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Everything posted by Necrokat
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pack A Real Explorer's Guide to Skyrim
Necrokat replied to CJ2311's topic in Step Skyrim LE Packs (retired)
i quite skyrim for a bit but now back, but i want to just use the setup i had. don't care for some changes to ETAC and it feels safer also to just keep what was working til next play then update. anyway i had the load order differently but it changed when i forgot to keep the inis as read only. is this approximately how they should be loaded? because right now, i'm getting landscape gaps around the Farrier next to the Whiterun Stables -
pack A Real Explorer's Guide to Skyrim
Necrokat replied to CJ2311's topic in Step Skyrim LE Packs (retired)
dum question prolly...but noticed NMM lists that the REGS-Cities esp has merged Better Docks Regs and Better City Entrances Reg. so does tht mean I don't need those mods esps? like how Idon't need lighthouse and sewer ones? oh and I was having lotsa navmesh pathing issues in front of Hlaalu farms (close to windhelm) but the latest 3.3 REGS seems to have fixed that. graci! edit- oh and should Better City Entrances Regs esp be after all REGS and ETAC stuff? i had it above and just read it should be below. i moved below and seems like lots of things are no longer at entrances, like spikes and bodies at Windhelm -
pack A Real Explorer's Guide to Skyrim
Necrokat replied to CJ2311's topic in Step Skyrim LE Packs (retired)
i've used about all whiterun mods and my 2 fave are these. both are great. brimming w/ creativity and originality. but w/ problems lol... https://www.nexusmods.com/skyrim/mods/30046/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D30046%26preview%3D&pUp=1 my fave^, but has some navmesh problems and a hefty fps hit. of course there probably are some conflicts w/ my stuff. haven't tested extensively. definitely could use ELFX patch. https://www.nexusmods.com/skyrim/mods/36390/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D36390%26preview%3D&pUp=1 makes wonderful use of vertical housing up the cliffs. but strangely there's quite a few homes right in the middle of the big middle wall. love'em both. wish they'd get mixed matched and fixed -
pack A Real Explorer's Guide to Skyrim
Necrokat replied to CJ2311's topic in Step Skyrim LE Packs (retired)
hmm, i'm just using REGS Resources.esm and REGScities esp. i installed Nernie's 1.25 that was linked, Wndhelm lighthouse, and Sewers (but didn't install those their esps). the way i read it, REGS was modular and i didn't have to use ETAC. i thought REGS Cities just merged those 3 mods. so i have to install all of ETAV to use REGS Cities? -
pack A Real Explorer's Guide to Skyrim
Necrokat replied to CJ2311's topic in Step Skyrim LE Packs (retired)
very excited to find this mod! i've been using the Nernie City modfor awhile and am happy to see this integrates it and fixes some stuff. ogg tho, whiterun looks as it usually does when i had just Nernie's installed, but when i go to Darkwater Crossing (thru coc console) none of the usual Nernie's addons are there, and i my FPS takes a dive (13-15) for the duration there, and i eventually crash. i do not have the nernie esp enabled. any ideas? thanks -
uGridDistantTreeRange=35 uGridDistantCount=35 hiya. aparently those ini tweaks are in Oblivion, and i've seen 'em mentioned for skyrim. any exvidence that they make trees load farther away in Skyrim? and what are your settings for them? thnx
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How is STEP made easy for anyone?
Necrokat replied to DatsiK96's question in General Skyrim LE Support
what's the benefit of using DDSOPT over say Optimize Textures mod or SMCO? -
Any updates on 1.9 patch bugs? Lip sync.
Necrokat replied to carlos3lance's topic in General Skyrim LE Discussion & Support
yep, it's a damn shame. things seemed fixed for a short bit, but no more -
i have Windows, Steam, and Skyrim on a Crucial M4 SSD. mods and NMM are on a 2tb hdd. here's some pics of SPM graphs...before enboost after Realvision enb (w/ enbboost), and this is also after a freeze where Task Man showed 4.36gb page file
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hoping someone can help me understand something... my specs; gtx 670 4gb, i7 3770k, 16gb corsair RAM, WINDOWS 7 pro been using RealVision ENB lately and it has the ENB Boost in it. it brought my cpu use down a lot. from like 2400 to 650. but i still crash or freeze (mostly freeze) from time to time. when i bring up Task Manager to get out of the freeze, i noticed that i can go to Performance tab and there's 2 graphs on the left. one is CPU Usage, and below that is one "Memory". from searching a bit, it seems earlier versions show that graph as "Page memory". well when i freeze and check that graph, it shows my memory at the moment of freeze as around 4.36 GB. often right at 4.36gb exactly. but if i'm using Skyrim Performance Monitor at the time of these freezes, it's numbers are still good. they'll show usually under 1gb. it may be a little higher during the freeze, but nowhere near the 3.1gb or even my old pre-enbboost numbers. so basically i'm wondering if anyone knows what that 4.36gb "page memory" is and if it's contributing to the freezes? thanks
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i noticed that there's a Very High Quality setting in NI for textures, does choosing that actually make the textures better than high, since the launcher only shows up to high. and if so, what actually is changed to do that? is some setting changed in the inis? is Very high like Ultra? thanx
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Any updates on 1.9 patch bugs? Lip sync.
Necrokat replied to carlos3lance's topic in General Skyrim LE Discussion & Support
i disabled it in the inis, and it's on in enb. but lipsync seems the same to me whether vsync is disabled in the inis or not. it's kinda weird tho. i use ewi65's tweaked inis (mostly) and it has a vsync setting in the main Skyrim.ini (not Pref), and if i disable that, then i get screen tearing EVEN if the ENB vsync is on?? -
just so i understand correctly...this 3.1gb thing is about the system ram or VRAM?and using enboost, my system ram is way down according to SPM. but i'm not sure if i'm looking at the task manager correctly. i open task man, go to performance, and look to the left. there's a gauge called CPU Usage, and under that is another, Memory. i'm looking at that Memory one. is that correct? because the SPM will show at about 600mb, but i'll crash and task manager is showing 4.35 GB or some such
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woops. sorry was busy and forgot my whole reason for posting. what are the "crash issues at Windhelm"? thought it might be same as mine w/ hunters camp
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i always crash up around windhelm, but it's at a little hunters camp up in the hills to the left of Brandy-Mug farm. a frost troll spawns at that camp and i usually crash up there.anyway, i'm using Realvision enb w/ 202 and it seems pretty stable. my vram didn't really change at all but regular ram is waaaay down. used to be like 2400-28000mb. it's now 200-600mb
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Any updates on 1.9 patch bugs? Lip sync.
Necrokat replied to carlos3lance's topic in General Skyrim LE Discussion & Support
but does it even NEED to be disabled in the inis or drivers? i've got vsync enabled in Realvision ENB and never even thought to disable it in the inis or nvidia, but the lip sync seems to be better to me. not 100% like it used to be but better. but then again, maybe its placebo. so should vsync be disabled in the inis? -
Any updates on 1.9 patch bugs? Lip sync.
Necrokat replied to carlos3lance's topic in General Skyrim LE Discussion & Support
great to know. but how would i determine if my enb uses it's own vsync? i searched the series and effects and didn't see mention of vsync. right now i'm using K ENB Extensive and it uses Boris'd reecent CTD enblocal, which has a limiter. the k enb has the limiter set to 60 but it's false. so how to make sure i have enb vsync? -
bPreemptivelyUnloadCells=1 tweak
Necrokat replied to Gyro's topic in General Skyrim LE Discussion & Support
3 weeks later, anyone test it yet -
i've been wondering this for months. i could NEVER truly disable vsync. i'd disable it in Pref.ini, ENB, Inspector, everywhere i found it. but it never actually was disabled. i would not get tearing or a performance boost. (i did not use bordeless window). then i read some guy having the same situation. he said to add the presentinterval=0 line to the SKYRIM.INI rather than Pref. sure nuff that worked. i didn't keep it because i didn't gain all that much and i always worried about the physics problem. (which i actually still got before when disabling vsnc in Pref, even tho it wasn't really "disabled". as in i got no performance boost or tearing, but i still got flying physics stuff).anyone know the reasoning behind this? just seems strange
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Interpreting Papyrus Logs
Necrokat replied to Neovalen's topic in General Skyrim LE Discussion & Support
anyone? what is the mental model folder? i get this in the logs before a crash... -------------------------- [ (00100DDC)].ObjectReference.MoveToNode() - "" Line ? [ (00100DD8)].WeaponRackActivateSCRIPT.HandleWeaponPlacement() - "WeaponRackActivateSCRIPT.psc" Line 401 [ (00100DD8)].WeaponRackActivateSCRIPT.HandleStartingWeapon() - "WeaponRackActivateSCRIPT.psc" Line 468 [ (00100DD8)].WeaponRackActivateSCRIPT.OnCellAttach() - "WeaponRackActivateSCRIPT.psc" Line 140 [06/27/2013 - 08:41:22AM] DARYL - [WeaponRackActivateSCRIPT < (00100DD8)>] finishing OnCellLoad() and AlreadyInit = TRUE [06/27/2013 - 08:41:23AM] Error: Cannot call Kill() on a None object, aborting function call stack: [alias Letter on quest WEJS01 (000B1179)].wealiasscript.OnLoad() - "WEAliasScript.psc" Line 123 [06/27/2013 - 08:41:50AM] RNPC: Periodic update check. [06/27/2013 - 08:41:58AM] [DLC1VampireSleepScript ]PlayerActivateBed() IsCoffin =False [06/27/2013 - 08:42:22AM] [DLC1VampireSleepScript ]PlayerActivateBed() IsCoffin =False [06/27/2013 - 08:42:25AM] RNPC: Periodic update check. -
Interpreting Papyrus Logs
Necrokat replied to Neovalen's topic in General Skyrim LE Discussion & Support
anyone know what this RNPC_MentalModel.0.log thing is? it apparently popped up w/ my papyrus logs on 5/27/13 -
Any updates on 1.9 patch bugs? Lip sync.
Necrokat replied to carlos3lance's topic in General Skyrim LE Discussion & Support
https://www.gamefaqs.com/boards/615805-the-elder-scrolls-v-skyrim/66455268 i read this and someone mentions that Beth is releasing another patch. don't know where he got the info -
Skyrim uses assets that aren’t even enabled?
Necrokat posted a question in General Skyrim LE Support
been testing mods and I’m seeing lotsa weird stuff. Seems the game loads and uses things when the esm or esp is not even checked. i knew loose files override bsas. and that many loose files don't need esps as long as they are the same files n folders that are already recognized by the game and are already in bsas, like Skyrim_Textures.bsa. for example this mod...https://skyrim.nexusm...?id=19159&pUp=1i used it to change undies, and was surprised because it has no esp, and the textures are in an oddly named folder "1AUnderwer2"...yet it still does work. so i figured there must be a folder like that in the skyrim bsas for it to work like that. but what i'm seeing is just insidious! lol. a poor player tries to test for conflicts only to get thwarted when the damn game uses stuff not even enabled. scripts too! i don't even get that.Few examples of weird stuff i'm seeing. These are all on brand new games with all previous saves deleted… Monster Mod plugin not enabled, but bsa in Data. I see invisible creatures from that mod (Scamps). i'd expect this if i disabled the mod and loaded the save that once had it enabled, but this was new game. all saves deleted.Enhanced Skyrim Followers – Aela unchecked but I sometimes still get dialog options from it. That’s not even mesh or textures. I would think that a script is firing to give dialogBlacksmith water fix not enables yet about half the troughs still have moving waterHow can we check for mod conflicts when it still loads stuff?! does the game just normally do this? maybe some weirdness w/ NMM? What’s the rule of thumb on thisand best way to test? thanks -
https://skyrim.nexusmods.com/mods/32363/? i've been using Cleanmem per that^ and it seems to have helped
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SkyProc Patchers vs Bashed Patch
Necrokat replied to rootsrat's question in General Skyrim LE Support
https://forums.nexusmods.com/index.php?/topic/743137-automatic-variants/page-43#entry5996981 from that it seems the proc should be disabled and not included in a bashed, but bashed should be included in proc