Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

dehydrated wrote:http://www.nexusmods.com/skyrim/mods/50305/?

Claims to apply this patch without needing to eff with SKSE's dlls.
Doesn't seem legitimate. A lot of problems reported. Plus I'm not buying the whole description:

Anti-Virus warning:
"Yes, a handful of anti-viruses flip out over version 1.6.0.0 and claim there's detection of something like TDss.38; there's no virus, just incompetent anti-viruses. Reporting to your faulty anti-virus company about said false positive can help them improve their product."

His description links back to sheson's original post and this thread in general. We're basically writing his description for him.

And hides behind an SKSE disclaimer saying "not [to] modify and redistribute SKSE" when the SKSE Readme states not to modify and release SKSE as an entire package, with the intent to prevent individual users from creating their own home-brew versions... sortha like what we have going on with this memory patch.

Seems to me like someone that's just trying to ride the popularity and get that Nexus fame.

Honestly, it's great that there's people willing to get their hands dirty and create their own files (this patch started as a DIY after-all) but for me, I've been using sheson's original code from day 1 and haven't had a single problem since. If you must know for comparison purposes, I have 160 active plugins, 294 total installer packages (including 2K & 4K Textures), almost original looking skyrim.ini & skyrimprefs.ini files, and over 20 hours played using the original memory patch.

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

ZerOxShadows wrote:
dehydrated wrote:http://www.nexusmods.com/skyrim/mods/50305/?

Claims to apply this patch without needing to eff with SKSE's dlls.
Doesn't seem legitimate. A lot of problems reported. Plus I'm not buying the whole description:

Anti-Virus warning:
"Yes, a handful of anti-viruses flip out over version 1.6.0.0 and claim there's detection of something like TDss.38; there's no virus, just incompetent anti-viruses. Reporting to your faulty anti-virus company about said false positive can help them improve their product."

His description links back to sheson's original post and this thread in general. We're basically writing his description for him.

And hides behind an SKSE disclaimer saying "not [to] modify and redistribute SKSE" when the SKSE Readme states not to modify and release SKSE as an entire package, with the intent to prevent individual users from creating their own home-brew versions... sortha like what we have going on with this memory patch.

Seems to me like someone that's just trying to ride the popularity and get that Nexus fame.

Honestly, it's great that there's people willing to get their hands dirty and create their own files (this patch started as a DIY after-all) but for me, I've been using sheson's original code from day 1 and haven't had a single problem since. If you must know for comparison purposes, I have 160 active plugins, 294 total installer packages (including 2K & 4K Textures), almost original looking skyrim.ini & skyrimprefs.ini files, and over 20 hours played using the original memory patch.
Wow, bit hasty to judge. This guy made New Vegas Anti Crash http://www.nexusmods.com/newvegas/mods/53635/?, and is generally trusted on the nexus for New Vegas. If you read the changelog, prior to 1.6.00 there were no Anti-Virus warnings, because he is injecting the Memory Patch with a stripped down d3dx9_42.dll file. However, without the full d3dx9_42 entries, chargen and Race Menu don't work properly. in 1.6.00 he added them to fix those mods, but having all the entries causes Anti Virus applications to flip out.

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

So I played for a few hours to really test this patch and my game is the most stable I've seen since modding.

I stressed it by doing the tcl/tgm/speedmult 500 console commands and flew around the map with uGrids 7 and all 202 plugins active, as well as most all major texture packs released so far. The game never crashed. I used vmmap and this is what it looked like while running around:

Image

I finally managed to freeze the game by spawning 40 stormcloaks w/giants and 40 imperials and have them battle it out. My framerate dropped to around 9 FPS and the vmmap looked like this as it froze:

Image

I don't know what most of that means, but from I can tell my game never reaches the 512/256 limit. However, it clearly needs the patch since it gets close enough. It seems 768/512 is at the very least completely useless. My game is rock solid now. The game freezing is almost assuredly due to having a massive scripts folder and tons of textures, since my VRAM topped out at 2965mb, which is pretty damn close to my 3072mb limit. System ram usage was very little thanks to ENBoost.

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

@Zer0xShadows

To add to FireFreak111's reply, lots of software we use to push Skyrim to its limits can produce false-positives from virus scanners[/b], for example SKSE.

Look at the read me for SKSE, where in the FAQ section it says:

"* My virus scanner complains about skse_loader!
- It is not a virus. To extend Skyrim and the editor, we use a technique called DLL injection to load our code. Since this technique can also be used by viruses, some badly-written virus scanners assume that any program doing it is a virus. Adding an exception to your scanner's rules may be necessary. "


I've looked through the information on New Vegas Anti Crash, and it's very clear Queued 1)has the best of intentions, and 2)really knows his stuff when it comes to assembly language (writing software in nearly the native code that the processor uses to execute instructions.)

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

Apparently there is a new SKSE version on the way which may have memory settings build in. http://forums.bethsoft.com/topic/148526 ... ry23286497

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

I repost this link (sorry for not having taken this guy seriously):

http://www.nexusmods.com/skyrim/mods/50305/?

The 1.7.0.1 version works for me (768/512). Indeed I think it's a better solution than modifying an existing program.
A new alpha version of SKSE with these tweaks is in preparation too.

So i'll test more thouroughly and report.
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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

Just made an account to say thank you for this awesome patch and to contribute some info in my tests.

Specs:
Windows 7 Ultimate 64-bit
MSI Z87-G45 Gaming LGA 1150 Intel Z87
Intel i5 4570 3.2 GHz
MSI Gaming GeForce GTX 760 2GB
8GB (2 x 4GB) DDR3 1600

250+ Mods, 2k textures, city add ons, cleanmem, and the latest full RealVision ENB. Also, I'm using Tase's non-steam version, as Uriel24's didn't work for me for some reason. Uriels log would generate but VM would show my memory wouldn't pass 256. I've tested (with Tase) 512/256 (stable), 768/512 (stable until I went into Whiterun and CTD'd, then again I also raised uGridsToLoad 5 to 7), and 768/768 with the same issue as 768/768. Additionally, I removed Precache Killer and Safety Load.

On 768/512, I can sprint all around Whiterun fields with uGrids set to 7 with mild stuttering.

Sorry if this is a noob question, I thought I read the first post carefully and every post in the thread but how exactly do I decide in raising the limits? My latest tests using 768/768 showed bothblocks capping at 786. Does this mean I can raise the limit again? Is that okay with my current RAM? Since it's not as hefty as some of the other users here.

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

@Jon9101

There is no need to raise the first block much higher than needed. When in the game and you are in busy locations tab out and refresh VMMap to see how much has been committed to the first block. Add a few MB for good measure. If you raise ugrids (needs much more memory) or install more mods (need a bit more memory) usage will go up.

A typical game should be fine with 512MB for the first block and leaving the second block at default of 256MB.

You only need to increase the second block if skyrim doesn't starts in case the first block is set to higher values.
Raising ugrids and/or 2nd block can be unsafe. It not only needs stability testing but also lots of quest testing.

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

Ahh I understand now, thanks alot. I'm using 768/512 now, and I've played Skyrim the longest and most stable I've ever been able to since modding the game LOL amazing work sheson and co. Loading is no longer an issue and I never crash now. However, I do get some pretty hard stutters in busy places, like a day time heavily modded Whiterun. Guess that's just me pushing the limits of my RAM/VRAM?

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Re: Skyrim Memory Patch - fixing ILS, uGrids CTD, freezes

Jon9101 wrote:Ahh I understand now, thanks alot. I'm using 768/512 now, and I've played Skyrim the longest and most stable I've ever been able to since modding the game LOL amazing work sheson and co. Loading is no longer an issue and I never crash now. However, I do get some pretty hard stutters in busy places, like a day time heavily modded Whiterun. Guess that's just me pushing the limits of my RAM/VRAM?
Definitely reaching VRAM/RAM limits when stuttering. Am now playing ugrids 9 and I've seen Skyrim use upto 9 gig total memory usage (VRAM and RAM.) Main cause of stuttering is not enough VRAM to hold your textures in heavy scenes, my texture folder was 20 gig, by selectively reducing some textures to to 1k I've saved about 2 gig and I've dramatically reduced stuttering with little visual impact. Only other solution is to upgrade your video card for one with more VRAM - now where are those 780ti's with 6 gig?!
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