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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I have been unable to locate

Post by RoyBatty » Wed Jul 22, 2015 7:48 pm

I have been unable to locate the cause of the issue.


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Thank you for your

Post by RoyBatty » Thu Jul 23, 2015 10:25 am

Thank you for your investigations into this, we shall look at this immediately.


 


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Thenryb
Posts: 144
Joined: Sun Feb 15, 2015 6:47 pm

That sounds like a valuable

Post by Thenryb » Thu Jul 23, 2015 11:30 am

That sounds like a valuable find, although I am not experiencing the extreme load times referenced in this thread.


My computer specs are too embarrassing to reveal, but the game still runs.

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I ripped the quest out, no

Post by RoyBatty » Thu Jul 23, 2015 12:06 pm

I ripped the quest out, no diff.


I've also tried older versions of NVSE to see if that was the issue. No diff.


 


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Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

I tried Ershin's method and

Post by Pokepunch » Thu Jul 23, 2015 12:47 pm

I tried Ershin's method and my game loaded within 10 seconds, a vast improvement from the 2+ minutes I was experiencing.


Something within TTWFunctions is to blame for these load time issues. Great find Ershin.



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Holy dang...it worked. Went

Post by rbroab » Thu Jul 23, 2015 4:05 pm

Holy dang...it worked. Went into FNVEdit, opened up the TaleofTwoWastelands.esm, went down to Quests, deleted TTWFunctions, loaded up my save that was sitting at 2-15 minute load times, and within 15 seconds it loaded.


I'm not alright, I'm an equal amount of left.

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

You guys realize you just

Post by TJ » Thu Jul 23, 2015 4:37 pm

You guys realize you just nuked the main controller quest for TTW, and totally ruined any chance of TTW being able to do much of the things you people love TTW for, right?


My project Dash is on Kickstarter!



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

The team is of the impression

Post by TJ » Thu Jul 23, 2015 4:50 pm

The team is of the impression that you didn't. You may have mitigated the issue in *your* save, but after a team member testing several ways from Sunday we've concluded this is not the fix you all are hoping for.


My project Dash is on Kickstarter!



Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

For what it's worth I used

Post by Trm8r » Thu Jul 23, 2015 4:57 pm

For what it's worth I used the compare tool in FNVEdit on TTW2.4a and TTW294b. If I did it correctly, the only difference I see in TTWFunctions is Stage 253. The embedded script size is smaller and the SCDA compiled script is different, but the script source is the same.


Both versions are referenced by TTWFunctionsSCPT [SCPT:0C00DFAC] which is slightly different.


[collapsed title=24a] scn TTWFunctionsSCPT



; Time Pass

short iDaysToPass

short iMonthsToPass

short iYearsToPass



; World Location

int iIndex

ref rWorldList



BEGIN GameMode



    if (TTWGameRestarted)

        SetStage TTWFunctions 255

        set TTWGameRestarted to 0

    endif



    ; Run a worldspace check

    SetStage TTWFunctions 250



    if (TTWHasNVSE)

        if (LogicalAnd TTWWorldLocation 3) && (bInDCWasteland == 0)

            SetStage TTWFunctions 2

            SetStage TTWFunctions 1

        endif

        if (LogicalAnd TTWWorldLocation 512) && (bInNVWasteland == 0)

            SetStage TTWFunctions 0

            SetStage TTWFunctions 3

        endif

    else

        if (Player.GetInWorldspace Wasteland) && (bInDCWasteland == 0)

            SetStage TTWFunctions 2

            SetStage TTWFunctions 1

        endif

        if (Player.GetInWorldspace WastelandNV) && (bInNVWasteland == 0)

            SetStage TTWFunctions 0

            SetStage TTWFunctions 3

        endif

    endif

END[/collapsed]


[collapsed title=294b] scn TTWFunctionsSCPT



; Time Pass

short iDaysToPass

short iMonthsToPass

short iYearsToPass



; World Location

int iIndex

ref rWorldList



BEGIN GameMode



    ; Run a worldspace check

    SetStage TTWFunctions 250



    if (TTWHasNVSE)

        if (LogicalAnd TTWWorldLocation 3) && (bInDCWasteland == 0)

            SetStage TTWFunctions 2

            SetStage TTWFunctions 1

        endif

        if (LogicalAnd TTWWorldLocation 512) && (bInNVWasteland == 0)

            SetStage TTWFunctions 0

            SetStage TTWFunctions 3

        endif

    else

        if (Player.GetInWorldspace Wasteland) && (bInDCWasteland == 0)

            SetStage TTWFunctions 2

            SetStage TTWFunctions 1

        endif

        if (Player.GetInWorldspace WastelandNV) && (bInNVWasteland == 0)

            SetStage TTWFunctions 0

            SetStage TTWFunctions 3

        endif

    endif

END [/collapsed]


Don't know what most of it means except for maybe the TTWGameRestarted - NVSE check.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

The NVSE check was moved.

Post by TJ » Thu Jul 23, 2015 5:00 pm

The NVSE check was moved.


The team (mostly skywizard) is about to rip apart and rebuild the TTWFunctions quest. Doing that and testing on a new save is the only way to really know for sure.


My project Dash is on Kickstarter!



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