[REL] TESV Acceleration Layer, thread no 2

Post » Sat May 19, 2012 6:55 am

I just made the same post in the other thread over at the technical subforum:

So, I just tested the script issues reported here by starting a new game and following the Nord.

My results:
Vanilla: everything works
SKSE alone: everything works
SKSE + AL: some scripts don't fire

Right after entering Fortress Helgen, when you get your first armor/weapon, two imperials appear.
They should say something and your Nord Buddy and you go into hiding to ambush them.
With AL active the Nord just stands in front of the door, the imperials run towards it, silently, open it and then stand there, too.
Nothing happens. If I get close enough the Nord will attack them, but the Imperials stay completely passive.

I tested multiple times. I can't completely rule out it's happening by chance, but the probability is low that it's not connected to starting with AL.
Who knows, maybe this was one of the reasons why they compiled without optimization flags?

With the script issues, if you don't want to go without AL, I guess the best thing is to exit the game if you encounter any issue and restart it without AL, play through the part in question and restart again with AL.

I do get a nice fps boost, btw.
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Angela Woods
 
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Post » Sat May 19, 2012 11:27 am

I had the enchanter in the mages college walk up to a door and stand there for an uncomfortable amount of time before opening it.
Don't know if that is normal, but I wonder if certain scripts can encounter a hitch.

Has anyone tried quests where the game has to track NPCs who travel across Skyrim by a schedule? I finished several of those before and noticed that normally it keeps track of where that NPC is in the world right down to their walking past a certain tree at a certain time of day. I'm curious if those types of behaviours are still happening properly with the TESVAL active.
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CHangohh BOyy
 
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Post » Sat May 19, 2012 8:08 am

confirmed helgen Brolaf bug, however the ceiling collapsed on time + invisible forge in some places

v1.3.10 - win xp sp3 x32 - skse - script dragon - mod organizer ++ tried both with and without mods, same deal ++


also, i agree, if the plugin only does what it's supposed to do, the problem lies elsewhere.
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Mark Churchman
 
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Post » Sat May 19, 2012 9:03 am

I was a bit sad, since I now live in South Korea and only have my laptop with me I thought I would have to wait a year or two to enjoy Skyrim.. i got the game anyway and sure enough the frame rate was barely playable.. But I started to look into what I could do.. and this together with nividas alpha driver and other little ini tweaks makes Skyrim run Smoth on my ie5 laptop with a gforce cuda 315m! Better than what I was used to with Oblivion even.. I couldn't believe it.. So sweet I have been a fan of this series since 10 years back and now I get to enjoy the latest installment after all! Thanks alot
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Karine laverre
 
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Post » Sat May 19, 2012 5:51 am

I just had a courier run up to me and say nothing for like 20 seconds... And I couldn't initiate conversation with him during that time either.

Latest patch, Windows 7 64-bit, SKSE, better night sky, better snow, no other mods. Core 2 Extreme processor, SSD. I wonder if the timing in the game is all thrown off with this mod...

If I want to not use SKSE for the time being can I just start Skyrim the normal way? Or do I need to remove all the files and the plugin?
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Ricky Rayner
 
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Post » Sat May 19, 2012 11:37 am

If I want to not use SKSE for the time being can I just start Skyrim the normal way? Or do I need to remove all the files and the plugin?

I think so, at least it worked for me.
You can also just rename the /Data/SKSE/ directory to something else, e.g. /Data/SKSE_foo/ to run with SKSE but without the plugin.
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Sophie Louise Edge
 
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Post » Sat May 19, 2012 12:10 pm

I've got a 7fps increase on average, does what it says on the tin, will be checking the issues mentioned previously, hopefully the author can do something while still maintaining the performance.

Good work to the author, thank you for your efforts so far.
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Shianne Donato
 
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Post » Fri May 18, 2012 8:36 pm

Performance increased for me... I didn't try to start a new game so I haven't checked the Helgen bug with TESVAL... however I found another bug at Volunruud... The Elder Cairn's Door won't open or won't let me proceed to the next cell.. When I removed TESVAL, I was able to proceed through.... sigh, this I wish these bugs would be fixed, TESVAL really helped with the performance :(

Running on Win7 64bit, C2Q9400, 1.3.10, skse
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Melissa De Thomasis
 
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Post » Sat May 19, 2012 12:04 pm

I hope these issues are unrelated or fixable, still, after seven hours of a new game I haven't encountered a broken script, fingers crossed.
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maddison
 
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Post » Sat May 19, 2012 4:20 am

The mod does nothing for me. Tried several savegames and haven't seen ANY change in FPS. Will try in some areas that typically shutter later on.
Plugin, skse and skyrim are all installed correctly and are the newest version.


specs:
i5 2500K
4GB DDR3
GTX 460 1GB
Win7 64bit
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Samantha Jane Adams
 
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Post » Sat May 19, 2012 12:28 pm

Haven't read the whole thread, yet. But I fail to see how this could possily affect scripts. I will run some tests myself and report back.
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Roberta Obrien
 
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Post » Sat May 19, 2012 9:14 am

In case it helps:
Encountered Helgen bug too(see above).

AMD P2 X4 965, GTX460, 4GB ram, Win7 64bit, SKSE version on Skyrim 1.3.10
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Mandi Norton
 
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Post » Sat May 19, 2012 5:35 am

I had the same problem as well, so I disabled the dll and made clean saves for both factions after the script problems in question, reactivated the dll and have carried on since without a problem. I'll continue to monitor the game and thread in the meantime.

Edit - My specs:

Win7 x64/Win 8 x64
i7 920 d0 revision
560Ti in SLI
8GB ram
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Theodore Walling
 
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Post » Fri May 18, 2012 10:02 pm

Same problem with guard script. Win7 x64, cpu Phenom II x4 945.
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Laura Elizabeth
 
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Post » Sat May 19, 2012 10:21 am

OK for those getting the delays and problems only with the plugin try using ENB AntiFreeze Patch 9 (http://www.enbdev.com/doc_en.htm), FPS Limiter (http://www.skyrimnexus.com/downloads/file.php?id=34), OR Dxtory (http://dxtory.com/v2-download-en.html) to limit your FPS to around 30. I don't expect you to play forever this way, but I'm curious what the results will be.
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Josh Trembly
 
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Post » Fri May 18, 2012 10:49 pm

No joy on that. The script remains stalled.

I can get it to trigger by TFCing to where the Imperials come from, but even then, the dialogue is delayed until the Imperials are already opening the gate.
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Alexander Lee
 
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Post » Fri May 18, 2012 10:14 pm

I'm thinking specifically of the situations where it's delayed, not that one place where it's not working at all.
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Ellie English
 
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Post » Sat May 19, 2012 6:49 am

Was not loading for me, I had extracted the Data folder to the TESV Main folder, but then I noticed in SKSE Log file that the path it was trying to load is "Plugins" the zip file the folder path is setup as Data\SKSE\Plugin\TESVAL.dll (missing the s on Plugins)

Minor issue, just pointing out as Modder might want to update the archive to correct the slight oversight.

I did fix the file name. I also renamed it to TESVAL01 as I suspect Arisu and ianpatt and possibly others will probably try to fix any issues that come up.

I had this problem too. I wonder if it's a problem with SKSE or this plugin, but some of the scripts seem to be borked.

I'm sure Arisu is aware of these. He is following this thread. It appears from the reports in this thread that the problem in Helgen is with Rolaf and not with Hodvar.

For people who are new to SKSE, I would clarify step 3 above to make sure that Steam is already loaded, else SKSE will not execute.

The description does need some work and I do need to do a real readme. I will be working on this.

So if I'm to understand it, these are the reported issues so far:

- Increased load times (at least two people reported this)

- Scripts broken / delayed (only one report so far, especially when making a new game, Imperials / Ralof won't move, initial cave never collapses or is horrible delayed, etc.)

What this plugin changes shouldn't be causing any issues, but it's best to get all the data we can since we're dealing with patching code at the lowest level. Usually these issues are caused by driver problems, which is why we need more data. Often people change things and forget they made a change to their system (or an automatic update did and they just didn't realize it).

People should try new games and see if the second issue happens for them (at least get to the part when the initial cave collapses). I did and I had no problems, and also have no load time increases (however, I run on a SSD).

Note: People have reported "Delayed Actions and Scripts" since Patch 1.3 without this plugin -- http://www.gamesas.com/topic/1321635-delayed-actions/

I can think of one instance where increasing your performance can exacerbate an existing problem, and that's when threads are having sync issues. As in with increased performance, some threads are exiting faster than they should, causing scripts and/or rendering threads to become out of sync. Not sure if this would be actually an issue that's really the plugin's fault.

Thanks for recapping this.

I just realized that my autosave didn't work anymore(the "autosaving" text is there when I entered a new area, but the save file didn't register), I installed this mod yesterday. But after uninstalled this mod, my autosave still didn't work. Not sure if TESVAL is the culprit, did this happen to anyone?

sorry for bad english

I don't know what is causing this. I do know that Arisu is following this thread.

Confirmed twice for me here as well, although I played several hours earlier today on later saves and had no problems. I wonder what it could be about Helgen that's so picky?

Thanks Arthmoor.

I just made the same post in the other thread over at the technical subforum:

So, I just tested the script issues reported here by starting a new game and following the Nord.

My results:
Vanilla: everything works
SKSE alone: everything works
SKSE + AL: some scripts don't fire

Right after entering Fortress Helgen, when you get your first armor/weapon, two imperials appear.
They should say something and your Nord Buddy and you go into hiding to ambush them.
With AL active the Nord just stands in front of the door, the imperials run towards it, silently, open it and then stand there, too.
Nothing happens. If I get close enough the Nord will attack them, but the Imperials stay completely passive.

I tested multiple times. I can't completely rule out it's happening by chance, but the probability is low that it's not connected to starting with AL.
Who knows, maybe this was one of the reasons why they compiled without optimization flags?

With the script issues, if you don't want to go without AL, I guess the best thing is to exit the game if you encounter any issue and restart it without AL, play through the part in question and restart again with AL.

I do get a nice fps boost, btw.

I still don't have it working correctly with NMM. I've tried packaging it several ways, but I will go through the bug tracker and ask for help directly form the author.
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Alina loves Alexandra
 
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Post » Fri May 18, 2012 11:01 pm

Great plugin, but also i have the helgen bug, when the gate opens the imperial guards are unresponsive.
Skyrim 1.3.10, win7 64 bit, Amd phenom ii X4 850, asus engts450.
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Evaa
 
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Post » Sat May 19, 2012 5:23 am

I started a new game and I have the Helgen bug too (followed Ralof).

Skyrim 1.3.10, Win7 64bit, AMD Phenom II X6 1100T, ATI 6950 HD 2048Mb with the BIOS flash to a 6970, ASUS Crosshair IV Formula.
Latest ATI video drivers.

I was fine last night with a save on a level 40 character well into the game. Have not tried a new character following Hadvar.

Removed the plugin until a fix can be found. A great shame.
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Josh Sabatini
 
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Post » Sat May 19, 2012 4:38 am

It seems to me, that to have the script stall in the Halvor branch of the Helgen introduction (involving Halvor not taking cover and the female imperial captain and her buddy not taking any action when encountering at the gate), it is enough to have SKSE alone installed.

Thus I would conclude that it is an issue with SKSE rather than TESVAL.

(I tested this by temporarily renaming the TESVAL dinput8.dll as z_dinput8.dll. If that is not enough to disable it, then my conclusion may be wrong.)


Yes. Seems like I was mistaken. Sorry for any inconvenience.

It seems that renaming the .dll is not enough to totally deactivate it. On a second try I removed the whole SKSE\plugins subdirectory.
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Christine
 
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Post » Fri May 18, 2012 7:51 pm

It seems to me, that to have the script stall in the Halvor branch of the Helgen introduction (involving Halvor not taking cover and the female imperial captain and her buddy not taking any action when encountering at the gate), it is enough to have SKSE alone installed.

Thus I would conclude that it is an issue with SKSE rather than TESVAL.

(I tested this by temporarily renaming the TESVAL dinput8.dll as z_dinput8.dll. If that is not enough to disable it, then my conclusion may be wrong.)
The SKSE plugin version is TESVAL.dll. You most likely downloaded ScriptDragon which uses dinput8.dll, as the old version of TESVAL that used dinput8.dll will cause everyone to crash.
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Marguerite Dabrin
 
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Post » Sat May 19, 2012 6:55 am

It seems to me, that to have the script stall in the Halvor branch of the Helgen introduction (involving Halvor not taking cover and the female imperial captain and her buddy not taking any action when encountering at the gate), it is enough to have SKSE alone installed.

Thus I would conclude that it is an issue with SKSE rather than TESVAL.

(I tested this by temporarily renaming the TESVAL dinput8.dll as z_dinput8.dll. If that is not enough to disable it, then my conclusion may be wrong.)
The script is working fine with SKSE. You need to remove TESVAL.dll in Steam\steamapps\common\skyrim\Data\SKSE\Plugins folder. Where did you get dinput8.dll? Something is really messed up on your side. And yes, with renaming it it still will work. You need to rename extension of it to something like TESVAL.dll.bak or remove it from the folder.
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jason worrell
 
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Post » Sat May 19, 2012 11:46 am

Ehm... to clarify dinput8.dll is the name of the old DLL that only worked with executables that didn't require steam to run and it seems you had to place it the game's root folder for it to work. If your executable was Steam dependent then it would just crash the game on startup. The SKSE plugin version of this is called TESVAL.dll (someone correct me if I'm wrong) and requires SKSE and has to be placed in data/skse/plugins.

If you have the SKSE version the name doesn't matter, SKSE will still load it regardless of name. If you have the oringinal non-SKSE version then renaming it should work... but then again if you don't change the name it shouldn't even let you start your game under normal circumstances.
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jasminε
 
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Post » Sat May 19, 2012 10:01 am

It could be that an address was patched that shouldn't have been. It might be fairly simple to figure out where this bug is coming from. However, we'd need instructions on how to recompile the DLL.
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Laura-Jayne Lee
 
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