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Main Thread Tweak - Community Testing Feedback (11 comments)

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  1. Nightfallstorm
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    The goal is to blacklist all script functions found to break mods (basically functions that need a whole frame to do their thing correctly, EX: DisablePlayerControls needs a whole frame to force the player out of menus) from being sped up, so people can enjoy lightning fast scripts without any more mods breaking :)
  2. Nightfallstorm
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    Currently known breaking functions (this will be updated as people find new mods/functions that cause problems):

    - MfgFix functions - They need to be synced so expressions aren't lightning fast (basically, it looks wrong when sped up)

    - Game.DisablePlayerControls/EnablePlayerControls - This function needs to sync to force the player out of the menu

    - Quest.GetQuest - Unknown how, but OStim scenes breaks with this sped up

    All latent functions (Utility.Wait, ObjectReference.MoveTo, etc.) are automatically considered breaking and are excluded from any speed ups, so they won't be counted in this list
  3. osmelmc
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    The new papyrus functions on the version 3 are very good idea but aren't enough to be safely used.

    I need:
    1. another function to know if the Thread Tweak is already enabled. Is to be able of temporarily enable it but just if is disabled. Keep it enabled by default don't seems a good idea for now but instead enable it just for a moment give me what I need without the side effects.

    2. The version number of the DLL file obtained with the function SKSE.GetPluginVersion() is the safest way to know if the right version of the Mod is installed (since previous versions don't have scripts, use the Papyrus Tweak native functions will report errors on those versions) the problem is that on the file "skse64.log" the "PapyrusTweak" still show the version 00000000 when should be showing at least the 00000003
    1. Nightfallstorm
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      For 1, Main Thread Tweak can't really be enabled if the user disables it in INI given the nature of the hooks involved, although next update will have a function to check if the user enabled it

      For 2, thanks for pointing that out I checked and I messed up my setup of `PluginVersion`, that'll be fixed in the next update.
  4. spideyknight
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    Not sure if you saw my post, but the 3.0 iteration of the main thread tweak does seem to break OStim.  The same is not true of the 2.1 implementation.  I use OStim, with everything recommended in it's installation guide, including HDT(I use faster HDT).  If I load the save in 2.1 all scenes play.  With 3.0 they do not.  I made sure everything was the same in the .ini's as well.  I guess my question is:  Is there a difference in the implementation of the main thread tweak from 2.1 to 3?
    1. Nightfallstorm
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      What exactly breaks with the scenes? I cannot reproduce on 3.0 at all
    2. spideyknight
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      The scene starts, but no animation plays.  The characters just stand around.  It goes dark inbetween scenes and you can open the console and see that the animations are being called. Nothing happens though.  I use the auto mode in OStim and I can recreate it 100% of the time.  I then go back to 2.1 with the same Main Thread tweak active and everything works.  This is the same save game and everything.  If this was a animation issue then the console would say something about reporting it to the mod author, it doesn't.  The animation gets called, all the background OStim stuff is going on, the bars fill up, etc...
  5. osmelmc
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    All the AnimEvent functions need to be out of the speed up.
    For some reason I noticed that some actors idles are being played too fast like if was restarted before end.

    Also on "Legacies of Dragonborn" the crafting furnitures come with a option that put on all the ingredients stored on the house the player inventory when you start use the furniture and place them back to the containers once you leave the furniture; but now is taking the items back to the containers just after be placed on the player inventory without wait for you to leave the furniture. 


    On SexLab the SendAnimationEvent not longer seems to be attached to the Frames and cause issues with some animations like the Chauros 
    1. MotoSxorpio
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      Ostim animations are jittery as hell with main thread tweak set to true.
      Jittery being like very slow or soft, then quick jiggles for half a second, then back to severely soft/slow movement. Belly, bewbs, booty...
    2. MotoSxorpio
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      Interestingly, FlowerGirls animation scenes are unaffected. My assumption is OSMP shuts off HDT except during OSTIM scenes. So, CBPC seems fine, HDT has issue.
    3. Nightfallstorm
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      I haven't tested FlowerGirls in particular, but I've noticed the animation issue + craftloot system bug as well. Both seem to be fixed for upcoming 3.0, so I'm hoping it'll all be fixed then