bruiser96 Posted August 16, 2014 Share Posted August 16, 2014 (edited) Hi all, I'm not sure that I have works correctly Memory patch in my Skyrimand now it looks like my SKSE.ini[General]ClearInvalidRegistrations=1[NotPlacebo]GiveFirstBornToSheson=1 [Memory]DefaultHeapInitialAllocMB=512ScrapHeapSizeMB=256 [Display]iTintTextureResolution=2048 And here are my MemoryBlocksLoglogging of blocks enabledlogging max values onlyTimer disabledBlock1 Block2256MB 256MB85 885 885 985 10.... Please indicate that I misspelled or send me the right SKSE.ini with Memory patch Edited August 16, 2014 by bruiser96 Link to comment Share on other sites More sharing options...
Davidson33 Posted August 17, 2014 Share Posted August 17, 2014 I'm using SKSE 1.7+ but I'm stilling crashing very often, I decided to install this patch and yet I crash ALOT Help? I dont even have the steam log in my documents file.. It's really weird I have the DLL installed and the SKSE.ini in the right place, but nothing seems to work. Link to comment Share on other sites More sharing options...
Eyam3 Posted August 19, 2014 Share Posted August 19, 2014 Hi all,  I'm currently reinstalling a ton of mods, after completely uninstalling the whole game then reinstalling it (this time with beautiful enb goodness). I didn't find out about this "patch" until too late. Coming at it now, so far, so good in testing, but there's still a lot of mods to go.  I've been wondering about the 512/256 figures for the ini settings.  I've a pretty sweet system, win 8, 16mb 2400 RAM, I4790k @ 4ghz, 4mb R290 card ... would I see further smoothness/improvement to setting the figures to 1024 & 512 (as a previous poster has), or is there some sort of risk to doing that? Regards,  Ian. Link to comment Share on other sites More sharing options...
Franpa Posted October 3, 2014 Share Posted October 3, 2014 (edited) So let me get this straight: There are 2 memory budgets, the first memory budget is used for loading everything in the immediate area after starting the game, loading from a save game, after fast travel, when transitioning to a new area and when crossing a uGrid threshold. The second memory budget is used for objects that are loaded in to existence as you walk around the world, this data gradually transitions in to the 1st memory budget the longer it remains loaded in to RAM and old data is gradually discarded from the 1st memory budget when it is no longer relevant/too far away. A fool proof system if the memory budgets match the metrics used to determine how much memory the game needs! The crash issue arises when too much data needs to be loaded in to the first memory budget when performing any action that would cause the amount of data contained in the first memory budget to exceed its maximum! There may be rare instances in the unmodified game where this is possible and a very high chance of it happening should the user modify how many uGrids are loaded at any one time. Should the 2nd memory budget get full than the game will just forcefully unload old data from the 1st memory budget and transition some of the data from the 2nd memory budget in to the first memory budget to properly handle the new data, so it isn't too big of an issue if the second memory budget gets full so long as the first memory budget isn't simultaneously full. Is all of that correct assumptions? Edited October 3, 2014 by Franpa Link to comment Share on other sites More sharing options...
firstlegacy Posted October 16, 2014 Share Posted October 16, 2014 Hi, I've been wondering about that max 512. mine haven't reach to 512 or just close to 250 and it cause a problem or CTD.I tried using only Frostfall,WetandCold,Winteriscoming,Ineed and cloak. (5monds only) i still got random CTD's and it only reach up to 200 or 250 most.i'm using latest SKSE. with that 768 & 256 settings. T_T Link to comment Share on other sites More sharing options...
Franpa Posted October 17, 2014 Share Posted October 17, 2014 (edited) Check the readme, it recommends not setting the first buffer above 512MB and the second buffer above 256MB. Edited October 17, 2014 by Franpa Link to comment Share on other sites More sharing options...
bystander Posted October 17, 2014 Share Posted October 17, 2014 For me lately the thing that added a lot to stability (I did everything else, ENBoost, SKSE.ini tweaks, masters cleanup - the usual stuff) was a removal of AOS. Link to comment Share on other sites More sharing options...
2903jb Posted October 23, 2014 Share Posted October 23, 2014 Man this thing fixed my game, i can load my save properly and my game doesn't freeze when i kill certain vampires, awesome! Link to comment Share on other sites More sharing options...
Franpa Posted October 24, 2014 Share Posted October 24, 2014 (edited) be aware that you very likely no longer need this mod if you use Skyrim Script Extender (SKSE) because that program has recently incorporated these changes in to it self. Edited October 24, 2014 by Franpa Link to comment Share on other sites More sharing options...
Aevar799 Posted November 20, 2014 Share Posted November 20, 2014 be aware that you very likely no longer need this mod if you use Skyrim Script Extender (SKSE) because that program has recently incorporated these changes in to it self.Hi everyone. I recently updated skse to 1.7.1 and am using the block allocation in skse.ini. I am currently experiencing CTD because my block is reaching over the default 512 as seen in the memory blocks log from ssme. When I try to increase block 1, even a little bit, it CTD's at the main menu. The only partial success was setting it to 1024 (1280 in ini) and block2 to 512. But that just CTD's after loading the save game. Any ideas? For now I have turned down my ugrids to 7 from 9 and block1 stays at 499. Link to comment Share on other sites More sharing options...
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