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DoubleYou

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Everything posted by DoubleYou

  1. What kind of FPS do you get? The main reason scripts fail is because it is only given so much time in a given framerate to complete, and if you pile on too many mods and get your framerate down to 15 fps (true story - old laptop), scripts start acting up (I had Intel HD Graphics playing Oldrim -- it was terrible! Take like 5 seconds for hotkeys to equip items, or fail and not do it at all). Naturally, I can see how this could be an issue, loading extra scripts in the background, while trying to process other scripts.
  2. Official SSE Creation Kit Archive.exe. Use Compress Archive, and Embed File Names options to mimic Bethesda texture archive settings. Honestly, I haven't made too many archives. I've read that BSAOpt can compress smaller, but it is also really old. Looking at BSArch (never heard of it before), it probably is better, since Zilav made it (respect!). We can automate it too with a batch file if necessary. By deleting all the landscape\trees, landscape\grass, landscape\plant, and plant textures, my archives are probably overly aggressively smaller than otherwise.
  3. If you type saveini in the console, delete the output ini that appears in \Fallout 4\Data\.ini. File should be about 70 kb. Otherwise, this ini file could cause problems.
  4. What really intrigues me is that you talk about fPostLoadUpdateTimeMS as if it actually has an effect while you are chopping the wood. I have always understood that this value is merely at the end of the loading screen for the startup of the scene scripts, and then unused while actually playing, chopping wood. Perhaps this is not the case. I really know little about the games scripts, TBH. BTW, what mod modifies chopping wood to make it such a performance hog for you? You have decent enough specs that I wouldn't think such a menial task would cause an issue. How did the issue affect the game?
  5. I do not advise altering the sResourceArchiveList INI settings unless the user knows what they are doing, and 99% of users will not even have a clue. The sResourceArchiveList INI settings are treated extra special by BethINI simply because of how important they are to be correct, and because they are used for various forms of Archive Invalidation, not to mention total conversion mods such as Enderal and Nehrim, and probably in the future, SkyWind. I repackaged this mod on my end by doing the following: kart_CSSET1.esp (dummy esp flagged as esl/esm) kart_CSSET1.bsaactorsarchitecturekart_CSSET1 - Textures.bsaarmorbloodclotheskart_CSSET2.esp (dummy esp flagged as esl/esm)kart_CSSET2.bsacluttercreationclubcrittersdungeonseffectsfurnitureimpactdecalsinterfacelandscapelodplantspuddleshadertestsskyterraintesttrapwaterweaponsthe other loose fileskart_CSSET2 - Textures.bsa_byohdlc01dlc02Per Tech's comments here and on Discord, I unchecked any of the plant, tree, or grass textures to the archives. Grouping these directories together made the most sense to me, plus kept each bsa under 2gb (I read there is a limit near 2gb but I haven't tested that). I then ensured that I loaded the plugins immediately after Dragonborn.esm
  6. What are your system specs?
  7. The INI tweak is no longer valid.
  8. It means start a new game. I think there is a console procedure (e.g., FOV 80) that might work on existing saves, but I'm not positive.
  9. Looking at the way this mod is packaged via BSAs, I see that we have one esp file: kart_CSSET.esp And 4 BSA files: kart_CSSET.bsa kart_CSSET - Textures.bsakart_CSSET0 - Textures.bsakart_CSSET01 - Textures.bsa As I understand the way that SSE loads BSA files, I was under the impression that only the following BSA file names could be loaded by an esp file named kart_CSSET.esp: kart_CSSET.bsakart_CSSET - Textures.bsa This would mean that, as currently packaged, the game would never load the following BSAs: kart_CSSET0 - Textures.bsakart_CSSET01 - Textures.bsa This, of course, could be fixed by duplicating kart_CSSET.esp as kart_CSSET1.esp and renaming the problematic BSAs as: kart_CSSET1.bsakart_CSSET1 - Textures.bsa However, testing would probably be needed to confirm this behavior.
  10. I have a setting that removes map menu blur... but nothing for clouds. I think sMapCloudNif was removed in one of the Oldrim updates. There were a number of cool MapMenu tweaks that got removed in the Official Patches. I wish someone could mod them back in. You used to be able to zoom in very far on the map menu.
  11. Cool. It must have updated.
  12. This mod should be repackaged into a bsa and loaded before USSEP. This will fix problems such as the above, and probably even improve performance.
  13. I am more than happy to set bBackgroundLoadVMData to its default value, but I am very much interested if you could present the data supporting this. I'm not sure why you would increase fPostLoadUpdateTimeMS if you were experiencing overloads. I have heard recent complaints that high fPostLoadUpdateTimeMS can cause issues as well, and I'm not sure who to believe, as I haven't experienced such problems myself. I wouldn't call myself a py coder yet. I'm teaching myself as I go. It will probably be a little buggy at first, so I will probably have to release a beta when I'm ready. I'm most excited about how easy it will be to add new settings once it's completed. I won't have to do any additional Python coding, as I'm making each setting based off a JSON file with some easy-to-read-and-write code: "Windowed Mode": { "tooltip": "Toggles windowed/fullscreen mode.", "type": "Checkbutton", "Onvalue": "0", "Offvalue": "1", "targetINIs": [ "SkyrimPrefs.ini" ], "targetSections": [ "Display" ], "settings": [ "bFull Screen" ] } The goal is to make it so anybody can make an extension to add support for any game/application INI file.
  14. Discord servers are much easier to search than the forums. Main thing I dislike about them is that users cannot find the solution to their problems on Google.
  15. BethINI 4.0 will be completely rewritten in Python.
  16. I am pretty sure that I have seen what you are referring to, and iirc it was something to do with vsync. There are a whole bunch of mods that can influence vsync. Several of the SKSE loader mods have a vsync line. SSE Display Tweaks is one. ENB can. Drivers can. iVsyncPresentInterval in SkyrimPrefs.ini controls it. That said, you can upload a copy of your current INIs to pastebin, I can look at them and see if anything in there is the problem. ENB Mode checkbox is only available for Oldrim.
  17. That sounds like a vsync issue possibly? Make sure you have some kind of vsync on.
  18. Correct. I am working through the guide, and this was the only mod instructions that confused me.
  19. Are we supposed to install only the SSE - Meshes optional file?
  20. The solution is most likely to buy and install the Steam version of the game. BethINI requires certain game files in order to function properly, and if those files are not there, or have been tampered with, it will cause the issues you describe.
  21. You are using Mod Organizer, it appears, but your INI Path is not pointing to a Mod Organizer profile. Unless profile-specific INIs are not being used, you are modifying the wrong INI files. Click the dropdown for INI Path and select the appropriate profile you wish to modify INIs for. Otherwise, everything looks normal.
  22. I do believe that is a mistake. Setting fShadowDistance to 0.0001 would be the preferred setting because it effectively removes shadows while leaving the menu untouched. Good catch.
  23. 99% sure that USLEEP has different fixes than the two mods you mention, and therefore should be overwritten by those mods. USLEEP does have a comprehensive changelog linked on the Nexus mod page description.
  24. 1. No recommendation other than follow the preset value. You can play with it. Just be aware that it can significantly impact performance. 2. Most people already have a particular ENB preset/setup that they use. This is why it is considered optional, because the STEP guide does not seek to only be used with one particular preset, or with one at all, so that can be left up to the user. And yes, performance is a big factor, as even the strongest hardware can be brought to its knees by ENB. 3. There is no interaction between the ENB files and BethINI for SSE.
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