A collection of modifications, enhancements, and reverse engineered resources for Skyrim: Special Edition
nukem9 / skyrimsetest Goto Github PK
View Code? Open in Web Editor NEWReverse engineering TES: Skyrim Special Edition.
Reverse engineering TES: Skyrim Special Edition.
Seems to be 100% random. Both the normal geometry and LOD geometry draw on top of each other.
**If I want to move multiple dialogue texts to another topic (Move to Topic)
with ''CTRL'' select, the ''Select Topic'' window will be blank.**
Step 1 V
https://i.imgur.com/V7HFfrQ.png
Results V
https://i.imgur.com/19swMKW.png
Cannot get it to save wav or lip files past the temp.wav/lip cos will just overwrite them
I'm getting the following Assertion Error when attempting to save DianaVampire2017Asherz.esp in the SSE CK:
FAULTING_IP:
CreationKit+121d4da
00000001`4121d4da 8b4014 mov eax,dword ptr [rax+14h]
EXCEPTION_RECORD: ffffffffffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 000000014121d4da (CreationKit+0x000000000121d4da)
ExceptionCode: c0000005 (Access violation)
ExceptionFlags: 00000000
NumberParameters: 2
Parameter[0]: 0000000000000000
Parameter[1]: ffffffffffffffff
Attempt to read from address ffffffffffffffff
DEFAULT_BUCKET_ID: INVALID_POINTER_READ
PROCESS_NAME: CreationKit.exe
ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".
EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".
EXCEPTION_PARAMETER1: 0000000000000000
EXCEPTION_PARAMETER2: ffffffffffffffff
READ_ADDRESS: ffffffffffffffff
FOLLOWUP_IP:
CreationKit+121d4da
00000001`4121d4da 8b4014 mov eax,dword ptr [rax+14h]
NTGLOBALFLAG: 0
FAULTING_THREAD: 0000000000003e70
PRIMARY_PROBLEM_CLASS: INVALID_POINTER_READ
BUGCHECK_STR: APPLICATION_FAULT_INVALID_POINTER_READ
LAST_CONTROL_TRANSFER: from 000000014169120e to 000000014121d4da
STACK_TEXT:
000000000012c488 00000001
4169120e : 3104b30100000000 00000000
6dad4a20 0000000000000008 00000001
27940b30 : CreationKit+0x121d4da
000000000012c490 3104b301
00000000 : 000000006dad4a20 00000000
00000008 0000000127940b30 00103a90
00000000 : CreationKit+0x169120e
000000000012c498 00000000
6dad4a20 : 0000000000000008 00000001
27940b30 00103a9000000000 00000001
00000008 : 0x3104b30100000000 00000000
0012c4a0 0000000000000008 : 00000001
27940b30 00103a9000000000 00000001
00000008 fffffffffffffffe : 0x6dad4a20 00000000
0012c4a8 0000000127940b30 : 00103a90
00000000 0000000100000008 ffffffff
fffffffe 0000000000000000 : 0x8 00000000
0012c4b0 00103a9000000000 : 00000001
00000008 fffffffffffffffe 00000000
00000000 000000000012c501 : 0x1
27940b30
000000000012c4b8 00000001
00000008 : fffffffffffffffe 00000000
00000000 000000000012c501 00000000
6dad4a20 : 0x103a9000000000 00000000
0012c4c0 fffffffffffffffe : 00000000
00000000 000000000012c501 00000000
6dad4a20 000000006dad4a30 : 0x1
00000008
000000000012c4c8 00000000
00000000 : 000000000012c501 00000000
6dad4a20 000000006dad4a30 00000000
00000010 : 0xffffffff`fffffffe
STACK_COMMAND: ~0s; .ecxr ; kb
SYMBOL_STACK_INDEX: 0
SYMBOL_NAME: CreationKit+121d4da
FOLLOWUP_NAME: MachineOwner
MODULE_NAME: CreationKit
IMAGE_NAME: CreationKit.exe
DEBUG_FLR_IMAGE_TIMESTAMP: 59c0175d
FAILURE_BUCKET_ID: INVALID_POINTER_READ_c0000005_CreationKit.exe!Unknown
BUCKET_ID: X64_APPLICATION_FAULT_INVALID_POINTER_READ_CreationKit+121d4da
WATSON_STAGEONE_URL: http://watson.microsoft.com/StageOne/CreationKit_exe/1_5_3_0/59c0175d/CreationKit_exe/1_5_3_0/59c0175d/c0000005/0121d4da.htm?Retriage=1
Followup: MachineOwner
Here's a link to the .dmp Windows created when the SSE CK crashed:
https://www.dropbox.com/s/iatnb2wbch01w99/CreationKit.exe_20190114_054529.dmp?dl=0
Please fix this. Thank you.
Alpha isn't correctly being used.
Pixel shader code in question:
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyz 1 NONE float xyz
// POSITION 1 xyzw 2 NONE float xyzw
// POSITION 2 xyzw 3 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 1 xy 1 TARGET float xy
// SV_Target 2 xyzw 2 TARGET float xyzw
//
0x00000000: ps_5_0
0x00000008: dcl_globalFlags refactoringAllowed
0x0000000C: dcl_constantbuffer cb12[20], immediateIndexed
0x0000001C: dcl_constantbuffer cb0[2], immediateIndexed
0x0000002C: dcl_sampler s0, mode_default
0x00000038: dcl_resource_texture2d (float,float,float,float) t0
0x00000048: dcl_input_ps linear v1.xyz
0x00000054: dcl_input_ps linear v2.xyzw
0x00000060: dcl_input_ps linear v3.xyzw
0x0000006C: dcl_output o0.xyzw
0x00000078: dcl_output o1.xy
0x00000084: dcl_output o2.xyzw
0x00000090: dcl_temps 2
0x00000098: sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t0.xyzw, s0
0x000000C4: mad r1.xyz, v1.zzzz, cb0[0].xyzx, cb0[1].xyzx
0x000000F0: mul o0.xyz, r0.xyzx, r1.xyzx
0x0000010C: mov o0.w, l(1.000000)
0x00000120: dp4 r0.x, cb12[12].xyzw, v2.xyzw
0x00000140: dp4 r0.y, cb12[13].xyzw, v2.xyzw
0x00000160: dp4 r0.z, cb12[15].xyzw, v2.xyzw
0x00000180: div r0.xy, r0.xyxx, r0.zzzz
0x0000019C: dp4 r1.x, cb12[16].xyzw, v3.xyzw
0x000001BC: dp4 r1.y, cb12[17].xyzw, v3.xyzw
0x000001DC: dp4 r0.z, cb12[19].xyzw, v3.xyzw
0x000001FC: div r0.zw, r1.xxxy, r0.zzzz
0x00000218: add r0.xy, -r0.zwzz, r0.xyxx
0x00000238: mul o1.xy, r0.xyxx, l(-0.500000, 0.500000, 0.000000, 0.000000)
0x00000260: mov o2.xyzw, l(0.500000,0.500000,0,0)
0x00000280: ret
// Approximately 0 instruction slots used
Tracy points to https://github.com/Nukem9/tracy-skyrim64-custom/tree/619523b43e581dc404829106adbcb18bd315ff19 which is a 404 and doesn't appear in the commit history. Even if pointing at current master, multiple tracy files are missing on build.
Severity Code Description Project File Line Suppression State
Error C1083 Cannot open source file: 'tracy\client\TracySysTrace.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyColor.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyFilesystem.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyMicroArchitecture.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyMmap.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyPrint.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracySourceView.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyTaskDispatch.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyTexture.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyTextureCompression.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyThreadCompress.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Error C1083 Cannot open source file: 'tracy\server\TracyUserData.cpp': No such file or directory libtracy E:\Documents\source\repos\SkyrimSETest\Dependencies\c1xx 1
Bethesda almost got this 100% correct by using deferred render states. It should really be using 1 PSSetSamplers(0, 16, sampler_array)
versus 16 PSSetSamplers(index, 1, sampler)
. I'm not sure if the code is like this on purpose or not.
Applies to IA, VS, PS, ....
Another example, taken from a single frame snapshot on a single thread:
Draw*
calls (ok)*SetShader
calls (ok)SetShaderResource
calls (ok)*SetConstantBuffer
callsMap + Unmap
callsWe shouldn't be waiting on any render commands. We shouldn't care about them being recorded either.
The game should use a separate dynamic buffer for each frame (i.e 4 or $MAX_PRE_RENDERED_FRAMES+1 to guarantee at least one is not being used). The queries can be removed altogether.
Code in question:
//
// Check if this request would exceed the allocated buffer size for the currently executing command list. If it does,
// we end the current query and move on to the next buffer.
//
if (newFrameDataSzie > 0x400000)
{
newFrameDataSzie = AllocationSize;
frameDataOffset = 0;
globals->m_EventQueryFinished[globals->m_CurrentDynamicBufferIndex] = false;
globals->m_DeviceContext->End(globals->m_CommandListEndEvents[globals->m_CurrentDynamicBufferIndex]);
frameBufferIndex++;
if (frameBufferIndex >= 3)
frameBufferIndex = 0;
}
//
// This will **suspend execution** until the buffer we want is no longer in use. The query waits on a list of commands
// using said buffer.
//
if (!globals->m_EventQueryFinished[frameBufferIndex])
{
ID3D11Query *query = globals->m_CommandListEndEvents[frameBufferIndex];
BOOL data;
HRESULT hr = globals->m_DeviceContext->GetData(query, &data, sizeof(data), 0);
for (; FAILED(hr) || data == FALSE; hr = globals->m_DeviceContext->GetData(query, &data, sizeof(data), D3D11_ASYNC_GETDATA_DONOTFLUSH))
Sleep(1);
globals->m_EventQueryFinished[frameBufferIndex] = (data == TRUE);
}
I have set DisableAutoFaceGen in the skyrim64_test.ini file to false, and when i save the plugin, the facegen is generated correctly. But when i try to generate it with ctrl+f4, i get the "Export face gen data for all selected NPCs?" message, and then it says Done after clicking Yes, and simply nothing happens. This might be related to the current feature of being able to turn on/off facegen, because i find it strange that when saving the mod in creation kit it generates properly, but with ctrl+f4 it only shows the dialog boxes but it does nothing. And yeah i am aware of the issue of ctrl+f4 only working when using directly the Actors treeview and not using search, since i do get the dialoges boxes, it just saves nothing.
Can this be fixed ? I need to be able to generate the facegen without saving the mod, since i need to test textures while the game is running, and using "vanilla creation kit" i am sucessfully doing this, so I don't think this is normal, i don't believe it's error from my part, because it wouldn't generate facegen correctly if i would save the mod.
UPDATE : sorry about this, after intense google searching for the second time (i already searched a fix for this problem a few weeks ago and i couldn't find the solution) this time i was able to found... my actor had the "Is Chargen Face Preset" checked since i had no idea what it truly meant, but apparently now that i switched it off, finally ctrl+f4 is working again... i will close this issue now but i updated this with the answer in case someone else comes with this issue as well!
With the current ESP-ESL-making workflow, the process is as follows:
That's a lot of steps—6 if you create the plugin in the CK, which I do quite frequently. If you could add proper support for ESL FormIDs in the Creation Kit (I have no clue how easy or hard that'd be to implement), even if you're just changing FormIDs to generate uniformly from FExxx800
and loop to FExxx000
after they hit FExxxFFF
(so you don't lose your records), it would be greatly appreciated. A minor optimization, I know, but I, and I guarantee many other modders, would greatly appreciate this!
Don't know if you're aware or not but the Skyrim SE CK was updated on 3/13/19 alongside Skyrim SE & now the various fixes provided by SSE Creation Kit Fixes will no longer work. Please update SSE Creation Kit Fixes to the new CK version as time allows. Thank you.
Title.
watch?v=IUbUIVQZfS0
This is a suggestion for a feature, can this be implemented later? It would be incredibly useful to be able to change the keyboard shortcuts, even if it's just by a .ini file or by some other means, i hope it's possible...
http://developer.download.nvidia.com/whitepapers/2011/SLI_Best_Practices_2011_Feb.pdf
http://developer.download.nvidia.com/assets/events/GDC15/GEFORCE/SLI_GDC15.pdf
http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/04/DX11PerformanceReloaded.ppsx
https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/GDC_2013_DUDASH_DeferredContexts.pdf
1. Some render targets are not cleared at the beginning of a frame, which causes ghosting:
Possible fix(es):
DiscardView
ClearRenderTargetView
For example, apps should discard (ID3D11DeviceContext1::DiscardView) the render target instead of clearing (ID3D11DeviceContext::ClearRenderTargetView) between frames if the render target is completely covered by new opaque content each frame - doing so saves valuable bandwidth on power-efficient platforms.
2. Reflections and ray traces are done every other frame.
3. GPU occlusion queries are used.
Possible fix(es):
None. These are an absolute inter-frame dependency.
4. Utilize driver extensions.
Explicit Crossfire API
NvAPI
There is an issue when uploading a plugin and archive to Bethesda.net for mods that already have Archives.
When the Archive is already in the Data Folder, when selecting the option to Upload the Plugin to Bethesda.net, the Creation Kit will become unresponsive
If there is not an Archive in the data folder, it will go to the next prompt without issue.
The issue was caused in an update to the CK over a year ago, but still has not been resolved by Bethesda. The only way around it is either using an outdated version of the CK or creating a new archive every time.
This user provided a gif of the issue if that helps
https://bethesda.net/community/topic/105985/creation-kit-2-0-stopped-working
Lowering the game time scale causes water to slow down.
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