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Posted

Oh no.....not CR Framework! That mod is the holy grail for all my other naughty mods... meh..

 

As far as enb boost is concerned, I'm going to have to play around with those settings in enblocal.ini......damn...

 

Thanks for the advice guys!

If you do decide to try out the enb settings, there are posts saying that they don't play nice with the Crash Fixes mod.
  • 3 weeks later...
Posted

Hey H3, just thought I would post some testing results I gathered regarding the latest Fixes (Particularly the stringcount one). 

 

I created a Modlist designed specifically to push the stringcount to insta-corrupt on a New Game, to test the impact on gameplay of a save already over the stringcount. I then used Mark's restringer to bring the same modlist under the stringcount, and ran through the same section to isolate whether it was stringcount itself, of the weight of the modlist.

 

Having ran through the exact same game sequence on both load orders, Im pretty sure of the difference. Basically, using the exact same load order (only one with restring patches, one without), I ran a playthrough up to High Hrothgar. Without restringer (using only the crashfixes 8) The game was considered instacorrupt on start by Save editors, so it was already over the 65k limit. Problems included the trapped corridors in Bleakfall not running, The Keystone for the Golden Claw Puzzle Door refusing to activate (had to delete the door to get through), Sexlab forgetting it was installed, and prompting me to run its install four separate times, Mod injected conversation topics not showing up, Cursed Loot events triggering but not finishing (As in, a trap would trigger but nothing would happen), and Worn Devious Devices being removable without any contextual boxes, on three separate occasions.

 

I ran Marks restringer on 14 sets of mods, but kept the load order and mod list the same. Starting stringcount on a new game after everything activated was 55k. I ran through the same gameplay sequence, (Camping in the Woods start on ASLAL through to arriving at High Hrothgar, one Little Bondage Adventure quest from DCUR, and the first stage of Slaverun Reloaded until Enforcer was active within Whiterun.) and came across no gameplay bugs/issues

 

Mark suggested I throw a report here for you, I'm still not sure its purely the stringcount coming into play... but yeah, Hoping any info helps?

Posted

Hmm interesting, I didn't encounter any such problems but I never tested having string count already over limit when you start a new game. When you encounter such bugs can you post the papyrus log from the same session?

Posted

Hmm interesting, I didn't encounter any such problems but I never tested having string count already over limit when you start a new game. When you encounter such bugs can you post the papyrus log from the same session?

 

I'll activate the modlist without the restringer patches and run through it once more. I'll make sure logging is on, and Ill post papyrus logs and anything else pertinent. I'll get round to it today at some point.

 

For the record, I'd never recommend the kind of modlist i used, starting a game which is insta-corrupt is a lil insane, but the purpose of the excersize was to do my best to break the limit in a real gameplay setting and see the effects it had, to stress test the fix.

Posted

Add "-forcesteamloader" to SKSE startup options in MO.

 

I run Skyrim through the Nostromo profile manager app (to use the n52 SpeedPad), which doesn't allow command line options. What I wound up doing was making a bat file with just one line - "skse-loader.exe -forcesteamloader" and setting the profile manager to run the bat file instead of skse-loader.

Posted

Is there a reason why forcesteamloader is even needed isn't mo already forces steam to load up before the game would even start up  ??

Posted

Hmmm I'm getting the message about not having the skse patch active, despite my skse.ini having

 

[Memory]
DefaultHeapInitialAllocMB=768
ScrapHeapSizeMB=256

 

and having "-forcesteamloader" in the arguments in MO for the skse_loader.exe. I don't have the latest version of enboost ( i have 292 ) but that's all i can think of for why it might not be registering. Anyone else got any ideas?

 

Edit: Nm, I was blissfully unaware that SKSE has anti-piracy for the memory patch. I guess its a pretty smart thing to do to piss off people without a legit copy, because I thought I had the memory patch for quite a while lol.

Posted

Edit: Nm, I was blissfully unaware that SKSE has anti-piracy for the memory patch. I guess its a pretty smart thing to do to piss off people without a legit copy, because I thought I had the memory patch for quite a while lol.

It's not like Skyrim is that expensive. I got legendary edition on Steam for twenty dollars. Twenty CANADIAN dollars... so like 85 cents in American money.

 

For the number of hours of entertainment you get, Skyrim is literally the cheapest entertainment money can buy.

Posted

Hmmm I'm getting the message about not having the skse patch active, despite my skse.ini having

 

[Memory]

DefaultHeapInitialAllocMB=768

ScrapHeapSizeMB=256

 

and having "-forcesteamloader" in the arguments in MO for the skse_loader.exe. I don't have the latest version of enboost ( i have 292 ) but that's all i can think of for why it might not be registering. Anyone else got any ideas?

 

Edit: Nm, I was blissfully unaware that SKSE has anti-piracy for the memory patch. I guess its a pretty smart thing to do to piss off people without a legit copy, because I thought I had the memory patch for quite a while lol.

skse.ini might be in wrong place (must be in Data/SKSE not Data/SKSE/Plugins).

 

also the -forcesteamloader must be added without quotes (saying just in case).

Posted

 

Edit: Nm, I was blissfully unaware that SKSE has anti-piracy for the memory patch. I guess its a pretty smart thing to do to piss off people without a legit copy, because I thought I had the memory patch for quite a while lol.

It's not like Skyrim is that expensive. I got legendary edition on Steam for twenty dollars. Twenty CANADIAN dollars... so like 85 cents in American money.

 

For the number of hours of entertainment you get, Skyrim is literally the cheapest entertainment money can buy.

 

 

I know it's extremely good value especially since I started adding mods to it, I actually have a steam copy but don't use it due to reasons i'd rather not get into.

 

 

Hmmm I'm getting the message about not having the skse patch active, despite my skse.ini having

 

[Memory]

DefaultHeapInitialAllocMB=768

ScrapHeapSizeMB=256

 

and having "-forcesteamloader" in the arguments in MO for the skse_loader.exe. I don't have the latest version of enboost ( i have 292 ) but that's all i can think of for why it might not be registering. Anyone else got any ideas?

 

Edit: Nm, I was blissfully unaware that SKSE has anti-piracy for the memory patch. I guess its a pretty smart thing to do to piss off people without a legit copy, because I thought I had the memory patch for quite a while lol.

skse.ini might be in wrong place (must be in Data/SKSE not Data/SKSE/Plugins).

 

also the -forcesteamloader must be added without quotes (saying just in case).

 

 

I'm pretty sure it was in the right place, I think it is just that the memory patch doesn't work for SKSE on my skyrim, the workaround is to get SSME.

Posted

I'm not sure what's going on, but this mod (the string fixer part, anyway) seems to bug out things in other mods (Wayshrines doesn't work, Campfires doesn't show Frostfall's Endurance tree, Landlords' invest money numbers are bugged, among other things).  Granted, buggy is better than unplayable, but I was wondering if that kind of information helps?  

 

I'm going to keep tweaking my load order to see if broken things magically fix themselves on lighter loads.

 

[Edit] Disregard this for the moment.  Long sort short, I made an error.  My findings might be off, so I'll do some more testing. 

Posted

SKSE isn't so much disallowing "pirate" versions as it is requiring "known" versions. Remember that 99% of what SKSE does is to hook locations in the code for the game to allow extending the script system (among other things). This means that a reverse engineering of the game code is needed, and only certain versions of the official game are recognized. The fine folks who work on SKSE can't be expected to work on EVERY version of the official game, much less all the various hacked versions. So they hit a few major versions, including (obviously) the last official versions, and check the checksum of the executable on start to make sure the patches they add to the code aren't going to make things crash. If the game isn't recognized, they have no idea which patches to use, much less where to put them.

Posted

soo i figured id test this one out and see if it could fix my game but i cant find anny skse.ini do i have to do something to make it or can i download it from somewhere ?

sry read in the skse files that i had to make it myself so i did that but didnt notice anny diffrence tho my game still stops responding when im walking trugh doors

Posted

Thanks for the update :)

and a simple question... how can i (or someone) modify the skse_steam_loader.dll so we can use the OS memory allocation?

(never really understood why the game had it's own allocation system anyway)

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