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Spacebadger

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Everything posted by Spacebadger

  1. Okay, heres what LOOT says. Note I'm not finished with the guide, so it ends near the end of the weapons section. Also, I'll be trying the FWE recommended order shortly
  2. Meant to say 140 mod limit
  3. Has anyone here found a solution to that wierd 149 mod limit after which you can’t press escape and get missing meshes? Only fix I’ve found is disabling FWE. Does anyone have the guide complete and a load order I can manually apply?
  4. Do you have a load order I can manually apply? I’ve seen people in this forum with the same 140 mod problem, and one guy fixed it with a load order change. LOOT isn’t fixing it, so I’ll just have to do it manually Notably this guy https://forum.step-project.com/topic/12693-esc-menu-containers-not-working/
  5. This is very similar to a problem I was having, and I found disabling FWE fixed it. what exactly did you do to your load order? LOOT hasn’t fixed it for me
  6. And its not from a conflict with WMK or RH ironsights, its just seems that FWE breaks when the plugin count hits a certain number found a couple other posts talking about similar problems, but none of them had a solution also, the things with missing meshes are things like axes and pool cues, which FWE doesn't even touch edit- sorry grant, I just saw your post- thats what I thought it would be, too, but then I disabled it and I was able to push the plugin count higher. And if what you mentioned was a major problem, then the it would be impossible to install Clear and Present Danger
  7. so even with every FWE plugin disabled, its coming from the FWE main esm file
  8. so it seems to have nothing to do with a memory problem, not passing 2gb in either ram or vram
  9. Okay, I got to 140 plugins enabled after I disabled FWE and mods that required it, and the problem is now gone. Now to find out what about FWE is doing it
  10. before hitting limit, only noticeable problem was movement glitch in birth cut scene in beginning of game. problms begin immediatly after adding 144th mod, whether it be an armor replaces, or a weapon mod, etc. LAA is enabled, but I'll check my memory consumption EDIT- if 144th mod (its actually exactly 140 plugins) is a save manager, same problems, mod type doesn't matter at all, just mod count edit-2: Its not Fallout stutter remover or NVAC, I disabled those two and enabled two others and had the same problem
  11. It was just that with bethesda games I'm used to the 255 limit, and the clear and present danger guide also talks about the 255 limit. I've never encountered a game that had an earlier limit. I really wish clear and present danger had a merge guide up, because it's kind of disappointing that I cant follow the entire guide
  12. any additional mod (ie active mods hits 140) causes problems
  13. You might b hitting the 143 plugin limit I was hitting. escape key stopped working, all items in inventory became blue squares, lots of red triangles, etc.
  14. So unlike what I expected, as soon as a activate a 144th plugin (any plugin) i begin to get major problems. I cant use the escape key, I get missing mesh warnings on npc weapons and armors, bullet holes from IMPACT become grey squares, blood splatters become red squares, and all items in the inventory become blue/grey squares. I have no Idea why this is happening, I still have 100 to go before im supposed to hit the mod limit. And its not like a normal limit, instead the game just begins to break down instead of instantly crashing. I've only found 1 forum post on google that talked about this problem and they didnt have a solution other that massive merging-https://forums.nexusmods.com/index.php?/topic/137862-mod-limit/ I got as far as the weapons section of the clear and present danger guide before hitting this, and I have no clue what to do load order provided
  15. Yeah, that's what I found. I ended up disabling it and had to cut my texture quality down, but the game runs like butter. It tends to ctd at 2.7-2.8 gb of ram for me
  16. So enboost for me is causing a performance degrade across the board. Lower average frame rate, heavy macro stutter on cell load, etc. it happens even with no other mods installed, and a single 1k texture mod makes it much worse. Should I try an older version of enb? Currently using most recent. Enb local.ini here https://pastebin.com/bvd6hECF Running on a razer blade late 2016 Gtx 1060 6gb i7 6700hq 3.2 ghz 16gb ram I've been working on this for almost a week and I can't figure it out
  17. Should I try a different version of enboost?
  18. https://imgur.com/lqIPAIb Heres a graph with enboost on
  19. A slight sharpening effect I thought the deferred rendering setting wouldn't matter if patchspeedhackwithoutgrpahics wasn't on
  20. Here's my performance in that area with enboost enabled https://imgur.com/a/sBUCP
  21. In skyrim performance monitor, the maximum thread count was lower with enbost on I forgot to post specs windows 10 i7 6700hq @3.2ghz turbo gtx 1060 6gb edition 16gb ram
  22. enblocal.ini here https://pastebin.com/bvd6hECF So after days of testing, I found that my enboost is whats causing heavy stutter on cell load. I dont really understand why, I folllowed the step guide to setup. Its not the usual datasyncmode culprit, either. Any input is greatly appreciated. I really want to be able to use enboost For what I mean be cell load stutter, When I leave falkreath and it loads in the next cells (signified by the treeline popping in) I drop from 30fps from a smooth 60
  23. Its enboost. Just toggled it and it got rid of the cell load stutter
  24. It is not a g-sync monitor. The system is a late 2016 razor blade I've already gone through that. It's unwise to raise reserve memory higher, vsync is on, all textures have been compressed to 2k, and I went through the stutter guide
  25. Should I test to see if crashfixes and enboost is causing this?
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