[REL] TESV Acceleration Layer, thread no 2

Post » Sat May 19, 2012 8:20 am

WhY cant bethesda just join up with the awesome modder and make stuff like this official and auto patched??? :(
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Claudia Cook
 
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Post » Sat May 19, 2012 10:14 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.

That's possible or it could be something like a division by zero. Both the SSE and x87 instructions have flags on what to do if you get a division by zero (ignore it or throw an exception). If the SSE translations react differently that could cause a problem.

You could test it by removing any patches that involve patching code that does divisions.
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Janine Rose
 
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Post » Sat May 19, 2012 12:42 am

- Scripts broken / delayed (only one report so far)

People should go a little further into the dungeon, to the point where the rocks fall from the ceiling and crash the bridge. Make sure you look back to watch them fall. It's kinda buggy too.
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Donatus Uwasomba
 
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Post » Sat May 19, 2012 7:27 am

I'm pretty sure its the SKSE as well, I renamed this TESVAL.dll and I still ended up with the npcs freezing up.
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JR Cash
 
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Post » Sat May 19, 2012 5:57 am

It's not SKSE. I did Helgen with SKSE hundreds of times, and it always worked. It started to happen after I installed TESVAL.
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Barbequtie
 
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Post » Fri May 18, 2012 7:53 pm

I'm pretty sure its the SKSE as well, I renamed this TESVAL.dll and I still ended up with the npcs freezing up.
Renaming the SKSE plugin dll doesn't achieve anything. SKSE doesn't care about dll names, it will load them regardless as long as they're in the data/skse/plugins directory (and as long asn they're set up as SKSE plugins of course).
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Andrew Perry
 
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Post » Sat May 19, 2012 5:02 am

I'm pretty sure its the SKSE as well, I renamed this TESVAL.dll and I still ended up with the npcs freezing up.
It's not SKSE. I did Helgen with SKSE hundreds of times, and it always worked. It started to happen after I installed TESVAL.

We are aware of this issue. All we can do for now is wait to hear back from Arisu and anyone else who can figure out what is up with this.
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Melanie
 
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Post » Fri May 18, 2012 11:01 pm

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.

I am sorry to have to say this, but you are totally incorrect on both counts.
- I have never downloaded ScriptDragon, and dinput8.dll indeed originates from TESVAL-1.3.10.0-2011-12-22.zip, which I had downloaded earlier.
- The TESVAL dinput8.dll does not cause a crash when placed in SKSE\Plugins, and indeed seems to improve my FPS, and to create the introduction script bug.

It is not a good thing to make too assertive posts based on nothing but assumptions.

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.

The last phrase here is exactly to the point. Not really messed up, though, merely an earlier version with a different name, apparently.

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.

Some things here seem right, some to don't. I am running 1.3.10, which is Steam dependent, naturally.

I don't really mind all these slightly confused replies, because we are on the Internet, and I was using a slightly older version of TESVAL, after all. However, I felt I had to react to the large number of false statements involved, just to get the record straight for the general benefit.
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SWagg KId
 
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Post » Sat May 19, 2012 6:51 am

Ok so to temporarily not use this mod what do I need to do? Can I simply launch the game the conventional way or will having those files in there screw things up?

Broken scripts are potential game killers... Cant use this mod right now but I sure hope this sort of thing can be fixed. My fear is that it cannot be fixed other than Betheda rewriting their game for faster timing...
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Amber Ably
 
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Post » Sat May 19, 2012 8:26 am

@ inki
Are you sure? Placing the original dinput8.dll in the SKSE plugin directory won't necessarily mean SKSE will load it. That's why Ian edited to so it would play nice with SKSE and Steam.
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Carys
 
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Post » Fri May 18, 2012 9:07 pm

Who's idea was it to include the NOTED BROKEN DLL in the package on Nexus??
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victoria johnstone
 
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Post » Sat May 19, 2012 5:24 am

Okay, first off I just registered to report something:

Details:
~running on
AMD Athlon 64 x2 dual core 5200+
2gb ram
32-bit os
~Skyrim patched v1.3.10
-no other mods or anything
-skse build 1.4.2
-plugin installed correctly - proof:

"SKSE runtime: initialize (version = 1.4.2 030A0000 01CCC186BEC28659)
imagebase = 00400000
runtime root = D:\The Elder Scrolls V - Skyrim\
plugin directory = D:\The Elder Scrolls V - Skyrim\Data\SKSE\Plugins\
checking plugin D:\The Elder Scrolls V - Skyrim\Data\SKSE\Plugins\\TESVAL.dll
plugin D:\The Elder Scrolls V - Skyrim\Data\SKSE\Plugins\\TESVAL.dll (00000001 TESVAL 00000001) loaded correctly
init complete"-all found on skse notepad file on skyrim folder


The the said helgen bug where the rocks fall or the npc not saying anything did not happen to me and I progressed smoothly with no weird things happening. No bugs at all. I do not know yet if there are other bugged events to test. Well this mod got me registered here and keep up the good work :violin:
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Marine x
 
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Post » Fri May 18, 2012 11:38 pm

Ok I removed this file from the plugin folder and it seems the first encounter does work fine. So maybe it isnt the SKSE but this.
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Farrah Lee
 
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Post » Fri May 18, 2012 9:17 pm

Are any people experiencing the problem running any other injectors like FXAA or Script Dragon? That seems a possible first place to look.
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Jennie Skeletons
 
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Post » Fri May 18, 2012 9:54 pm

@ inki
Are you sure? Placing the original dinput8.dll in the SKSE plugin directory won't necessarily mean SKSE will load it. That's why Ian edited to so it would play nice with SKSE and Steam.
I do not know all the intricacies of SKSE. But judging from how one needs to rename the dll extension itself of a plugin to deactivate it, it would seem that SKSE may perhaps load almost any dll from it.

Anyway, the dinput8.dll I had gave all the appearances of working properly, so I failed to notice the latest update. Who knows, maybe it just worked only partly, but well enough to fool me.
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jess hughes
 
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Post » Sat May 19, 2012 10:02 am

I am sorry to have to say this, but you are totally incorrect on both counts.
- I have never downloaded ScriptDragon, and dinput8.dll indeed originates from TESVAL-1.3.10.0-2011-12-22.zip, which I had downloaded earlier.
- The TESVAL dinput8.dll does not cause a crash when placed in SKSE\Plugins, and indeed seems to improve my FPS, and to create the introduction script bug.
The original dinput8.dll causes a crash for me regardless of where I place it, and it causes a crash for my friends too. The download link TESVAL-1.3.10.0-2011-12-22.zip is old and not supported, you should be using TESVAL-1.3.10.0-2011-12-22-skseplugin.zip, otherwise you may encounter further issues.
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Erin S
 
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Post » Sat May 19, 2012 12:19 am

@ generalnmx

Yes, that is clear enough from your earlier post, no need to repeat it.

Anyway, it now seems that when I downloaded TESVAL, the instructions for it may have been in a state of flux, and gave me the impression that it was the correct one (and just for completeness: it came from some link in a post, not from the Nexus, which I understood was being updated at that time). Also, like I stated above, the one I got seemed to work fine enough, and I still have not encountered any issues (that I have noticed) other than the introduction script bug that might relate to it. If I had, I certainly would have reacted to it. The world of Skyrim seems to be full of odd things, indeed.
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Louise Dennis
 
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Post » Fri May 18, 2012 10:52 pm

True, but SKSE loading only DLLs doesn't necessarily mean it will correctly load all DLLs.
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Hairul Hafis
 
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Post » Fri May 18, 2012 10:47 pm

Who's idea was it to include the NOTED BROKEN DLL in the package on Nexus??

I'm the one who put it on Nexus and I took it from the SKSE plugin file. I'm pretty sure that did not include the noted broken dll but I will check it again. Could you describe why you think it is the broken dll file that is in the package? I'm really confused now.
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TWITTER.COM
 
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Post » Sat May 19, 2012 2:16 am

I'm the one who put it on Nexus and I took it from the SKSE plugin file. I'm pretty sure that did not include the noted broken dll but I will check it again.
It's not on there, but people are reporting that they downloaded your upload and got a d8input.dll file, and that's not possible. So they're mistaken or lying, and I prefer to think it's the former.
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Chad Holloway
 
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Post » Sat May 19, 2012 7:12 am

Does someone have a savegame they can upload right before this problem occurs?
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matt white
 
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Post » Fri May 18, 2012 11:55 pm

Does someone have a savegame they can upload right before this problem occurs?
Here:
http://www.multiupload.com/5QHYKU9RL4
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saharen beauty
 
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Post » Fri May 18, 2012 11:31 pm

I have an idea as to why these optimizations are borking some scripts. It's possible that Bethesda knowing the speed of execution may have set up some quest stages on timers rather than stage checks. In other words they aren't solely Story manager quest based scripted events but rather independently scripted timed events.

This why we need the CK for full success of even 3rd party programs. At this point we are just guessing what the scripts are actually doing.
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Dewayne Quattlebaum
 
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Post » Sat May 19, 2012 12:20 am

Thanks. I'll see if I can figure out what is causing the problem.
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Stephanie Nieves
 
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Post » Sat May 19, 2012 5:33 am

I have an idea as to why these optimizations are borking some scripts. It's possible that Bethesda knowing the speed of execution may have set up some quest stages on timers rather than stage checks. In other words they aren't solely Story manager quest based scripted events but rather independently scripted timed events.

This why we need the CK for full success of even 3rd party programs. At this point we are just guessing what the scripts are actually doing.

Possible. Though it's Really Bad Programming Practice? to rely on execution time as a proxy for real time (i.e setting up 1 million iterations of an empty for loop) for anything except controlled embedded platforms (and even there it's not a particularly good idea). If BS actually did something like that, it could explain the errors in scripts that we are seeing, if the patched functions are simply skipped.
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Lauren Denman
 
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