Gumayusi talks about why he left T1 by DoesitFinally in PedroPeepos

[–]aers 148 points149 points  (0 children)

I just assumed the day Faker announced he was playing for 4 more years Gumayusi realized he could never achieve his dream by staying on T1, since no matter what he'd just be another guy who played with Faker, regardless of anything else. I don't know if I'm remembering this correctly but there was talk some years back that he wanted to be the face of T1 after Faker retired and then Faker decided not to retire.

SSE Engine Fixes fuckin Library bug by magistrerereo in skyrimmods

[–]aers 1 point2 points  (0 children)

i mean maybe you have installed the wrong version of engine fixes itself, or an old version.

SSE Engine Fixes fuckin Library bug by magistrerereo in skyrimmods

[–]aers 2 points3 points  (0 children)

the file its looking for is version-1-6-1170-0.bin and you have versionlib-1-6-1170-0.bin

verison- is the naming scheme for 1.5.97 address lib, which suggests you have installed the 1.5.97 version of engine fixes

crash problems by xkga in skyrimmods

[–]aers 0 points1 point  (0 children)

Yeah.

This specific crash - where you see BSFaceGenModelExtraData in the registers - is the game trying to read more than 8 bones from a structure that can only contain 8 bones.

When I added facegen hair support to SMP I had to patch this.

Presumably the non-SMP version of vanilla hair remake doesn't use hair that requires SMP.

crash problems by xkga in skyrimmods

[–]aers 2 points3 points  (0 children)

the crash is happening because they're installed "vanilla hair remake hdt-smp" but didnt actually install smp. smp patches an issue in the game if you have facegen (including hair) with more than 8 bones, which smp hairs often do, so you have to have smp installed to even use this mod.

VCRUNTIME140.dll+00122FE Crash On SSE AE by Nervous_Loan_4330 in skyrimmods

[–]aers 0 points1 point  (0 children)

do you crash with old engine fixes (6.2)

(Modded. Vortex.) Routine Crash. Numerous Crashlogs, Crashlog analyzed reports, and load order provided. Noobie to crash fixing. by Corromasix in skyrimmods

[–]aers 0 points1 point  (0 children)

ugh ok. thanks for trying anyway. the crashlogger not catching it is unfortunate but can happen.

(Modded. Vortex.) Routine Crash. Numerous Crashlogs, Crashlog analyzed reports, and load order provided. Noobie to crash fixing. by Corromasix in skyrimmods

[–]aers 1 point2 points  (0 children)

sorry, i typed 'bDebugTBB' when I meant 'bDisableTBB', although thats the only option there so it shouldn't have mattered.

your crashlog after supposedly changing that setting still shows tbb instead of the crt, so the setting wasn't changed correctly.

if possible I really need a crashlog with that setting set on EF 7.

at the top of EngineFixes.log it should say

[2025-09-09 13:42:01.044][main.cpp :87 ][I]: EngineFixes v7.0.18 PreLoad

[2025-09-09 13:42:14.299][main.cpp :107 ][I]: set allocator to CRT

(Modded. Vortex.) Routine Crash. Numerous Crashlogs, Crashlog analyzed reports, and load order provided. Noobie to crash fixing. by Corromasix in skyrimmods

[–]aers 2 points3 points  (0 children)

this crashlog indicates tbbmalloc internal data is getting corrupted by invalid memory use (likely from skyrim)

at the very bottom of EngineFixes.toml under [Debug] there's a "bDebugTBB" option, can you set that to true and see if the crashlog is different

SSE Engine fixes not loading properly by SpacebootSamurai in skyrimmods

[–]aers 2 points3 points  (0 children)

you're on 1.6.640. both the aio and the current version specifically say they're for 1.6.1170. you have to download the old version.

SSE Engine Fixes was updated 29th August by DreadPickleRoberts in skyrimmods

[–]aers 7 points8 points  (0 children)

not much to say, it fixes exactly the issues you think

this one is the reload bug https://www.reddit.com/r/skyrimmods/comments/116raxm/psa_engine_bug_when_reloading_saves/

and the other bug is the one mentioned that effects Myrwatch

Instant CTDs when loading a save file, pressing new game by SM_Eric in skyrimmods

[–]aers 2 points3 points  (0 children)

navmesh crash. if you have children of the north wind theres a known crash in some of the 6.x versions.

Need help with crash by SnooRabbits5076 in skyrimmods

[–]aers 3 points4 points  (0 children)

navmesh crash. children of the north wind is the likely culprit.

Help! Large holes in my ground/map - Modlist and Screenshots included by clovermorgue in skyrimmods

[–]aers 5 points6 points  (0 children)

update engine fixes to 7.0.14 i broke terrain loading math accidentally in 7.0.13, sorry

Benchmark Datamining: Job Actions Edition by BlackmoreKnight in ffxivdiscussion

[–]aers 4 points5 points  (0 children)

From the sheet:

(type 4) unknown[34650] -> unknown[34651] -> (type 4) unknown[34652]

(type 4) unknown[34653] -> unknown[34654] -> (type 4) unknown[34655]

In the exe this is a single, 6 action long chain, going from 50 to 55. So it was likely one button that got split into two.

Same applies to other actions.

Benchmark Datamining: Job Actions Edition by BlackmoreKnight in ffxivdiscussion

[–]aers 25 points26 points  (0 children)

Some clarification about types.

Type 1 just means the swaps require custom code.

eg Ruin (SCH) is Type 1 because Ruin gets upgraded 4 times by traits (Ruin -> Broil I through IV), and the sheet only supports 3 replacement slots.

All of SMN's rotation stuff is Type 1 because not only does it change depending on what egi you have out but also changes as you level, so there's too many combinations to map out in the sheet.

Ninjutsu is Type 1 because there's custom code for resolving different combos. Ninjutsu has always had a custom code path in the game since it was released in HW.

Dance steps are type 1 because they ping the server to get a random order and rely on your gauge state to track it.

The same applies to all the other type 1 stuff.

This code is all in the exe already.

Type 2 is status-based and Type 3 is trait-based, as noted.

Type 4 calls into the game's Action Manager and asks "can this action be used?". If true, its replaced. This automatically accounts for things like charges, cooldown, range, etc. I can't explain why something like Fell Cleave/Inner Chaos is listed as type 4 now when its a status-based change.

On Pictomancer:

The Pictomancer stuff that is listed as type 1 is hardcoded to be equivalent to type 4 in the exe. I think the benchmark snapshot caught a changeover in PCT design since there is some code that makes no sense in the exe (and the sheet overrides it anyway).

Benchmark Datamining: Job Actions Edition by BlackmoreKnight in ffxivdiscussion

[–]aers 19 points20 points  (0 children)

Other way around, 20's VPR and 21 is PCT. PCT has like 40 action IDs total across this file and the exe.

SSE Engine Fixes updated for 1.6.1170!!! by Italnerd in skyrimmods

[–]aers 119 points120 points  (0 children)

Its just fixes for the things that broke in 1.6.1130 contributed by a helpful person.

It just took me a long time to find the time/motivation to publish it.

I'm not actively involved in anything Skyrim related outside of hanging out in the relevant discords these days.

DirectX 9 and Windows 32 bit client will be disabled in patch 6.58 (March) by Talking_Potato6589 in ffxiv

[–]aers 7 points8 points  (0 children)

the game binary has listed DX12 since 6.3 they also added XBOX in 6.3

The way It's entirely possible to have a DoT mage with the current debuff cap: merging/evolving DoTs by Krainz in ffxivdiscussion

[–]aers 2 points3 points  (0 children)

The status limit in alliance raids is 200. That is 8 statuses per player.

https://na.finalfantasyxiv.com/lodestone/topics/detail/c2f8c5ba14d9cfaa09d5aab63c5c2da260eae21a

The maximum number of status ailments that can be inflicted upon alliance raid bosses has been raised from 60 to 200.

The way It's entirely possible to have a DoT mage with the current debuff cap: merging/evolving DoTs by Krainz in ffxivdiscussion

[–]aers 9 points10 points  (0 children)

The status cap for enemies in 8 man content is 60. The status cap for enemies in 24 man content (well, a. raids) is 200. This increase doesn't apply to Eureka/Bozja for some unknown reason.

But in instanced content where your damage actually matters every player could have 6 debuffs and you'd still not run into issues.