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Nearox

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Everything posted by Nearox

  1. That's a hard one to tackle. I think nearly everyone gets some kind of slowdown when there is a cluster of candles/flames. Jorrvaskr (basement) is pretty infamous for that. That said, my slowdowns in that place amount to about 5fps lower than usual and I have a much worse GPU than yours (see sig). Which version of Vividian ENB are you using? I never tried the high quality version but SRLE recommends that now I think and it could be (again, not sure) that higher quality is also applied to lighting. I would fiddle around with ENB a bit as that has the most impact on performance and consequently stutter.
  2. No problem. Just know that alt-tabbing with SPM will crash your game (author said nothing to do about it for now). Myself, once I have measured VRAM loads then I switch to fraps
  3. hmm if you are using enb you have to enable the support for custom dll
  4. Doesnt matter because autodetect is set to true. The memory sectio in fact probably has nothing to do with crashing at startup. Did you set usespeedhackwithoutgraphics to true? Because you only installed the 3 files, enbseries.ini shouldn't be loaded otherwise you ctd because the necessary files aren't there.
  5. @Monobloc: Also, Vidian's SMAA is configured at UBER settings. If you put it down to ULTRA or HIGH (my preferred choice) it can give you back some FPS while the difference in quality is pretty small. I've used SMAA in quite a lot of games and never really noticed a difference beteen HIGH and ULTRA. You can configure it by editing injector.ini in the Skyrim root directory.
  6. [MEMORY]ExpandSystemMemoryX64=trueReduceSystemMemoryUsage=trueDisableDriverMemoryManager=falseDisablePreloadToVRAM=falseEnableUnsafeMemoryHacks=falseReservedMemorySizeMb=128 (this is the value Boris uses for his 2gb gpu. I use it as well. Works great for me.)VideoMemorySizeMb=4096 (see formulas below. I put 4096 as I found that value works well as in reduced stutter and increased stability)// less than 8GB Formula: (VRAM + RAM - 2048) , max value: 10240// more than 8GB Formula: (VRAM + RAM - 2048 / 2) , max value: 10240EnableCompression=false (setting this to true will create stutter when you are nearing your vram limit).AutodetectVideoMemorySize=false Try those out. My GPU's VRAM is idential to your. Although you have a laptop so stutter might be unavoidable... Either way, hope it helps.
  7. Tell us your system specs and we can assist :) There's no unanimous opinion because there is no clear documentation coming from the author. There is a general consensus though for quite a few settings, but a lot is still system-specific.
  8. I'm not really involved in pack development anymore, but seeing as it doesn't really have hard conflicts with REGS mods (apart from perhaps the 2 I mentioned before) it should be a no-brainer IMHO once he finishes the mod. It will still be in my modlist until that time regardless though.
  9. I haven't yet, no, I'll try it in the next few days. But Gandaganza already said he used to encounter issues with that, and I seriously doubt I am better at it than Gandaganza :)
  10. Sorry did not see your previous message from 5th of august - Yes, load Gamwich's textures after UHRP. Gamwich already fixed the ones that overwrite UHRP. - SFO 2.0 costs more FPS than 1.91... At least on my system it costs 2-3 fps. On the other hand, the new SFO textures suffer much less from aliasing so I have disabled temporal AA in ENB for that reason. - With regard to REGS mods, there is actually very little optimizing you can do. Running DDSopt (1k) over ETaC saves about 50MB disk size, which would probably only amount to like 10MB VRAM. Even then, it depends on wheter you use ETaC's textures or vanilla. - EBT I put the update interval of the script to twice as slow as the default.
  11. Personally I would not want to waste a plugin slot on that mod. It only containes a single adjustment to a gamesetting and could be easily merged into SR Conflict Resolution.esp IMHO. I think STEP also includes it in their patches nowadays.
  12. Granite Hall & Amberguard. They probably don't even conflict with TES Arena but I just took it as precaution.
  13. I tried TES Arena again and I must say wow, the towns he add fit in perfect with the vanilla skyrim world. The amount of detail and blending in with the environment is stunning. Also the interiors are pretty much finished and the towns are already filled with properly named NPCs with AI packages. Just... WOW! I am so surprised! Almost cannot believe the development the mod must have gone through since last time I tried it 2 months ago. If he puts in quests and backstories to each town, which it seems he is working on right now, then TES Arena is going to be my favorite city mod by far... Especially considering the towns have strong justification in TES/Skyrim lore. I think when he finishes it is gonne be totally epic. I just disabled some of 13oranges mods to prevent conflicts, haven't seen any direct conflicts so far (didn't check in tes5edit though).
  14. Now that's some serious school of magic there lol :D
  15. Gandaganza, if/when you verify that the merged esp by Neo is working, maybe it is an idea to include it in the fomod installer (as well as a REGS version if possible)? Darkside, REGS version just has boat bobbing fixed for some of the mods that add/change cities, so following the same procedure as Neo there shouldn't give any issues.
  16. Great, thanks for that Not at my own computer at the moment though so cannot provide verification.
  17. Is that LOOT reporting or did you check via tes5edit? Regardless all REGS mods that needed cleaning have instructions for them. Others dont need cleaning or have a replacement esp avaialble via the REGS - Patches FOMOD installer. I think I saw people in another thread here today saying LOOT suddenly reported (potentially) false ITMs.
  18. Yeah you need to go back to those mods. Both RWT and Skyfalls/Skymills have Falskaar and WT options in the installer. Not sure about other ones as I use SRLE, but if memory serves me right there is no other. Edit: Oh yeah you could download the CoT Falskaar optional @ https://www.nexusmods.com/skyrim/mods/38361/?
  19. I still think Gamwich's textures are better than this, but that's for another thread I suppose :)
  20. That part might be slightly confusing. What is meant is that when you open the archive in MO to manual install, there will be a folder named Improved Closefaced Helmets Version. Within that folder is an esp named aMidianBorn_ContentAddon.esp. This is the same filename as the one in the root folder of the archive. So what you do is, 1. Uncheck the esp that is in the root folder of the archive. (i.e. it will not be installed) 2. Go to the Improved Closefaced Helmets Version folder. 3. Drag the esp from that folder to the root folder and make sure it is checked. 4. Uncheck the Improved Closefaced Helmets Version folder. Hope that helps
  21. Another amazing mod from egocarib. Basically a combination of the 10+ best enchanted mods, so those authors deserve some credit too. Regardless, very well implemented, as can be expected from him. My only point of negativity will be though that when starting a save where you already had an enchantment on, and you were unsheathed when saving, you have to do a one-time sheath and unsheath in order to get the effect to show up. He mentions he has not found a solution for this (very) small annoying side-efft. Apart from that, this mod will probably remain in my list. Especially since there are pretty sweet presets so that you do not have to setup every enchant effect yourself! Have not checked it yet for potential conflicts though. Like with Soul Gems Differ, I could foresee a STEP preset of this mod some time in future :)
  22. Well, it's really simple to install as I never found it to conflict with anything (assuming you install the relevant options/patches from RBB) in SRLE or REGS, same with STEP I suppose. The esp just points each individual boat to a mesh for each seperate boat. This is how Gadaganza got all boat bobbing to look good I guess, by adjusting them individually.
  23. RBB received a great update today, making the mod even... greater?! I consider it a straight up fix by now (basically like Animated Clutter) instead of an addition.
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