[REL] TESV Acceleration Layer, thread no 2

Post » Sat May 19, 2012 8:05 am

Not sure if this is relevant or not, but in my current game while using this mod, I contracted a disease and drank a potion to cure it,
I am now currently in Whiterun and the vendors are asking me if I'm OK, and mentioning that I look pale and sick.

I've checked the Magic Menu and Effects, and I don't have any diseases, however the townsfolk are convinced I have one.
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Emma Louise Adams
 
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Post » Sat May 19, 2012 12:06 am

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.
The scripting for this game is poor as far as optimal performance in concerned, but I find it hard to imagine that even a first year student would use empty loops given that not all systems are made equal, eg cpu frequency, for/next loops are so yesteryear.
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Natalie J Webster
 
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Post » Fri May 18, 2012 10:15 pm

can someone share the save right before the bug appears so we cud test for sure ?
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Marquis deVille
 
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Post » Fri May 18, 2012 9:01 pm

can someone share the save right before the bug appears so we cud test for sure ?

Page 5, Rancen posted a link to a save before the bug.
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Gwen
 
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Post » Sat May 19, 2012 12:20 pm

Not sure if this is relevant or not, but in my current game while using this mod, I contracted a disease and drank a potion to cure it,
I am now currently in Whiterun and the vendors are asking me if I'm OK, and mentioning that I look pale and sick.

I've checked the Magic Menu and Effects, and I don't have any diseases, however the townsfolk are convinced I have one.
The potion vendor at least does this just as her standard sales pitch to sell you something, whether or not you actually are sick, so I wouldn't worry about her. The other townsfolk might be a different matter.
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Sami Blackburn
 
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Post » Sat May 19, 2012 8:23 am

Not sure if this is relevant or not, but in my current game while using this mod, I contracted a disease and drank a potion to cure it,
I am now currently in Whiterun and the vendors are asking me if I'm OK, and mentioning that I look pale and sick.

I've checked the Magic Menu and Effects, and I don't have any diseases, however the townsfolk are convinced I have one.
The potion vendor at least does this just as her standard sales pitch to sell you something, whether or not you actually are sick, so I wouldn't worry about her. The other townsfolk might be a different matter.

I have had the same thing happen. That was a couple of weeks ago and I don't even have that character anymore. I did not have this mod installed at the time. That doesn't mean this mod doesn't somehow have an impact.
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Danielle Brown
 
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Post » Fri May 18, 2012 9:42 pm

Started two new characters tonight. The first one met Rolof inside the keep. When the Imperials came through the gate, he just stood there and didn't fight. The Imperials just stood there too. I killed them and started off down the corridor. Rolof never followed me. I thought it was a fluke.

I started a second character. Rolof and the Imperials, again, didn't fight. I killed the Imperials. I waited about 15 seconds and finally Rolof began his scripted procedure. All was fine until we reached the gate where the rocks come down behind you. I looked back, but the rocks didn't fall. Then in a split second the rocks were at the bottom, but without any kind of transition. They didn't fall; they just "appeared" at the bottom. I had saved just before this and I reloaded without TESVAL. This time, the rock animations played properly.

Though I was getting better fps with this, I'm worried now that it's throwing the scripts off somehow. If these little issues occured because of TESVAL, what bigger issues might have been in store?

Of course I could be wrong and again it might have been a fluke (twice), but if someone else could start a new character and test the opening sequence, we might have confirmation.

I have had this problem WITHOUT using this mod actualy I found its more due to the fact that because your starting a new character you wanna skip through some parts of the tutorial type section and you do things faster and the AI can't keep up with you, I havnt used this mod yet so can tell you 100% this happens even without the mod.

The potion vendor at least does this just as her standard sales pitch to sell you something, whether or not you actually are sick, so I wouldn't worry about her. The other townsfolk might be a different matter.

When was the last time your character slept in a bed ? This tends to happen to me if I forget to sleep and they ask if Im ok, Easiest way to find out would be A) sleep or B) look if you have the sleep bonus on active effects.
Also try using the blessing at a shrine to cure all diseases :()
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Anna Kyselova
 
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Post » Sat May 19, 2012 11:21 am

I am now seeing reports in the Nexus thread that this does not work for Windows 8 users. There appears to be some kind of compatibility issue.
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k a t e
 
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Post » Sat May 19, 2012 4:13 am

May I remind people that Script Dragon installs a file called dinput8.dll

Let's not confuse the original 'non-working' version of that file, with the file for Script Dragon.

Script Dragon's dinput8.dll is 266kb*
The non working TESV Accelerator dinput8.dll is 76kb

* Corrected by Alexander (author of Script Dragon) - actually 592kb. Many thanks Alexander.
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Elea Rossi
 
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Post » Sat May 19, 2012 4:37 am

May I remind people that Script Dragon installs a file called dinput8.dll

Let's not confuse the original 'non-working' version of that file, with the file for Script Dragon.

Script Dragon's dinput8.dll is 266kb
The non working TESV Accelerator dinput.dll is 74kb

I will add this to the OP in the hope that it will assist clarity.
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james kite
 
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Post » Sat May 19, 2012 5:59 am

Honestly, i wouldn't support a beta version of Windows that isn't even natively supported by the game. Once Beth is done patching Skyrim then support for Win 8 wouldn't be a huge time sink but at this point it's just not worth the extra workload for a few hundred users.
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Ria dell
 
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Post » Sat May 19, 2012 8:24 am

Lord Flashheart
Script Dragon's dinput8.dll is 592 kb , 266 kb is in zip
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Luna Lovegood
 
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Post » Sat May 19, 2012 4:25 am

When was the last time your character slept in a bed ? This tends to happen to me if I forget to sleep and they ask if Im ok, Easiest way to find out would be A) sleep or :cool: look if you have the sleep bonus on active effects.
Also try using the blessing at a shrine to cure all diseases :()

My last game my character went without eating or sleeping for 867 days, and nobody asked me if I was ok, or mentioned that I looked pale.
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Wayne W
 
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Post » Fri May 18, 2012 9:14 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.
Highly unlikely, if it works and breaks all the same on 3+GHz quad-cores as it does on 2GHz dual-cores. There's a lot of things running in the background on a PC which can affect timing, as well as the hardware itself. I'd wager it's either improperly patching one of the code segments, patching a code segment that it shouldn't be, or converting some of the x87 code to SSE has caused problems with some code that relies on full precision math. If I could understand (and build) the source, I could try playing around with it to see what happens, but as it is right now, I can't.
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Laura Shipley
 
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Post » Fri May 18, 2012 9:54 pm

Lord Flashheart
Script Dragon's dinput8.dll is 592 kb , 266 kb is in zip

I corrected that in the OP. I will also note when I start thread 3 that it doesn't appear to work with Windows 8.

Thanks Lord Flashheart and Mr. Blade for the information.
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Sabrina Schwarz
 
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Post » Sat May 19, 2012 2:20 am

Not sure if this is relevant or not, but in my current game while using this mod, I contracted a disease and drank a potion to cure it,
I am now currently in Whiterun and the vendors are asking me if I'm OK, and mentioning that I look pale and sick.

I've checked the Magic Menu and Effects, and I don't have any diseases, however the townsfolk are convinced I have one.
I'm almost positive the Active Effects page doesn't display all negative effects affecting the player. I had the same issue, with people asking if I'm sick even though I had no negative effects listed. I also had another issue where my One-Handed skill was put into the red (meaning it was being drained by something), but still nothing negative appeared in the Active Effects page.
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Sophie Louise Edge
 
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Post » Sat May 19, 2012 11:51 am

Not sure if this is relevant or not, but in my current game while using this mod, I contracted a disease and drank a potion to cure it,
I am now currently in Whiterun and the vendors are asking me if I'm OK, and mentioning that I look pale and sick.

I've checked the Magic Menu and Effects, and I don't have any diseases, however the townsfolk are convinced I have one.
I'm almost positive the Active Effects page doesn't display all negative effects affecting the player. I had the same issue, with people asking if I'm sick even though I had no negative effects listed. I also had another issue where my One-Handed skill was put into the red (meaning it was being drained by something), but still nothing negative appeared in the Active Effects page.

This is starting to sound like a game bug that should be reported on the tracker. I did not find a bug report for this specific issue. The link to the tracker is:

https://unofficialskyrimpatch.16bugs.com/projects/7078

I am going to report this, if you two would please add to that report when I've finished, it will give Kivan more information.
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Ells
 
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Post » Sat May 19, 2012 2:42 am

I'm almost positive the Active Effects page doesn't display all negative effects affecting the player. I had the same issue, with people asking if I'm sick even though I had no negative effects listed. I also had another issue where my One-Handed skill was put into the red (meaning it was being drained by something), but still nothing negative appeared in the Active Effects page.

Hmm, I'll try drinking another potion and seeing if people mention anything.

I wonder if you get more than one disease if the interface only shows one at a time or something or messes up showing the other ones, if so, that's pretty bugged.
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Kristina Campbell
 
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Post » Sat May 19, 2012 12:01 pm

I opened a bug report here:

https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/213793
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kyle pinchen
 
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Post » Sat May 19, 2012 7:56 am


I'm almost positive the Active Effects page doesn't display all negative effects affecting the player. I had the same issue, with people asking if I'm sick even though I had no negative effects listed. I also had another issue where my One-Handed skill was put into the red (meaning it was being drained by something), but still nothing negative appeared in the Active Effects page.
are you using auto perk stat level? There was a glitch in the previous version of that, and it sounds like what you describe with 1 hand being red.
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Assumptah George
 
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Post » Sat May 19, 2012 9:12 am

Well, I've figured out how to get rid of the bug at the beginning of the game (where the guards don't attack). The problem is in the test_bit_30 code. I don't have more time to spend on it right now, but perhaps someone like Alexander Blade can take a look at it before I can get back to it tonight. I don't want to post my test DLL as there might be other issues with the test_bit stuff, and I'd prefer to fix them all in one go.
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TOYA toys
 
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Post » Fri May 18, 2012 8:40 pm

Hmmm this looks great. I'll try it out and see if I can get some better FPS in horrid areas.
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Louise Andrew
 
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Post » Sat May 19, 2012 8:11 am

Well, I've figured out how to get rid of the bug at the beginning of the game (where the guards don't attack). The problem is in the test_bit_30 code. I don't have more time to spend on it right now, but perhaps someone like Alexander Blade can take a look at it before I can get back to it tonight. I don't want to post my test DLL as there might be other issues with the test_bit stuff, and I'd prefer to fix them all in one go.

I'm glad this is being worked on. If anyone comes up with an update that I am allowed to upload on Nexus I will be happy to so. I will make sure to give any and all contributors credit for their work.
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lucile davignon
 
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Post » Fri May 18, 2012 8:48 pm

What's interesting is that these issues seem fairly similar to ones I had when I edited cell header's in a plugin. Scripts wouldn't fire properly when they dealt with the Radiant AI. As a point of fact, this intro quest does deal with the Radiant AI involving the choice between sides.
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Travis
 
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Post » Fri May 18, 2012 10:47 pm

Hmm, I'll try drinking another potion and seeing if people mention anything.

I wonder if you get more than one disease if the interface only shows one at a time or something or messes up showing the other ones, if so, that's pretty bugged.
I'm sure I tried drinking cure disease potions and even used shrines to try to get rid of diseases (I don't remember if I tried to cure poisons), but my One-Handed skill remained de-buffed. Eventually it did restore itself, but I don't know from what. I also haven't gotten any of the "Are you sick?" comments in a long while (since my lower levels; I'm now in the mid/upper 30s).

are you using auto perk stat level? There was a glitch in the previous version of that, and it sounds like what you describe with 1 hand being red.
Nope, I wasn't using any mods at the time.
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Katie Samuel
 
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