR: Code : 0xc000001d[10/21/15 16:28:26]ERROR: Flag : 0x00000000[10/21/15 16:28:26]ERROR: Module : R:\Games\SteamApps\common\Skyrim\data\SKSE\Plugins\hdtSkinnedMeshPhysics.dll[10/21/15 16:28:26]ERROR: Address : 0x56a54a54[10/21/15 16:28:26]ERROR: Module Address : 0x56a30000[10/21/15 16:28:26]ERROR: Call Stack (Skyrim ignored the frame pointer register (ebp) so it may not correct) :[10/21/15 16:28:26]ERROR: : 0x56a54a54[10/21/15 16:28:26]ERROR: : 0x56a552b5[10/21/15 16:28:26]ERROR: : 0x56a52f96[10/21/15 16:28:26]ERROR: : 0x56a56732[10/21/15 16:28:26]ERROR: : 0x56a69a79[10/21/15 16:28:26]ERROR: : 0x56a69ecc[10/21/15 16:28:26]ERROR: : 0x56a67308[10/21/15 16:28:26]ERROR: : 0x56a67100[10/21/15 16:28:26]ERROR: : 0x56a669dd[10/21/15 16:28:26]ERROR: : 0x56ae695a[10/21/15 16:28:26]ERROR: : 0x56b13cdf[10/21/15 16:28:26]ERROR: : 0x56b0d78d[10/21/15 16:28:26]ERROR: : 0x56b15361[10/21/15 16:28:26]ERROR: : 0x56b15aa0[10/21/15 16:28:26]ERROR: : 0x7647337a[10/21/15 16:28:26]ERROR: : 0x77339882[10/21/15 16:28:26]ERROR: : 0x77339855[10/21/15 16:28:26]ERROR: Minidump saved in hdtSkyrimMemPatch.dmp hdtSkinnedMeshPhysics[10/21/15 16:27:19]INFO: Queue OK[10/21/15 16:27:19]INFO: SKSEPlugin_Load[10/21/15 16:28:12]INFO: Rename : 37521980 InvMarker[10/21/15 16:28:12]INFO: Rename : 37521980 InvMarker[10/21/15 16:28:12]INFO: Rename : 37521980 InvMarker[10/21/15 16:28:12]INFO: Rename : 37521980 InvMarker[10/21/15 16:28:12]INFO: Rename : 3752fcc0 InvMarker[10/21/15 16:28:12]INFO: Rename : 3752fcc0 InvMarker[10/21/15 16:28:12]INFO: Rename : 3752fcc0 InvMarker[10/21/15 16:28:12]INFO: Rename : 3752fcc0 InvMarker[10/21/15 16:28:12]INFO: Rename : 37527380 InvMarker[10/21/15 16:28:12]INFO: Rename : 37527380 InvMarker[10/21/15 16:28:12]INFO: Rename : 37527380 InvMarker[10/21/15 16:28:12]INFO: Rename : 37527380 InvMarker[10/21/15 16:28:12]INFO: Rename : 375acfc0 InvMarker[10/21/15 16:28:12]INFO: Rename : 375acfc0 InvMarker[10/21/15 16:28:12]INFO: Rename : 375acfc0 InvMarker[10/21/15 16:28:12]INFO: Rename : 375acfc0 InvMarker[10/21/15 16:28:12]INFO: Rename : 375e9240 InvMarker[10/21/15 16:28:12]INFO: Rename : 375e2c40 InvMarker Using a body generated from the latest Bodyslide, as well as using the latest XPMSE 3 skeleton. Made sure to update and run FNIS as well. No dice. I wonder if SMP is using an instruction set unsupported by the Phenom II; SSSE3, perhaps? For good measure, here's the .dmp file: hdtSkyrimMemPatch.7z
bahamut2119 Posted October 21, 2015 Posted October 21, 2015 @bahamut: Did you install the OpenCL driver for your AMD processor? sora3 has provided links to it. You have to install this first for HDT SMP to run properly. You also may try to disable your ENB completely, it seems like DirectX and openCL don't like each other evry much (ENB extends DirectX support afaik, HDT SMP relies on OpenCL). Yes to opencl no i hanet dropped my enb yet that was once of the panned attempts when i got up i had to crash last night. I did try removing the hdt meme patches i get to the load creen now without em ut when trying to start new i crash.
bahamut2119 Posted October 21, 2015 Posted October 21, 2015 Yanked ENB files with hdt mem patch in same crash error with the patch out i can load a character but crashes before that finishes.
Jayce Dimmer Posted October 25, 2015 Posted October 25, 2015 Are there any lads with a Phenom II that have managed to get this here mod running? Or any processor that doesn't support SSSE3, SSE4, SSE4.1 & AVX?
Groovtama Posted October 26, 2015 Posted October 26, 2015 If you are running a Phenom with a Nvidia card you can not use OpenCL 2.0 anyway, set it to disabled... And AMD drivers are probably poor as fuck again so if your AMD sucks, delete the AMD OpenCL drivers and the rest of them, install the latest current AMD drivers without anything special like the OpenCL 2.0 stuff, install the Intel OpenCL runtimes for XEONs like the intel people do without a Intel GPU and set OpenCL support to false in SMP.
sora3 Posted October 30, 2015 Posted October 30, 2015 About the errors, it's referencing the OpenCL packages but can't find the damn things. That's why Skyrim is throwing a hissy fit and then CTD after that. @MajinCry, I'll try and install this on my Phenom 2 system and see if it works. But I think the SDK should unlock the OpenCL needed for the CPU. EDIT: Just like to point out that SMP has OpenCL 2.0 DISABLED from the start. If you enable it, it'll state your graphics card and the number of shader pipelines within. Also, the skeleton needs to be changed as well as I tend to get CTD with the latest XPMSE skeleton so dunno why that's happening...
reikiri Posted December 9, 2015 Posted December 9, 2015 I have a problem with SMP I can't seem to figure out. It works pretty well as long as I'm indoors (Temple of Kynareth). As soon as I step outdoors into Whiterun, the game turns into slideshow, CPU load peaks to 100%, and hdtSkyrimMemPatch log is flooded with over 200,000 lines per minute with: [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb[12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb[12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb[12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb
nappilydeestruction Posted December 12, 2015 Posted December 12, 2015 Did you set your fps limit to 60 fps or 30 fps? I heard that the physics don't work very well over 60 fps.
perrymwt Posted December 12, 2015 Posted December 12, 2015 I have a problem with SMP I can't seem to figure out. It works pretty well as long as I'm indoors (Temple of Kynareth). As soon as I step outdoors into Whiterun, the game turns into slideshow, CPU load peaks to 100%, and hdtSkyrimMemPatch log is flooded with over 200,000 lines per minute with: [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb You need to do one of two things: set the following to false FormHeapAllocateFromLargerSpace = false ReplaceDefaultHavokHeap = false or, if you use ENB, in enblocal.ini set [MEMORY] ExpandSystemMemoryX64=true This second option will start mem allocs from the top of memory, allowing the Havok heap to be allocated below the 2Gb limit. it works for me. 188
reikiri Posted December 13, 2015 Posted December 13, 2015 Did you set your fps limit to 60 fps or 30 fps? I heard that the physics don't work very well over 60 fps. I'm not sure if SMP has the same limit. If I recall correctly, HDT-PE got some kind of strangeness from high fps, like bodyparts stretching to infinity and such. Either way I can't use the fps limiter, because it -kills- my fps for some reason. If I turn limiter on even to 60, it hammers my fps down to 16 or so which makes the game unplayable. I usually put on 'wait busy rendrerer' instead which chops it down a bit, and I end up lingering somewhere around 40 fps most of the time. Either way the troubles I have seem to be.. different. I have a problem with SMP I can't seem to figure out. It works pretty well as long as I'm indoors (Temple of Kynareth). As soon as I step outdoors into Whiterun, the game turns into slideshow, CPU load peaks to 100%, and hdtSkyrimMemPatch log is flooded with over 200,000 lines per minute with: [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb You need to do one of two things: set the following to false FormHeapAllocateFromLargerSpace = false ReplaceDefaultHavokHeap = false or, if you use ENB, in enblocal.ini set [MEMORY] ExpandSystemMemoryX64=true This second option will start mem allocs from the top of memory, allowing the Havok heap to be allocated below the 2Gb limit. it works for me. 188 First option either CTDs or freezes the game when I step out to Whiterun so that seems like it's not an option for me. Second one gets rid of the 3,000+ lines per second log spam, so thanks for that. It doesn't stop the game from turning into 4 fps slideshow when stepping to whiterun, but I think that's a separate issue I need to try and track down. Also it wasn't a free lunch since I had to cut the Block 1 heapsize from 1024 to 512 or the game CTDs on load. E.g. SKSE.ini from [Memory] DefaultHeapInitialAllocMB=1280 ScrapHeapSizeMB=256 down to [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 in case someone else reading this needs to set ExpandSystemMemoryX64=true to get SMP to quiet down. I was expecting that though so it didn't come as a surprise. Block1 use shoots up to 400+ almost instantly when I load a larger area, so it'll remain to be seen if the game is stable this way on more extended play. --- edit --- After some testing... it seems it's really just that the xml setup I have is so demanding that in whiterun with lots of people loitering about, it brings the system to it's knees. Guess I'll need to work on clipping it a bit.
perrymwt Posted December 13, 2015 Posted December 13, 2015 Did you set your fps limit to 60 fps or 30 fps? I heard that the physics don't work very well over 60 fps. I'm not sure if SMP has the same limit. If I recall correctly, HDT-PE got some kind of strangeness from high fps, like bodyparts stretching to infinity and such. Either way I can't use the fps limiter, because it -kills- my fps for some reason. If I turn limiter on even to 60, it hammers my fps down to 16 or so which makes the game unplayable. I usually put on 'wait busy rendrerer' instead which chops it down a bit, and I end up lingering somewhere around 40 fps most of the time. Either way the troubles I have seem to be.. different. I have a problem with SMP I can't seem to figure out. It works pretty well as long as I'm indoors (Temple of Kynareth). As soon as I step outdoors into Whiterun, the game turns into slideshow, CPU load peaks to 100%, and hdtSkyrimMemPatch log is flooded with over 200,000 lines per minute with: [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb [12/09/15 15:21:07]WARNING: havok in skyrim doesn't support address > 2gb You need to do one of two things: set the following to false FormHeapAllocateFromLargerSpace = false ReplaceDefaultHavokHeap = false or, if you use ENB, in enblocal.ini set [MEMORY] ExpandSystemMemoryX64=true This second option will start mem allocs from the top of memory, allowing the Havok heap to be allocated below the 2Gb limit. it works for me. 188 First option either CTDs or freezes the game when I step out to Whiterun so that seems like it's not an option for me. Second one gets rid of the 3,000+ lines per second log spam, so thanks for that. It doesn't stop the game from turning into 4 fps slideshow when stepping to whiterun, but I think that's a separate issue I need to try and track down. Also it wasn't a free lunch since I had to cut the Block 1 heapsize from 1024 to 512 or the game CTDs on load. E.g. SKSE.ini from [Memory] DefaultHeapInitialAllocMB=1280 ScrapHeapSizeMB=256 down to [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 in case someone else reading this needs to set ExpandSystemMemoryX64=true to get SMP to quiet down. I was expecting that though so it didn't come as a surprise. Block1 use shoots up to 400+ almost instantly when I load a larger area, so it'll remain to be seen if the game is stable this way on more extended play. --- edit --- After some testing... it seems it's really just that the xml setup I have is so demanding that in whiterun with lots of people loitering about, it brings the system to it's knees. Guess I'll need to work on clipping it a bit. You might want to check out this page http://www.nexusmods.com/skyrim/mods/50471/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D50471%26preview%3D&pUp=1 It explains quite a bit about setting up your SKSE ini file. It helped me. 32
reikiri Posted December 13, 2015 Posted December 13, 2015 You might want to check out this page http://www.nexusmods.com/skyrim/mods/50471/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D50471%26preview%3D&pUp=1 It explains quite a bit about setting up your SKSE ini file. It helped me. 32 Think I went through that page back when mempatch was still separate from skse. There was also some thread that talked about relation of mempatch and ENB - in particular the ExpandSystemMemoryX64=false setting. Thing is with block 1 set to 1024M (1280 in skse.ini), Skyrim was very stable for me. Running mostly 2k-4k textures, all the parallax terrain I could find, and about 350-400 mods overall, with max (255) number of esp/esm, I could run it all for 8 hours without crashes or drops in fps. I'm not confident I can get the same stability with 512M, when just logging in at whiterun bumps the use to 416M the first minute, without taking a single step anywhere and running around for a few minutes brought it up to 450. But time will tell. -- edit -- Took a little over an hour before... [12/14/15 01:02:31]ERROR: Fatal error occured [12/14/15 01:02:31]ERROR: Code : 0xc0000005 [12/14/15 01:02:31]ERROR: Flag : 0x00000000 [12/14/15 01:02:31]ERROR: Module : C:\Games\SteamLibrary\steamapps\common\Skyrim\data\SKSE\Plugins\SexLabUtil.dll [12/14/15 01:02:31]ERROR: Address : 0x660f2794 [12/14/15 01:02:31]ERROR: Module Address : 0x660d0000 [12/14/15 01:02:31]ERROR: AccessViolation, try to read 0x00000030 failed [12/14/15 01:02:31]ERROR: Call Stack (Skyrim ignored the frame pointer register (ebp) so it may not correct) : [12/14/15 01:02:31]ERROR: : 0x660f2794 [12/14/15 01:02:31]ERROR: : 0x660f2efe [12/14/15 01:02:31]ERROR: : 0x00c46e61 [12/14/15 01:02:31]ERROR: Thread local Havok memory heap: [12/14/15 01:02:31]ERROR: Temp memory allocator:0x01bb2154 [12/14/15 01:02:31]ERROR: Temp memory allocated:-1 [12/14/15 01:02:31]ERROR: Temp memory in used:-1 [12/14/15 01:02:31]ERROR: Temp memory available:0 [12/14/15 01:02:31]ERROR: Temp memory total available:-1 [12/14/15 01:02:31]ERROR: Temp memory largest block:-1 [12/14/15 01:02:31]ERROR: Heap memory allocator:0x01bb2154 [12/14/15 01:02:31]ERROR: Heap memory allocated:-1 [12/14/15 01:02:31]ERROR: Heap memory in used:-1 [12/14/15 01:02:31]ERROR: Heap memory available:0 [12/14/15 01:02:31]ERROR: Heap memory total available:-1 [12/14/15 01:02:31]ERROR: Heap memory largest block:-1 [12/14/15 01:02:31]ERROR: Debug memory allocator:0x01bb2154 [12/14/15 01:02:31]ERROR: Debug memory allocated:-1 [12/14/15 01:02:31]ERROR: Debug memory in used:-1 [12/14/15 01:02:31]ERROR: Debug memory available:0 [12/14/15 01:02:31]ERROR: Debug memory total available:-1 [12/14/15 01:02:31]ERROR: Debug memory largest block:-1 [12/14/15 01:02:31]ERROR: Solver memory allocator:0x01bb2154 [12/14/15 01:02:31]ERROR: Solver memory allocated:-1 [12/14/15 01:02:31]ERROR: Solver memory in used:-1 [12/14/15 01:02:31]ERROR: Solver memory available:0 [12/14/15 01:02:31]ERROR: Solver memory total available:-1 [12/14/15 01:02:31]ERROR: Solver memory largest block:-1 [12/14/15 01:02:31]ERROR: Minidump saved in hdtSkyrimMemPatch.dmp [12/14/15 01:02:31]ERROR: Plugin is trying to save game [12/14/15 01:02:31]ERROR: Game saved .. and the memory blocks log was telling... logging of blocks enabled logging max values only Timer disabled Block1 Block2 512MB 256MB 85 8 85 8 85 9 85 10 85 11 85 12 85 13 85 14 85 15 85 16 ... ... 507 226 508 226 509 226 510 226 511 226 511 227 511 228 511 229 511 230 511 231 511 232 511 233 So the solution sort of works, but the cost is paid in stability. -- edit 2 -- Switched to different version of hdtSkyrimMemPatch, and it seems to remain stable with the 'first option'. So, restored ENB settings back to ExpandSystemMemoryX64=false and restored DefaultHeapInitialAllocMB=1280 in skse.ini. logging of blocks enabled logging max values only Timer disabled Block1 Block2 1024MB 256MB 85 8 85 8 85 9 85 10 85 11 85 12 ... ... 508 233 509 233 510 233 511 233 512 233 513 233 514 233 515 233 516 233 517 233 518 233 519 233 520 233 521 233 522 233 523 233 524 233 ... and counting. No spam in SkinnedMeshPhysics log, and game remains stable. Problem solved. -- edit 3 -- I was getting hit by one more issue when running SMP. In areas with high mesh/texture load, the FPS hit was severe when running SMP (down from about 50 fps without SMP to around 25-30 while running SMP). The game was also responding sluggishly to mouse control even beyond what lower FPS would warrant. CPU was nowhere near peaked, running around 60%. There was no real disk activity (below 100k/s). GPU was peaked, but it usually is when running without FPS cap. Tried various things but couldn't improve it. I was ready to give up on SMP until it matures. Then I noticed something that seemed minor. When running SMP, MSI Afterburner showed GPU memory filling up a bit faster, and staying at cap. It barely went down at all from 4096. Without SMP it filled up more slowly, and lingered around 3900-4000. This is only theory, but since openCL runs on CPU, not GPU, and apparently isn't peaking it, the only thing I can think of it hogs up the I/O busses. ENB reports over 20,000M available tex memory, so it's using a good chunk of system memory. If SMP eats up I/O, it's possible that GPU can't access system memory fast enough, and it clogs down performance. I changed FasterLoading = true in hdtSkyrimMemPatch to FasterLoading = false. It pretty much cleared the whole issue. After that, I can't really even see a performance hit from SMP. I'm not even entirely sure what it does, but I was hoping it lowers SMP's priority on using I/O resources. Either my guess and assumption was correct, or I was just lucky. Either way, if someone has similar issues, it's worth a try. Note that I wasn't getting any kind of 'black texture' issues, or other glitches like that - I recall that setting has been suggested for fixing such issues. All I got was massive FPS drop from running SMP, and sluggish reaction to mouse control.
27X Posted December 15, 2015 Posted December 15, 2015 x64 should always be set to false, it literally does nothing of use and actually makes things less stable. same for FL=false. What your settings aren't going to change is overlap and overwriting. SMP and ENB don't mix. SMP isn't properly threaded or partitioned or scheduled, and it's pretty much the equivalent of giving a doberman 2 pounds of hamburger, a laxative and sticking him in a pristine white room a half our later in regards to active memory. The injection scheme is compatible with SMP and nothing else. You will get weird ass lighting and janky hitching no matter what, it's simply a question of when. I ran it with two Titan X's and 48 gigs of ram and while my framerate never wavered, any ENB with memory control or post processing invariably started or ended with screen and physics fuckery. If you run SMP you shouldn't be running an ENB or vice versa.
reikiri Posted December 16, 2015 Posted December 16, 2015 x64 should always be set to false, it literally does nothing of use and actually makes things less stable. same for FL=false. What your settings aren't going to change is overlap and overwriting. SMP and ENB don't mix. SMP isn't properly threaded or partitioned or scheduled, and it's pretty much the equivalent of giving a doberman 2 pounds of hamburger, a laxative and sticking him in a pristine white room a half our later in regards to active memory. The injection scheme is compatible with SMP and nothing else. You will get weird ass lighting and janky hitching no matter what, it's simply a question of when. I ran it with two Titan X's and 48 gigs of ram and while my framerate never wavered, any ENB with memory control or post processing invariably started or ended with screen and physics fuckery. If you run SMP you shouldn't be running an ENB or vice versa. x64 true did stop the log spam from hdtmempatch. I wasn't very impressed getting thousands of lines of crud per /second/ into logs, especially with SSD drive. But yes, long as I have another option, I prefer that. And in the end there's no other choice since I really have to have the block 1 heap at 1024 or the game won't stay running. What comes to ENB, as far as I'm concerned anything that isn't compatible with ENB isn't compatible with Skyrim. Period. If I can't run SMP with ENB, then I can't run SMP. ENB just improves the visuals of Skyrim enough that it's not appealing to play it without. Right now it seems to be running pretty stable, but no - I couldn't say I'm confident it'll stay that way, either. Maybe it'll be fixed when it matures. If it won't run stable, the only option is to go back to HDT-PE. -- disclaimer: -- SMP download page /does/ clearly express it's not ready for regular use, and only intended for modders to test it at this point, so I'm not blaming it for anything just now. As a proof of concept it does quite well. But obviously it has a few miles left to go to reach stability.
nappilydeestruction Posted December 16, 2015 Posted December 16, 2015 I would stick to HDT-PE for a bit until there are either more tutorials out there and/or that it will work with ENB or fully functional. I will still try this one day, but I might have to use Reshade since its also compatible with OpenGL more than the ENB, which I don't mind.
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