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Everything posted by Necrokat
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Black Circles, z-fighting and texture shimmering
Necrokat replied to torminater's question in General Skyrim LE Support
so you really think using DDSOpt on my textures might help w/ this pop-in? guess it's worth a shot. reading the wiki on it now -
uGridsToLoad Limit: maximum allocated RAM on 64bit < 3GB?
Necrokat replied to PatimPatam's question in General Skyrim LE Support
really? RAM yeah and i dunno about shadows, but my biggest problem was mods that added spawns. it's like the engine can't handle the extra AI and pathing -
Black Circles, z-fighting and texture shimmering
Necrokat replied to torminater's question in General Skyrim LE Support
thanks. actually there's an ini tweak that helps w/ decals instead of having to fix meshes... https://skyrim.nexusmods.com/mods/32426 don't know anything about ddsopt but i seem to remember Texture Optimizer having a feature to add mipmaps. i might try that -
Black Circles, z-fighting and texture shimmering
Necrokat replied to torminater's question in General Skyrim LE Support
hey, i have some z fighting, but i'm really here because some one told me the z tweaks might help w/ this texture pop-in that i hate. it's basically texture LODs that pop in too close to me when using default ugrids 5. the pop -in is usually around 200-400 yards out. it's basically discussed in this thread... https://forum.step-project.com/showthread.php?tid=668 do y'all think any of these z tweaks would help w/ that pop-in? or do you know of any? i normally use ugrids 7 or 9 just fine but when using mods that add spawns (Monster Mod, Skytest, ect), the game engine can't handle the additional AI and navmesh i hear. my rig i7 3770k 670 4gb 16gb ram -
this thread is a bit old and you may already know about these, but here's some fixes for the decal popin https://skyrim.nexusmods.com/mods/32426 https://sky rim.nexus....com/mods/31982 https://skyrim.nexusmods.com/mods/29363 but i found this thread because i'm desperately lookin for some way to help w/ that mid distance (300 yards-ish) pop-in. it's driving me nuts. i'd been playing w/ ugrids of 7 or 9, but it's impossible to use those if you have mods that spawn stuff like Monster Mod, Immersive Partols, or Skytest. engine just can't handle the added spawns. it would be ideal, if like JudjmentJay said on the 1st page...if we could somehow JUST get distant OBJECTS to load. my main gripes are the large things like big groves of trees, all the detail on a fort or tower pops up in my field of view, ect. like running from Whiterun Stables toward the Lunar Forge. most of that whole huge mountain (detail, shadows) pops in right at about 200yards. i'm on Ultra w/ a great rig. anyone come up w/ any tweaks or mods? thanks
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uGridsToLoad Limit: maximum allocated RAM on 64bit < 3GB?
Necrokat replied to PatimPatam's question in General Skyrim LE Support
did anyone ever have good results using multithreading and papyrus tweaks in the ini? i've been testing for 2 months and i can run skyrim at ugrids=9 fine (from 1 end of the map to the other for hours. vanilla w/ Official hires packs). i can even add the full Texture Pack Combiner. but if i add in Monster Mod or anything that adds spawns (Automatic Variants, Skytest), then i get crashes ONLY in the area south of Windhelm. the steamy hotsprings tundra area, and up the path a ways toward Fort Amol. if i add a few spawn mods like MM + AV+ ST then i get crashes elsewhere. -
AI & spawning problems with higher ugrids?
Necrokat replied to Necrokat's question in General Skyrim LE Support
hey Torm, as for z-fighting, i've found that this works really well and only 1 setting change...https://www.gameskyrim.com/lod-understanding-what-see-t225037.html they're wrong tho about no FPS loss. i get a bit of a loss when looking at far away distances, but not as much of a hit as when using your z-fighting tweaks. i use Texture filtering - LOD bias(DX9) set to -1 -
AI & spawning problems with higher ugrids?
Necrokat replied to Necrokat's question in General Skyrim LE Support
i had just read of others who would crash at around 2.3gb ram is why i asked... https://www.google.com/search?q=skyrim+crash+2.3+ram&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a but it appears it may've been a coincidence. because i nixed those souped up inis and regenerated new Ultra ones w/ no tweaks. and running the same mods (Texture pack Combiner and Monster mod) i'd still crash at the same spots. except this time i'd only use 1.7-1.8gb ram. guess those super inis were making me use more memory. i'm positive now my problem is Monster Mod. ugrids=9 just can't handle it. i've had at least 6-7 tests of just running the exterior map for 2+ hours, and no crashes when just using texture combiner and other texture mods. but add Monster mod to the mix and i crash. it's still only that one damnable area tho. the hot springs tundra area south of Windhelm and going up towards Fort Amol. there's 2 spots in that region i usually crash at. about 8 outta 10 times. the Papyrus logs usually show somethin about "predator.script" so guess it's Momod. i'm thinking of keeping Monster mod and just saving before that area. if i save inside the area, seems i can usually get through it. that or nix Momod. oooor, ugrids=7 can handle both mods. again, i've done numerous whole map runs w/ no crashes at 7. but going to 7 makes me saaad :( -
AI & spawning problems with higher ugrids?
Necrokat replied to Necrokat's question in General Skyrim LE Support
i tried your z-fighting fix and it worked well, but hit fps hard. but your skycell setting of 500000 really helped cover the flickering w/ clouds so that was great!funny you mention Open Cities. that mod corrupted my saves and ruined my last game. but to be fair i may've reloaded an older save that had it active. but i literally only used the mod less than 10 minutes lol i think i've found 1 big problem w/ my ugrids 9. i can't seem to use more than like 2.4gb of RAM. whenever memory gets above that i crash. as u can see from my specs in 1st post, i have plenty of ram. vram never gets about 2600 mb. i have screenshots of testing done with Skyrim Performance Monitor and VMMAP if anyone would take a look. i even finally used the 4gb patch on my TESV.exe and it still won't use more than about 2.3-2.4gb of memory before crashing. my Skyrim should be patched up to date as i just installed it on this new computer a month ago, and have even reinstalled it off STEAM a week ago. i've changed my inis some but they're mainly still like the ones posted above in spoilers. is there an ini setting that's keeping me from using a full 4gb of ram? also was really wanting to hear more on AI and spawn glitches from folks who've used higher ugrids. is there a thread or forum that might have a collection of experiences from people who've used higher ugrids? thanks! -
AI & spawning problems with higher ugrids?
Necrokat replied to Necrokat's question in General Skyrim LE Support
geez. so sorry folks. that didn't post like i thought it would. the spoilers tags aren't hiding anything and my lists didn't come out in list form. sorry. if a mod wants to clean that mess up it'd be great -
I’ve been trying for couple hundred hours to get ugridstoload=9 to work stably on my system, and I think I finally have it. My specs are… I7 3770k CPU Z77 ASUS Sabertooth mobo GTX 670 4gb gpu 16gb corsair vengeance 1600 ram 850txpsu I’m using these inis. I don’t know what most of it actually does lol. Just pieced together from others I’ve found and then chaged parts to test… I’m using AO at Performance and AA x4 forced thru Nvidia Inspector. Game is all Ultra (except radial blur medium and no sky reflection on water) and 1920x1080 res on 55†hdtv .MODS used: Project ENB, Monster Mod, complete Texture Pack Combiner using STEP recommendations. So mostly medium/low res. Except ULTRA TREESHD. Think that’s most of the pertinent info. I’ve been all over the map NUMEROUS times, making sure not to go inside interiors. And when there’s a crash I’d reload from way back out of that area to try it again. I’ve had most of my troubles in the steamy hot springs tundra area south of Windhelm. Around Steamcrag camp. I would crash close to Steamcrag or up the path going towards Fort Amol. There’s an area there where the path is close to a huge drop off on the right and has a massive vista view. I’d crash in these places if I had both MOMOD and TPC active. Take one away and I’d be fine. Tweaked inis more and now I can run both mods and get through those areas most of the time. Crashes (actually mainly freezes) maybe 1 outta 6 times now. I’d be fine with that, and feel that this is playable…EXCEPT for weird AI or spawn occurrences I’ve seen while testing. These mostly occurred without MONSTER mod so don't think that's it. i want to make sure this won't nerf my game before i proceed. HERE THEY ARE… --------------------------------------------------------------------- START OF GAME LEAVING Riverwood for Whiterun. Down the path will encounter the 3 imperial soldiers escorting bound stormcloak prisoner. With ugrids =5 they spawn close to me. Ugrids 9 (or even 7) they spawn much farther away from my position. 200 yards maybe.the 3 nobles going to wedding. Instead of the smooth single file walk, they’d be moving 1 at a time and running to catch up.the 2 Stenddar warriors. Same as above^. Running all around yet no hostiles-Khajit thieves that demand money when I’m on foot. Won’t speak when I’m on horse and won’t attack if I hit them. Will move spastcallyteleporting or abruptly appearing objects. Those small carts appearing suddenly. There’s one on the way to Anga’s mill from Whiterun. It’s on my left as I approach it but instantly ports to my right and up a ways. Barrels suddenly appear and actually damage my horsethe weirdest tho was on way to Markarth. Saw a chicken running wildly across bridge past me. Followed it where it stopped close to Blind Cliff Cave and started pecking. Then a mudcrab comes across same bridge. Not hostile. I follow it to in front of Blind cliff cave, it goes in water, hunkers down, and eventually becomes hostile. Another crab does same thing soon after. It’s like all 3 were going to where they were supposed to have spawned at, so they could resume normal behavior.====================================================================== Thing is, I haven’t played enough vanilla skyrim to know if these things are normal game bugs or anamolies caused by changing ugrids. I’m afraid if stuff is spawning out of place, it could possibly mess things up badly. The above example don’t bother me but I’d be miffed if a quest giver was spawned off a cliff or something lol. So if you folks might know if some of those things are just normal AI bugs your thoughts would be appreciated! Also if you have any advice on getting ugrids=9 to work more stable I’d love to hear it. I tried 7 and it’s okay, but it ain’t 9! Not sure 7 is worth the risk. Thanks!
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DROPPED The Skyrim Distance Overhaul (by Grieche)
Necrokat replied to MadWizard25's topic in Skyrim LE Mods
hiya! so will any of these Distance type mods help with the pop-in that occurs with the default ugrids=5? added far away stuff is great but what bugs me the most is how details and objects suddenly appear out of nowhere about 150 feet in front of your view. BAM! very disconcerting. anything that can me done about this pop-in, other than raising ugrids? thanks!!