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Everything posted by c0c0c0
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Here's an idea for 2.10: Instead of posting 50 different changes to be made to the ini file, how about just provide a STEP ini override for those key variables? Suggestion #6 from this thread: https://www.reddit.com/r/skyrimmods/comments/4rwydu/best_practices_in_mod_organizerusing_the_notes/ Should decrease the likelihood of fat-fingering a value.
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I didn't see this in the current set up instructions for ENBoost - Windows 10 users need to install DirectX9 June 2010 runtimes, or they will CTD as the Bethesda logo with ENB installed. Seems like that should be in bold letters on the wiki page since Microsoft is making their final big push to get everyone moved over before the upgrade stops being free at the end of this month. It's on the "Guide:ENB" page, but not on the "Detailed Instructions' linked from the guide.
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You're (both) right, of course. I'm asking about this here because most of you, like me, run a modified version of STEP (I assume). That will usually involve an ENB. I'm just interested in whether or not this looks to have a place in our *own* "packs".
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Why not? There isn't anything non-vanilla about it, is there? I'd think the only question is whether or not it adds value over pre-existing ENB methods.
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Has anyone been running this? It's getting a lot of love over on Nexus but not much here.
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TBH, the memory management person isn't really working for me. I run a heavily modded, crash-prone build. I had one transition, walking out of Bleak Falls, that crashed repeatedly with this in place. Disabling it and going back to the old method prevented the CTD. Of course, transitions take longer and I got at least one ILS. [EDIT] Ok, setting ExpandSystemMemoryX64=false in enblocal.ini seems to make UseOSAllocators work for that one consistent transition. I suspect that's going to cause a problem for a lot of folks until all the various instruction sets get into sync.
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As best I can tell, there are two things being offered here: A host of minor CTD fixes that address unhandled errors one might encounter, and a memory fix. The memory fix addresses the same issue that the old skse/MemBLocks fix addressed, but without the trade-offs. You no longer have to set memory aside to handle block1 crashes. That memory is automatically allocated when needed, but is still available for screen loads and the like when it's needed there. Cost free crash prevention. I can definitely see it in my transition screens. "Improve" may not be the word. It addresses the same issue, but in a more dynamic manner.
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Well, now it looks like meh321 & sheson have teamed up on a workaround to get his memory fix in play: SKSE Plugin Preloader. I think this is now officially a "thing".
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That alone is pretty comforting.
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I suspect you are referring to this. Big claims, closed comments. That said, this guy is a bit more approachable. If anyone wants to put him to the question, he's hanging out on both his mod page and over at Reddit.
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Everyone still skeptical about this? He's just posted the latest version up and now he's making some seriously interesting claims: ... of course, it requires cooperation from the skse team. I have no idea what all this guy is doing, but he's gaining a critical mass of Kool-aid drinkers.
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Dynamic Distant Objects LOD - pre 2.xx
c0c0c0 replied to sheson's question in DynDOLOD & xLODGen Support
It should probably be noted that DynDOLOD is *not* listed as optional, and probably should be. I don't think there is anything particularly wrong with the DynDOLOD instructions as written, though. They are correct and meticulously following them got me some mighty nice LODs. That said, I suspect the process is more involved than what the usual STEP user is hoping for. It might even be a good idea to offer up one of the the older LOD solutions for the truly weak-of-heart. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
c0c0c0 replied to statmonster's topic in Skyrim LE Mods
Will do. I only mentioned it here because I didn't see complaints on that page, and theorized that there may have been some conflict with just that settings, and one of the other STEP mods. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
c0c0c0 replied to statmonster's topic in Skyrim LE Mods
I don't think it's a default option. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
c0c0c0 replied to statmonster's topic in Skyrim LE Mods
I read about half of these pages and didn't see anyone complaining about this so here goes: Using STEP 2.2.9.1, I get CTDs when using the tanning rack. Doesn't happen every time, but it happens consistently. Like, I can make leather out of bear furs, but not wolf. If I disable XP from Tanning/Smelting, the CTDs go away. Since it's probably OP to get XP from tanning, it might just make sense to suggest that setting be left as suck in the install instructions. This is obviously not happening to everyone. -
Dynamic Distant Objects LOD - pre 2.xx
c0c0c0 replied to sheson's question in DynDOLOD & xLODGen Support
That folder may have permissions issues. Probably shouldn't be under Steam. Should be some work area, like your desktop, then moved into your Mod Organizer mods folder. -
Dynamic Distant Objects LOD - pre 2.xx
c0c0c0 replied to sheson's question in DynDOLOD & xLODGen Support
In my case, it couldn't read it because I was viewing the error message from within a tavern. Further reading educated me that the error was local, and wouldn't be there if I'd walked outside. That said, I was looking for errors because I couldn't walk outside. I was getting an ILS, which I eventually corrected by moving my skse.ini file down to an SKSE folder (as the STEP instructions plainly told me). So, yeah. Guess that was on me. All of my attempts to "fix" the issue then lead to the esp not matching the files somehow. I then checked out the update process detailed here: https://www.youtube.com/watch?feature=player_embedded&v=c3zVK8PD3Vg ... to save my game. Golly. Guess I'll start a new game. Sheson owns my firstborn and Elianora is a hell of a modder, but this is, in fact, rocket science. -
Dynamic Distant Objects LOD - pre 2.xx
c0c0c0 replied to sheson's question in DynDOLOD & xLODGen Support
I dunno if someone is already addressing this, but the instructions on implementation: 1. https://wiki.step-project.com/Dynamic_Distant_Objects_LOD 2. https://www.nexusmods.com/skyrim/mods/59721/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D59721%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2260939&pUp=1 ... are not in sync. There are differences related to billboards (skipped in the former), and TexGen (skipped in the later). I'm still trying to see if that's why I'm getting the missing .json error. Sadly, it takes a loooong time to "try" something with this mod. EDIT - I see where the billboards mentioned in the "default" instructions are replaced in STEP with the STEP Texture Compilation. One mystery solved. -
It was DynDOLOD. And not just the esp - the textures. I'd love to hear theories on why that wouldn't be compatible with Skyrim Unbound. Something to do with the initial loading screen? That wasn't one of the ones I was prepared to live without.
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So, let's get this out of the way: I know Skyrim Unbound is not part of STEP and is unsupported. I'm running a fresh 2.2.9.1 STEP build, and I decided to to install Skyrim Unbound, the latest version. Once I did that, i was unable to create a new character. I just stayed on the loading screen and watched tool tips. When I used ModManager to run the same mod on top of a fresh Skyrim install (Pre-Step), it loads. Does anyone have any idea what part of STEP Unbound is conflicting with? If it's something I can live without, I might be able to back it out. I'm shooting for something like "You are not the Dragonborn" without the messy scripts and the abandonment.
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Errr. It's in there now. Maybe I just needed to complain to make it shake out. :-)
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I'm having to rebuild my Skyrim set-up after a Windows 10 upgrade (long story) to salvage my high level save. I think I have most of the pieces back where they used to be, but I'm having a problem with the final bashed patch. When I run Wrye Bash (launched from within MM), it seems to go fine, asks me to activate the new bashed patch, and all looks well. But when I close it, there is no new bashed patch in the overwrite folder. {EDIT} But there *are* bashed patched documents (Bashed Patch, 0.txt & Bashed Patch, 0.htm). This is a new version on Mod Manager - it's been a while since I've needed to do this - so has something changed? Am I missing a step where I need to confgure Wrye Bash to put the patch in the right place? Thanks
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Seemingly Random CTDs/Freezes
c0c0c0 replied to c0c0c0's topic in General Skyrim LE Discussion & Support
Fixed it! Gave up on SSME, and tried skse 1.7.2b. That didn't make a difference, either. Then I took the skse.ini file *out* of MO, and dropped it directly in "Skyrim\Data\SKSE\skse.ini", and now I'm getting the memory patch. Dunno why I'm the only person this is happening to, but it might be worth remembering for the next guy having crashes. Thanks for the pointers. It got me started. -
Seemingly Random CTDs/Freezes
c0c0c0 replied to c0c0c0's topic in General Skyrim LE Discussion & Support
Some users on the memory blogs page are saying that skse may not be implementing the memory patch, and to go back to SSME. I tried that, that SSME says that something is still loading the patch (presumable skse) even though I removed the memory settings in the ini. At this point, I'm wondering if skse may be bugged. -
Seemingly Random CTDs/Freezes
c0c0c0 replied to c0c0c0's topic in General Skyrim LE Discussion & Support
I'm not familiar with the "force steam loader argument". Where's that? enblocal.ini memory settings: [MEMORY]ExpandSystemMemoryX64=trueReduceSystemMemoryUsage=trueDisableDriverMemoryManager=falseDisablePreloadToVRAM=falseEnableUnsafeMemoryHacks=falseReservedMemorySizeMb=256VideoMemorySizeMb=2944EnableCompression=trueAutodetectVideoMemorySize=false