Cell preloading

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argonvegell
Posts: 176
Joined: 08 Dec 2015, 23:45

Re: Cell preloading

Post by argonvegell » 19 Feb 2016, 15:52

scrawl wrote:Should be fixed now, try again with commit 4e5462bc1977ebab9d07baf37c5b11d531686cce .
Just got an update, OpenMW is still eating up loads of RAM and CPU, freezing my computer.

I've disabled cell preloading, by adding this code to settings.cfg:

Code: Select all

[Cells]
preload enabled = false

mym
Posts: 42
Joined: 09 Feb 2015, 13:31

Re: Cell preloading

Post by mym » 19 Feb 2016, 16:15

scrawl wrote:Should be fixed now, try again with commit 4e5462bc1977ebab9d07baf37c5b11d531686cce .
Indeed. Tried a few minutes without crash, thank you.

However, as soon as I enter any interior area (shops, council club...) the memory usage increase again, at the same rate than when fast travel preloading was enabled. Going outside doesn't stop the increase, I have to quickly kill the process.

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Cell preloading

Post by scrawl » 19 Feb 2016, 16:22

Hm, that sounds like it may be stuck in an infinite loop or something like that.

Is there errors in the openmw.log?

mym
Posts: 42
Joined: 09 Feb 2015, 13:31

Re: Cell preloading

Post by mym » 19 Feb 2016, 16:27

Nothing looks suspect to me:
Spoiler: Show

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sandstranger
Posts: 438
Joined: 19 May 2014, 19:53
Location: Oblivion

Re: Cell preloading

Post by sandstranger » 19 Feb 2016, 17:56

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Last edited by sandstranger on 18 Jan 2018, 16:24, edited 1 time in total.

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Cell preloading

Post by scrawl » 19 Feb 2016, 21:30

If you can narrow down the mod that is causing this, that would be great. A binary search would be the easiest way to do it (i.e. disable half your mods, if the problem persists then you know the mod at fault is not in that half, rinse and repeat).

Alternatively, you could zip up your whole data folder and send it to me, but I'm afraid that might take too long to upload.

mym
Posts: 42
Joined: 09 Feb 2015, 13:31

Re: Cell preloading

Post by mym » 20 Feb 2016, 08:27

Ok I'll do that next week.

mym
Posts: 42
Joined: 09 Feb 2015, 13:31

Re: Cell preloading

Post by mym » 22 Feb 2016, 12:56

scrawl wrote:If you can narrow down the mod that is causing this, that would be great. A binary search would be the easiest way to do it.
I did the dichotomic search and found "Starfire's NPC Additions v1.11":
http://mw.modhistory.com/download-90-13583

I checked a basic scenario:
- load Morrowind/Tribunal/Bloodmoon, Starfire's mod and Quickchar
- coc Balmora (no bug in seyda neen...)
- enter a house

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: Cell preloading

Post by scrawl » 22 Feb 2016, 14:37

Thanks, very helpful. Latest commit should fix it.

mym
Posts: 42
Joined: 09 Feb 2015, 13:31

Re: Cell preloading

Post by mym » 22 Feb 2016, 15:07

scrawl wrote:Thanks, very helpful. Latest commit should fix it.
That was fast! Works fine now, thank you.

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