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Freyrgjurd

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Everything posted by Freyrgjurd

  1. Not it doesn't matter. Just have to be inside the folder that MO virtualizes, manually selected or not. Try running MO as administrator. If doesn't work, I'll catch up later if no solution arises, I'm going to run this patcher later today in similar circumstances.
  2. Wrye Bash colors the boxes according to the "compatibility" of the package to itself. Grey = Incomprehensible data, cannot be used by Wrye Bash. Red = No structure, just data. White = BAIN Compatible (Data sorted in folders, each with it's own function) White w/ tiny wizard's rod = BAIN Compatible WITH Wizard (An install ''setup''. Right-click -> Wizard to open it) For grey ones, you need to resort the .7z / .rar file to have the data (textures, meshes, souns, etc..) on the root of the file. For red ones, there is no boxes, just the data. Nothing to do. The white ones, you should look for instructions on which box to select, as a folder can be an add-on or an alternate version of another folder. The white ones with the rod (:P) just right-click and select WIZARD, to start de guidance setup imbued in the file :D
  3. A few days ago, I would agree. But MO have more functions (like integrated NMM manager, ini tweak, profiles, etc.) AND makes an EASY transaction between modded states and vanilla ones. Wrye Bash is a good mod manager, but it has some drawbacks (like long waits every time you open the installers tabs after fresh open, slow extraction time [first to temp folder, then organize, then copy to data], etc.). I turns out, I'm only using it for the Bashed Patch. :P
  4. Vanilla sky is aweful, and this is a good choice. I don't like the feel that I'm looking out of my windows thou; breaks immersion. A mod with the same quality as this one, but without the "milky way" aspect would be perfect.
  5. Sure, if there is no conflit between the ones to merge. As you can see, the structure is pretty simple: 1. Add sound marker 2. Replace sound of desired weapons.
  6. Pretty consistent all around. No apparent causes for stutter or freezes. Just like me. And still, I too get CTD/Freezes, no apparent causes. Which leads me to believe it's a mod with script errors. Well, that's where I can't help you with. I'm stuck there too. Currently fresh installing using MO. If I find anything, I'll post here. NOTE: Yeah, it's more of a "Fire"book. Pretty awesome *-*
  7. Aw, my bad then. The hand placed objects also have unique textures. Got it! :D
  8. That's better. 1. I can see you use a GPU from a Notebook. Those 3Gb VRAM are dedicated or shared ? 2. In mid test you had a huge drop in VRAM/RAM. Alt + tabbed ? Or maybe just the loading screen for an interior cell. 3. You just crossed the 2Gb VRAM threshold right before the freeze. 4. Many drops in GPU/CPU use, while gaining fps. Prolly the loading screens. My main point: Those 3Gb are dedicated or shared ? If 2Gb dedicated + 1Gb shared, would explain the freezes. Since after passing 2Gb and filling VRAM, you crash. Or 1Gb dedicated + 2Gb shared, wich explains the heavy fps drops you are having. EDIT: You GPU values are all over the board. That's very odd. They should be more linear. If they happend during the stutters, is vram swaping. (Or just loading screens, since the second-half of the test is linear). What is the model of you notebook ?
  9. Ambient Seagulls adds the sound effect by replacing the coastal waves sounds. There are three. (amb_water_exterior_coast_waves_0*_lp.wav) Birds of Skyrim adds a new sound description / marker for a new sound file, inside an unique folder into the data folder though the .esp. He uses Activators to call the unique sound file, so you'll just hear it if you pass the activators criteria. On the docks, if there is an activator for Birds of Skyrim, the sounds would play along without conflict (in-game testing needed to confirm overlap), since you would be hearing the "wave seagulls" and the "bird seagulls". They use completely different means. After my testbed is completed, I'll run that for ya in-game to make sure.
  10. I found that interesting, since the file is almost 40Mb larger. That's why I thought there were more taxing textures, not just the additional .esp.
  11. ENB will tax if Ambient Occlusion and SkyLightning are on and with high settings. But more of the GPU than VRAM. It's good to keep ENB of for tests, since it "eliminates" a possible culprit. The synthoms are base of FPS drops, if not by VRAM swapping, maybe script failure ? As for testing purposes, you can eliminate HighRes Texture pack ONLY (and SFO), one by one and see if anything changes. The textures will simply revert to HRDLC / Vanilla, unaltering the gameplay / enhancement mods. If you eliminate the VRAM theory, you are left with disk access times and script bloating, I think.
  12. I agree with that. I have a bookshelf right in front of me filled with old books and new. The difference is noticeable, even the plain-paper is different. More rusty and yellow (aged, maybe). Covers were solid and filled with "florals" to add something to them. I think my problem with BCS textures are the "overextending" details that don't quite fit the environment. I don't know if that makes sense. The fonts look good, but the scale isn't right. Hard to say. I can fetch some photos from my old books for comparison, your call. Vanilla seems better to me. EDIT: Plus, old books weren't produced in industrial scale, thus the more "unique" looks.
  13. Makes sense, yes. It's a massive FPS drop. With VSync ON, you can only acknowledge that if it falls beyond 60~50fps. But since you are with VSync OFF, then you'll notice the full drop. As said, your GPU must be swapping the VRAM, because it's full. Give Skyrim Perfomance Monitor (on nexus) a try and get your values for VRAM and System RAM. You should see if the vram is filled and if the stutter occurs while changing cells.
  14. I agree with phazer11. Running Mod Organizer with the NCC 2.0 optional, you have the NMM function of fomod installers and download directly from the nexus, since it can handle the .nxm links. Using Wrye Bash as an executable to benefit from the Batched Patch is a no brainer.
  15. MO virtualizes the \Data directory to keep vanilla's clean. To run DSR.jar patch, you have to do it from INSIDE Mod Organizer. Do the following: 1. On the right pane of MO, select the tab DATA. There you'll see your vitualized data folder. 2. Navigate to the SkyProc Patchers -> Dual Sheath Redux Patch directory. 3. Right-click on Dual Sheath Redux Patch.jar and click Add as Executable. 4. On the Start Pane of MO, select the newly added Dual Sheath Redux Patch and click the run button. That should execute the patch withing the virtualized environment and resolve your issues. Note: The mods installed with MO stay inside the MO directory in MODS subfolder. :D
  16. The esp edits the fail sound of daggers and adds the three .wav within the .bsa as default sound for daggers. He can't just replace a "dagger'' sound, since they are the same as of "medium-swords". So, I guess the .esp is necessary. :/
  17. I guess he just "occluded" the high pitches from the original sounds. It's seems the same as vanilla, but without the high band, like it should sound underwater. Uhn, airless! As per author: "Removes high pitched splashes when swimming underwater. Just a small bug fix really, when u swim underwater it still makes splashing noises as if ur out of water, i.e. not muffled and dull. which is really weird. so i made them quieter and bassier (sounded real in editing) though im not sure you can hear them at all now for whatever reason." Sounds pretty cool!
  18. It's a freeze or a FPS drop ? If it's a fps drop you VRAM may be filled and the game freezes a bit while changing cell and loading new information / swapping current information with system memory.
  19. 3.1Gb RAM limitation, I guess. SFO is a taxing mod. After all, there are a LOT of trees. In Flakreath area the situation is aggravated and that could cause freezes / ctds.
  20. Right click on "Bashed Patch, 0.esp" and "Rebuild Patch".
  21. Make sure you are using the latest version of Wrye Bash. :)
  22. @Phyrre56 https://forum.step-project.com/showthread.php?tid=1695&pid=39432#pid39432 How to enable the tweak in WB (through the Bashed Patch)
  23. A while back, there was a driver that disabled TT. Didn't fry any cards, just made fan noise unbearable. If they really are frying cards, it's not by overheating. Maybe faulty execution codes for bios related instructions ? I don't know, really. But it's quite weird. As for fermi's thermal spec, I had a 560 Ti a while back. Two actually. But one had this annoying problem of running 90º+ on load, reaching 103º in some cases. Had to pass it on to my mom's computer, since she just watches videos; gaming was killing it. I remember that 100º+ could damage components, like memory (due to poor cooling of said components). Anyway, caution is advised.
  24. This is what I do: 1. Unselect everything 2. Filter for *_n.dds and select them. 3. If I used 2k resolutions on the .dds files, I'll select 1k for these. Selecting half-size will reduce 1k to 512 and so on, so I just cap at 1k. You can read more about it at the DDSOpt Guide over the wiki page: https://wiki.step-project.com/Guide:DDSopt_%26_Texture_Overhauls EDIT: Before this pass on the normals, I run only the non _n.dds files. 1. Select everything 2. Filter for *_n.dds and unselect them. 3. Set the resolution cap (4k / 2k / 1k). NOTE: If I cap the .dds at 1k, I cap normals at 1k too. I don't like the idea of 512 normals :P (Personal Opinion)
  25. I found that a lot of mods aren't optimized, of course, but some of them take a toll for 1mb of difference. Mods that get a lot of small textures (tress, mushrooms, etc) rendered are the worst. The real problema is what can / can't be optimized. Note: Thanks for the tip on Immersive's mods. o/
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