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Releases: ahzaab/sky-load-progress
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Skyrim Load Progress 1.0.10.0
Skyrim Load Progress 1.0.10.0
This release improves retained-image transitions with Community Shaders HDR and frame generation, fixes the brief world-frame flash when loading a save from the main menu, and adds a targeted Improved Camera handoff correction.
What changed
- Composite the completed transition image into Community Shaders' native HDR frame-generation UI layer, beneath foreground UI. This keeps the held image and crossfade covered while preserving native loading widgets and menu behavior.
- Retain the captured image's scene encoding and AutoHDR treatment during the opaque hold. Match the native HDR constant-buffer allocation and preserve live padding and UI/display settings; the destination scene's conversion takes over during the crossfade.
- Preserve the retained HDR gameplay image across paused SDR menu rendering and lock save-load transitions before the native load callback changes the render path.
- Cover the first startup HDR world frame before display conversion when the normal compositor target is not yet available. This fixes the reported single-frame scene flash before the main-menu save-load fade.
- Correct the small first-person camera height bounce that Improved Camera can accumulate during the destination handoff. The correction stops when the player moves or the camera state changes.
- Keep diagnostic timing, counters, binding inspection and GPU texture readbacks disabled during normal play. Optional loading diagnostics now include HDR/UI coverage and retained-image tracing.
Configuration and installation
Install the Nexus archive with MO2 or Vortex, or extract its contents into Skyrim's Data directory. The archive includes the Release DLL, debug symbols, default TOML configuration, both loading-meter movie paths, and license/source notice.
The default configuration uses the [debugging] table. Existing [logging] settings remain supported; [debugging] takes precedence when present. Diagnostics and texture capture are disabled by default.
Community Shaders remains optional. This integration uses Skyrim engine hooks and D3D11 interfaces without private Community Shaders addresses or instruction patches.
Validation
The 1.0.10.0 Release build and archive/version checks passed. The transition changes were previously checked with startup HDR coverage, native UI overlay, retained HDR conversion and SDR/SpriteBatch GPU probes. The reported main-menu save-load flash correction was confirmed in game by the user. In-game regression checks without Community Shaders and with frame generation disabled remain pending.
GitHub hosts the version tag, source and release notes; the installable package is prepared for Nexus.
Skyrim Load Progress 1.0.9.0
Skyrim Load Progress 1.0.9.0
This release addresses a remaining crash path reported during carriage travel in 1.0.8.0, including a report involving Carriage and Ferry Travel Overhaul and travel to Morthal.
What changed
- Removed the active exterior grid cell lookup used to decide whether a queued destination was already loaded. The returned cell pointer could still be unsafe to read during travel.
- Queued exterior travel now uses the cold-loading presentation without reading the destination cell from either the worldspace cell map or the active grid.
- Interior warm/cold detection is unchanged.
What to expect
Exterior travel that previously received a warm presentation may now show the cold-loading presentation. Per-cell presentation overrides that rely on resolving an exterior destination's editor ID are no longer applied to queued exterior travel; the default cold settings are used instead.
The reported exterior-cell access has been removed and the release build was verified. The original crash has not yet been reproduced locally, so this release is not a confirmation that every travel-related crash is resolved.
Skyrim Load Progress 1.0.8.0
Skyrim Load Progress 1.0.8.0
This release focuses on stability during fast travel and other queued exterior transitions.
What changed
- Fixed a suspected crash path during carriage travel, map fast travel, and mod-driven exterior travel.
- Skyrim Load Progress no longer reads exterior destination cells through Skyrim's
TESWorldSpace::cellMapwhile the loading menu is opening. - Exterior destination checks now use only Skyrim's active grid cell array, which avoids touching cell-map data that can be changing during travel.
- If the destination cell is not already safely available in the active grid, the transition falls back to the normal cold-loading presentation.
- Interior travel keeps using Skyrim's queued interior destination cell directly.
- Added diagnostic logging around queued destination resolution when loading logging is enabled.
This change is intentionally conservative: it may choose a cold-loading presentation in a few ambiguous cases, but it avoids the risky worldspace cell-map lookup that appeared in crash reports.
Also in this build
- A plugin failure now disables both the progress meter and the custom transition together, and restores a suppressed Fader Menu before giving up.
- Loading work is counted only after the load epoch is published, so completions that arrive while the epoch is starting are not dropped.
- When a destination that is already loaded is not visible in the active grid and the load falls back to the cold loading menu, LoadingMenu fades in over
loading_menu_fade_in_ms(default 600). Set it to 0 for the previous immediate appearance. show_hud_during_loading = falsestays hidden for the whole custom presentation, including the post-load fade. The retained background is taken from the pre-HUD frame, so the HUD is not baked into the loading screen.
Release binaries are distributed through Nexus Mods. The ZIP in release/1.0.8.0 is ready for direct upload.
1.0.7.0
Skyrim Load Progress 1.0.7.0
This release focuses on smoother loading transitions and broader runtime compatibility.
What changed
- Fixed brief flashes, camera-like jumps, and partial-frame flicker during cell transitions when using Community Shaders, an upscaler, or frame generation.
- Door-transition captures now keep Community Shaders lighting and HDR effects visible throughout the blurred hold and fade.
- The captured image is locked early enough to preserve carried and dynamic light sources before Skyrim begins changing cells.
- Fixed HUD text becoming embedded in captured transition images when Community Shaders and an upscaler are not installed.
- Fixed transition hooks on Skyrim 1.5.97 and retained compatibility with 1.6.1170, 1.7.99, and 1.7.104.
- Map fast travel now remains fully black after the map closes, preventing world rendering from flashing before loading begins.
- Loading progress remains visible while unwanted mist and rotating loading-screen models are suppressed.
- Improved handoff into the destination fade to prevent a final loading-model flicker.
Community Shaders and an upscaler are optional. The transition system also works with Skyrim's standard renderer.
Release binaries are distributed through Nexus Mods. The ZIP in release/1.0.7.0 is ready for direct upload.
Skyrim Load Progress 1.0.6.0
Fixed
- Prevented an access-violation crash during scripted fast travel, including vanilla boats, ferries, and carriages.
- Selects the fixed-black fast-travel presentation before resolving the queued destination cell, avoiding unsafe traversal of Skyrim's worldspace cell map while the engine may be materializing it.
Behavior note
- Fast travel now uses the default
[cold]hold and fade-out timings. Destination[[cell_rules]]remain available for ordinary cell transitions but are not evaluated during fast travel.
Skyrim Load Progress 1.0.5.0
What's Changed
- Fixed the compass, crosshair, and HUD messages remaining hidden after dialogue-triggered cell transitions.
- Restored Skyrim's native FaderMenu transitions when opening and closing MapMenu.
- Map fast travel now uses an opaque black loading cover instead of exposing or blurring a potentially incomplete captured map frame.
- Fast travel continues to respect the existing ransitions.fast_travel setting, with no configuration changes required.
Full Changelog: v1.0.4.0...v1.0.5.0
Skyrim Load Progress 1.0.4.0
What's Changed
- Added independent
[transitions]controls for fast travel and loading from a save. - Vanilla-selected paths retain Skyrim's LoadingMenu and FaderMenu without the mod's transition compositor.
- Added
[progress_bar].modewithall,custom_only, anddisabledoptions. - Preserved compatibility with the legacy progress-bar
enabledsetting. - Invalid progress-bar modes now warn and safely fall back to
all. - Reduced routine transition diagnostics below Info level while retaining startup and queue-tracking logs.
Full Changelog: v1.0.3.0...v1.0.4.0
Clean Loading Transitions 1.0.3.0
Clean Loading Transitions 1.0.3.0
Fixed
- Restored Skyrim's native black screen while sleeping or waiting. The complete Sleep/Wait fade sequence now remains visible instead of inheriting a hidden loading fader.
- Removed an occasional brief black flash before a cold-load blur or color transition appears.
Compatibility
- Sleep/Wait fades remain controlled by Skyrim for their full fade-out and fade-in sequence.
- Door, fast-travel, carriage, and save-load callbacks still execute normally while only their competing black loading layer is hidden.
- Script-owned fades, image-space modifiers, and the existing new-game transition behavior are unchanged.
- No configuration changes are required.
1.0.2.1
Clean Loading Transitions 1.0.2.1
Packaging hotfix
- Fixed the Nexus archive layout so Mod Organizer 2 recognizes it correctly.
- Removed the top-level
COPYINGfile from the archive. The package now contains only the expected top-levelDatadirectory. - Plugin behavior is unchanged from version 1.0.2.
1.0.2
Clean Loading Transitions 1.0.2
Fixed
- Prevented a main-menu crash caused by hiding
MistMenubefore its particle scene finished updating. - Main-menu save loads now use a clean black transition instead of capturing and blurring the menu artwork and text.
- Prevented stale
LoadingMenuclose events from starting an unintended black transition during script-driven same-cell moves, including Meridia's Beacon. - Removed the special Black Book dominant-color rules so Dragonborn's scripted image modifiers and fades run first, followed by the standard loading transition.
Added
- Added
show_hud_during_loadingunder[interface]. It defaults tofalsefor a vanilla-style hidden HUD; set it totrueto retain HUD elements during ordinary in-game loads. - The HUD is always hidden for loads started from the main menu.
- The custom loading-progress meter now fades in with the native level meter.
Compatibility
- Script-owned
FadeOutGame,Apply, andApplyCrossFadebehavior remains native. MistMenucontinues updating normally while only its drawing is hidden during custom transitions, improving compatibility with main-menu replacers.- The universal Address Library build supports Skyrim 1.5.97, 1.6.1170, 1.7.99, and 1.7.104. Skyrim VR support is compiled in but has not been independently tested.