TESV Acceleration Layer, thread 4

Post » Sat May 19, 2012 8:47 am

Actually that is what is supposed to happen if you hold down the E button. In previous games holding something was Z but in this game they decided to change it to holding the activator key. So this is not a bug and is actually a feature.
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Dalton Greynolds
 
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Post » Sat May 19, 2012 10:17 am

Houston I think we may have a http://www.youtube.com/watch?v=t5PCwn6KOqA&feature=youtu.be note in my previous play's this never happened, I cannot say 100% that it might be this mod, but the only other mod I'm using is realwater.

PS. I'm in sneak because there's a bunch of heavy bandits nearby, which by the way ignored the ladies as they walked past.

Specificially Skjor likes to resurrect himself and cause all kinds of havoc (normally not havok) with vanilla games.



Correct.
My mistake; thanks for hosting it.
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Angela Woods
 
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Post » Sat May 19, 2012 1:30 pm

Houston I think we may have a http://www.youtube.com/watch?v=t5PCwn6KOqA&feature=youtu.be note in my previous play's this never happened, I cannot say 100% that it might be this mod, but the only other mod I'm using is realwater.
Looks like a variation of the http://www.youtube.com/watch?v=EeuAMpTkca0 bug.
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brandon frier
 
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Post » Sat May 19, 2012 6:10 am

Holding the 'E' key allows you to pick things up and move them. Tapping the key again drops the item. Similar to the Fallouts. They just changed the key. And it's not in the game user manual AFAIK.


Edit - Link:
http://elderscrolls.wikia.com/wiki/Grab
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Agnieszka Bak
 
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Post » Sat May 19, 2012 12:54 pm

People need to remember what Bethesda games are like, they're glitchy and often unpredictable, extensive testing and repetition are needed to nail something down as a bug, after installing a mod you're twice as nervous about things messing up, so test the hell out of something before reporting it as an issue.
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ShOrty
 
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Post » Sat May 19, 2012 2:20 am

That is a vanilla issue. If you hold the activator key (usually e) down too long you will find yourself dragging a corpse instead of looking at its inventory. To be honest, I have no idea whether that is intentional or not. I find this feature extremely annoying myself but I am not sure this is an actual bug so I haven't reported it.
I was not dragging skjor, I'd not even clicked on him, the copse was following stonearm and Aela, I've had a number of instances where these companions have turned up in a place I've teleported to, that area was near Windhelm, another was Winterhold, did not see a dead skjor in those two locations.
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Valerie Marie
 
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Post » Sat May 19, 2012 12:25 am

I would like to officially thank the creators of this mod a LOT! I went from about 35 fps on medium-high to 45+ everywhere with some settings turned up even higher. This rocks!
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Megan Stabler
 
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Post » Sat May 19, 2012 10:37 am

I'm running a 2500k @ 4.5GHZ with a GTX 580, do you think there will be a performance increase after using this mod?
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Rebecca Dosch
 
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Post » Sat May 19, 2012 11:44 am

I'm running a 2500k @ 4.5GHZ with a GTX 580, do you think there will be a performance increase after using this mod?
Why not just try it and find out?
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Chris Jones
 
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Post » Sat May 19, 2012 11:35 am

I was not dragging skjor, I'd not even clicked on him, the copse was following stonearm and Aela, I've had a number of instances where these companions have turned up in a place I've teleported to, that area was near Windhelm, another was Winterhold, did not see a dead skjor in those two locations.

I had Skjor's corpse doing all kinds of insane stuff in my last playthrough, it's like he followed me through the whole game, totally not mod related though.
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Ana
 
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Post » Sat May 19, 2012 10:43 am

Two things that may be a result of this mod...

1) I've been occasionally seeing those blowing tattered banners in Forts/Dungeons being frozen in place. They were blowing normally one minute then frozen in position (outward) after a while.

2) I've been seeing more collision bugs. I just cleared out a fort and saw a bunch of carts containing objects that jitter all around endlessly. In one case the cart itself started spinning when the bloody skeleton inside jittered so badly.

#2 occasionally happens without the mod and it may just be coincidence that my 2-hr session today saw more of it than usual. But I've never seen banners frozen in place before...

What's happened to me a couple of times, from playing last night, is I killed a Dragon Priest and his ashes ended up behind me on the other side of the room.
I also went to some dungeon where you need to skulls to unlock a door to a word of power,
when I killed one of the Named Druagr after taking the skull his body disappeared.

So it almost seems like named NPC's are having their corpses teleported a short distance from me after I kill them.
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elliot mudd
 
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Post » Sat May 19, 2012 2:10 am

I'm running a 2500k @ 4.5GHZ with a GTX 580, do you think there will be a performance increase after using this mod?

Yes it will, I'm running basically the same setup. (2500k @ 4.5GHz, GTX 570 @ 880/2200) Everything on Ultra, except anti aliasing - I use http://mrhaandi.blogspot.com/p/injectsmaa.html for that. In Whiterun while looking down from the stairs of Dragonsreach get 31fps without this patch and 42fps with it.

You will only see a difference in situations where your CPU is the performance bottleneck - and you are not yet at the vsync limit, usually 60fps. If you set anti aliasing too high, like 8x MSAA + 8x TrSSAA, you will probably always be limited by your GPU, even with a GTX 580. You can easily check this by running MSI Afterburner and looking at the GPU utilization figure: if it never drops below 99%, you are limited by your GPU and will not benefit from this mod. In that case I recommend toning down anti aliasing and trying alternatives like SMAA or FXAA; it is possible to run Skyrim at or close to 60fps at all times with your CPU and GPU - excluding those extreme spots like the view over Whiterun.
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Chloé
 
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Post » Sat May 19, 2012 12:08 am

I just want to say thank you to all the hard work being put into this mod, extend my thanks to people who provided the fixes as well. :bunny:
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Ashley Campos
 
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Post » Sat May 19, 2012 12:33 am

Looks like everything is still linked to the GreatWalrus version 03.

This version contains the fix that Arisu suggested (setnz -> setz), the suggested renaming of the function (test_bit_30 -> test_bit_30_not_set), plugin version updated (as per above) and the folder stucture is created as needed for Nexus Mod Manager to install it. Tested and working fine with a new game (no AI issues in Helgen, etc.). This includes the updated source for all of the above in the src folder.

I've also updated the readme to reflect the directory structure change and to suggest the default path if they are manually installing.

http://cl.ly/0Y1J1o3P1I24292x3F3Q

The version mentioned in the link above seems to be compiled later, and seems to have another bugfix built in. Is it better to use that one, or the one that is on skyrimnexus? Is there something wrong with using it over the official version?
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Eve Booker
 
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Post » Sat May 19, 2012 2:08 am

DO NOT DISTRIBUTE THIS

Okay i did my conversion to c++ from asm so lets test :biggrin:

Differences from acceleration layer
- win8 compatible
- fixed bug with stucking scripts
- more improvements

Comparing to acceleration layer i was able to get ~ 3 additional fps , more improvements will be soon

Download (source included)
http://alexander.sannybuilder.com/Files/tes/SkyBoost_r1.zip


EDIT:
Forgot to say that u shud noticed (maybe when using fraps etc) that skyrim can set different fps limits dependent on view angle / settings / object count in frame , so for example if it shows u 30/40/50 fps (any divisible by 10 values) that doesn't means actual fps that ur pc capable of with current rendering scene , actual value can be bigger for 1-5 fps. For example my pc is capable to render 23 fps while looking down from one of the highest points in Markarth , vanilla game shows me 20 fps cuz of the limit , with SkyBoost fraps shows me 30 fps , with Acceleration layer 27-28 .
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Kristian Perez
 
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Post » Sat May 19, 2012 1:41 am

DO NOT DISTRIBUTE THIS

Okay i did my conversion to c++ from asm so lets test :biggrin:

Differences from acceleration layer
- win8 compatible
- fixed bug with stucking scripts
- more improvements

Comparing to acceleration layer i was able to get ~ 3 additional fps , more improvements will be soon

Download (source included)
http://alexander.sannybuilder.com/Files/tes/SkyBoost_r1.zip
Is this Script Dragon compatible or is it still SKSE?
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{Richies Mommy}
 
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Post » Sat May 19, 2012 5:53 am

Holy [censored] this mod is awesome. Right after I leave the cave with Helden I looked for the most demanding views off the cliffs and with this mod I gained 8-10 FPS. (2500k @ 4.5 GHz, GTX 580 @ 865/2175, 1920x1200, AO Performance, 4xMSAA, 16xAF, 2xTrSSAA)

Is there more room for improvement? Because this is magnificent work.
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Penny Wills
 
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Post » Sat May 19, 2012 1:22 pm

paladin181
its incompatible only with TESVAL , it loads as SD plugins but u don't need SD for this
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Ernesto Salinas
 
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Post » Sat May 19, 2012 7:01 am

@Alex - Any idea why your version breaks SKSE? Just had SkyUI tell me it wasn't enabled.

Edit - Just tested to be sure, deffo the asi file. I changed the .asi to .asi- and SKSE is fully working again.
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stevie trent
 
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Post » Sat May 19, 2012 8:33 am

Omnomnom25
Probably im chaning some offset that SKSE or SkyUI are using too ... gonna look deeper


EDIT:
tested with default SKSE - works ... did u delete TESVAL ?
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Harry Leon
 
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Post » Sat May 19, 2012 2:14 am

Worked as promised for me.

Thx a lot.
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Horse gal smithe
 
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Post » Sat May 19, 2012 11:56 am

Omnomnom25
Probably im chaning some offset that SKSE or SkyUI are using too ... gonna look deeper


EDIT:
tested with default SKSE - works ... did u delete TESVAL ?

I didn't delete it, but I did move it out of the directory to a different drive.

SKSE runtime: initialize (version = 1.4.2 030A0000 01CCC35C49DF24CC)imagebase = 00400000runtime root = F:\Steam\SteamApps\common\skyrim\plugin directory = F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\checking plugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\container_categorization_1_3_10.dllplugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\container_categorization_1_3_10.dll (00000001 container categorization 00000002) loaded correctlychecking plugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\gibbed_interface_extensions.dllplugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\gibbed_interface_extensions.dll (00000001 gibbed's interface extensions 00000002) loaded correctlychecking plugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\SKSE_Elys_MemInfo.dllplugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\SKSE_Elys_MemInfo.dll (00000001 SKSE_Elys_MemInfo 00800100) loaded correctlychecking plugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\SKSE_Elys_Uncapper.dllplugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\SKSE_Elys_Uncapper.dll (00000001 SKSE_Elys_Uncapper 01050040) loaded correctlychecking plugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\Smart Souls.dllplugin F:\Steam\SteamApps\common\skyrim\Data\SKSE\Plugins\\Smart Souls.dll (00000001 Smart Souls 00000003) loaded correctlyinit complete

Attached my log, with the asi enabled. It still loads everything properly, or so it says.
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Becky Cox
 
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Post » Sat May 19, 2012 4:14 pm

Omnomnom25
Whats in the gibbed_interface_extensions.log ?

So it says that all is ok but SkyUI just didnt work ?

Anyway try to move out all skse plugins out of "Data\SKSE\Plugins\" and put 'em back one by one , i need to knw which plugin is causing this
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neil slattery
 
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Post » Sat May 19, 2012 1:48 am

gibbed log file [no asi running]-
queryruntime version = 030A0000item 41 11.000000 30  weapon type 3 damage 12.000000item 26 2.000000 5  armor 8.000000item 26 8.000000 25  armor 32.000000item 42 0.000000 3  damage 12.000000item 26 1.000000 1  armor 0.000000item 26 1.000000 1  armor 0.000000

It's saying all loaded properly, but SkyUI refuses to play nice. I tested with just gibbed dll in the plugins directory, nothing else, and it still causes the problem. I also tried it with just gibbed and just your asi [no other scripts running], same problem. It's only SkyUI as far as I can tell that's the problem, as MemInfo displays all the time, and I changed Elys Uncapper to an insanely high number and insta-leveled on one handed.

The gibbed log when it's 'broken' says -

query
runtime version = 030A0000
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NAkeshIa BENNETT
 
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Post » Sat May 19, 2012 3:19 pm

Okay lets wait for other user reports
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Dale Johnson
 
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