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Everything posted by Kuldebar
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Just for comparative info purposes: I use RYL in a non-STEP mod build (185 ESP's) and at level 39 haven't had any issues when Dragons attacked cities/towns. I did have an Elder Dragon attack Winterhold College courtyard just as I was being given the final part of the "tour"...I had to reload the save because it disrupted the quest. After the dragon was killed, she went inside the hall to eat a sandwich and told me she'd talk to me more after completing the "tour"... /reload from save...dragon still attacked again but I managed to just finish the tour before it showed up...by 3 seconds. Only dragon related mods I use are BellyAches New Dragon Species.
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ENBoost instructions don't seem to pertain to ENBoost
Kuldebar replied to Quitch's question in General Skyrim LE Support
The Nexus link to ENBoost should be removed (it is, I just checked). Just instructions for configuring/editing the enblocal.ini & enbseries.ini are all that's needed after the user downloads the files from the official site. I'm looking at the instructions...I don't see any issues. You may have issues if you are reading the enclosed instructions that come with the ENB files...as they may differ. -
I understand how some of those instructions can throw people off, especially due to the fact that people have varying levels of experience doing these type of things. Keeping STEP revised/edited/corrected is a full time job in many respects, so some rough edges like the ones you have noted slip through the process.
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It's either a script/mod or an ini setting (Plug-in default ini's to eliminate the latter possibility). To eliminate the cause, load a clean save character made from a game with ONLY OFFICIAL Bethesda files) (I always keep one around for testing myself) and load into your modded build...see if problem persists. If it does, start disabling mods as a troubleshooting method.
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It does sound like a mod, TBH...first person perspective/realism type mod.
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ENBoost instructions don't seem to pertain to ENBoost
Kuldebar replied to Quitch's question in General Skyrim LE Support
Just download the latest binaries from ENBDev, v252 is the most recent. https://enbdev.com/mod_tesskyrim_v0252.htm Obviously you will need to edit any enblocal or enbseries ini files according to the instructions you are following, if you already have them edited...don't overwrite them if you are updating the ENB files. -
You made ini edits for camera? Can you link to the instructions? I don't see them here: https://wiki.step-project.com/STEP:2.2.8#1.D._INI_Tweaks If it looks something like this in your Skyrim.ini: [Camera]fOverShoulderAddY=0.0fOverShoulderPosZ=18.0fOverShoulderPosX=0.0fOverShoulderCombatAddY=0.0fOverShoulderCombatPosZ=24.0fOverShoulderCombatPosX=0.0fOverShoulderHorseAddY=-72.0fOverShoulderHorsePosZ=50.0fOverShoulderHorsePosX=35.0fActorFadeOutLimit=-100fMouseWheelZoomSpeed=60.0f1st3rdSwitchDelay=0.95iHorseTransitionMillis=001 Just remove/remark out the entry to see if the problem goes away.
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The files are part of an archive, so you will need to download the full archive and go from there. Yes, you are correct, those instructions are not worded very well, so you will have to understand what the intent/object/goal is in this process and just make do as I outlined.
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Interface delays can be caused by script lag, or a slow CPU (which is not your issue). But it certainly sounds like you aren't using VSYNC...the game doesn't do well over 60 FPS and there are indications that the sweet-spot for gameplay mechanics (scripting, AI, quest timers, physics...etc) is actually somewhere below 60 FPS. So, flying in the dark through clouds of many unknowns, I suggest you copy your saved game to use for testing purposes: Use vanilla Skyrim.ini & SkyrimPrefs.ini settings. Remove your old ones, run the Steam Launcher and new ones will be created. If you are using Mod Organizer, you will need to update the applicable Profile with the new ini files. Don't mess with VSYNC, preferably just use the Skyrim's default settings for it and certainly don't have it forced it off in your GPU control panel. If you use ENBoost, set VYSNC enabled. NOW LOAD your saved game. Observe. Any changes? If no changes then now it's time to see if you have orphaned/rogue scripts/mod specific bogging your game down. Start the process of elimination. (It may be worth looking into active scripts via the Save game script cleaner by Hadoram) Not (at least initially) for actually using to clean, but for its ability to show you the active script instances you have running in a particular save. All the appropriate warnings apply, if you should choose to use this nifty tool, make a backup of the save file first and read the instructions for the utility. Back to elimination process: systematically uncheck in Mod Organizer blocks of mods and load the game up and see when and if the problem changes. Repeatable issues/constants are the easiest to resolve in most cases because when you take the cause out of the equation, you have your solution.
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It's very important you follow the instructions or you will have a mess in implementation. Now: If you use Mod Organizer, which you should be using, it's really easy. Using MO, Download the instructed mod. Install it. Now, right click on the newly installed and enabled mod entry on the left side MO's window pane Select Information from the menu that pops up. In the new window, choose the Optional ESP's tab Now click and highlight on the ESP which needs to be disabled under available ESP, using the arrows on the right, move esp/esm to Optional section. Now all the mod's data folders are installed minus the ESP which STEP will be providing a replacement for. If instructed, additional files and folders can be hidden or removed via the Filetree tab by right clicking the file/folder and selecting Hide. Please remember to follow load order instructions in addition to the above procedure.
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ENBoost instructions don't seem to pertain to ENBoost
Kuldebar replied to Quitch's question in General Skyrim LE Support
Yes. ENBoost is in the ENBSeries files....can't have one without the other actually. What makes it just "ENBoost" is when you turn off the advanced graphic effects via the ENB settings in the instructions. The baseline is ENBoost, really no reason not to run it because it does wonders for video performance; from that baseline, there are a slew of additional settings that can be configured to turn on graphical effects and fixes if a person chooses to do so -but they will impact FPS to some degree. I personally love ENB for all the awesome things like parallax, detailed shadows, particle lighting and mist effects. But I also can live just fine with 30 FPS...some people have cows if they aren't hugging 60. -
ENBoost/Skyrim INIs recommended STEP settings wrong?
Kuldebar replied to blattgeist's question in Post-Processing Support
Been running with compression disabled (EnableCompression=false) the past few days since this discussion. All is well, game is smooth, I've had a single CTD on a fast reload after dying in a busy area and it didn't happen again after game restart. -
Nice find on the patch note! Yes, I ran Tes5Edit and deleted the UHP cooking pot addition, of course keeping a backup. I usually do my best to ensure that a very limited number of mods (one being preferable) edit the same related records. And, if more than one mod does, they are compatible. But the unofficial patches are so broad in scope...that keeping abreast with compatibility becomes a herculean effort...and I'm not even a modder, just an end-user! It's worse in one sense that it's silly things like a single NPC's face or a cooking pot when compared to the time expended to fix and "unfix" it.
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You state the nature of the challenges so well! It's a type of mission creep...when does a "patch" become a mod? To many people CCO Remade is definitely a "fix mod" and certainly Clothing and Clutter Fixes and Weapons and Armor Fixes - Remade as well...but most of us wouldn't call them patches I'd venture to guess. The demarcation point between a patch and a mod as you have stated is what's needed here. A patch should focus with laser-like intensity on fixing game-breaking bugs refrain as much as possible from taking on aesthetic, superficial design flaws that inherently lack objectively derived solutions. Talk about a whole can of unnecessary worms! The USP/DGP vampire face issue I ran into dovetails into this whole topic, once again an aesthetic edit was made when the Unofficial Patch modified FaceGen files for NPC's as Arthmoor explained and to his credit pointed me in the right direction: Well, sure enough: "C:Mod OrganizermodsUnofficial Skyrim Patchmeshesactorscharacterfacegendatafacegeomskyrim.esm0001367c.nif" "C:Mod OrganizermodsUnofficial Skyrim Patchtexturesactorscharacterfacegendatafacetintskyrim.esm0001367c.dds" Hiding those files restored the NPC skin tones. So, I thought I'd be diplomatic and: Keep in mind there absolutely were no other mesh related files editing that NPC. Arthmoor's final remark: So, my belabored point in the rehash is that if no acceptance for owning a problem comes from the "patcher" side of the house, it's very unlikely that these types of changes will ever be reconsidered before implementation. The USP Series becomes the tail that wags every dog in the pound instead of just being the floor of the kennel.
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It's very hard to troubleshoot script issues because conflicts with scripts, unlike say a texture or mesh, aren't so simply visualized or represented. You most certainly have a conflict but it is script-based, no mod manager can really inform you of such things only give basic ordering information for some mods. Example: fubar123.pex used in Mod X causes a certain type of NPC to do something when something happens. Meanwhile there's hosedupURgame123.pex from Mod Z that causes certain of the same NPC's to do something when nothing happens...the possibilities are nearly limitless and full of branching outcomes. Well, guess what? You now have an asymmetrical conflict (not consistent or necessarily repeatable in the same way due to variable's) and you won't ever really know why unless you wrote the scripts yourself and understand what they are doing in the game. I love scripts but some modders play a little too much like gawd in their creations without fully realizing or at least acknowledging what they are unleashing into other people's game. Arthmoor said it best:
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OK, similar to my last problem related to the Unofficial Patches, this one was a lot easier to figure out and I'm not going to bother posting it to Arthmoor based on his attitude in regards to MO and inability to process constructive observations...he simply says it's a conflict...(duh!) or Mod Organizer induced... The issue is that modding is all about CONFLICTS...I choose THIS to overwrite THAT...but when the Unofficial Patch somehow keeps me from making a change that even the official game would allow...therein lies the problem. So, here's the issue: Somewhere along the line UHP added a type of cooking pot (XX10c205) to Proudspire Manor and even though I use a customized version of Proudspire...the pot still showed up in the kitchen, slightly offset and hanging in mid-air overlapping the cooking pot added/edited by Proudspire Manor TNF - Hearthfire by goatk. Anytime I run into these type things, I reload from a previous save outside the cell in question and see if the issue is just a "glitch". Well, it was repeatable and using the console I could determine that the object came from UHP...bizarrely a formid which isn't in the official files...so added, not an edited existing object. I could have disabled/markedfordelete in game, but I didn't want to do that until I knew what mod was adding it in... So, my question: If I have a mod that edits a cell, like a player home, why is one object (the cooking pot) from UHP insinuating itself into the game...I presume because it's a new item and not an edit? Please tell me if I am wrong, but if the Unofficial Patches are adding new objects (that aren't in the official files) to cells that then get edited by another mod...doesn't that make modding just that much more difficult for everyone involved? The way I see it...if a new cooking pot needed added to Proudspire, let people make and use a mod for THAT...don't roll such a thing into a patch that steam rolls the work of other modders...
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Yes, I played just fine with 384/256 on a heavily modded Skyrim but as you said it's a negligible gain to "save" 128MB in the scheme of things; plus with the additional risk of later on in a game exceeding that block allocation. Of course Sheson's Memory Block Log is very useful in determining the parameters for allocation usage but I suspect that most people aren't thoroughly correctly gauging the results either by not running it long enough or as a true stress test.
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It's probably a mesh related issue...if it was actually missing texture...well it'd be a purple/black Familiar... and not "invisible". Example: Now, textures can go missing if the associated mesh that references them is erroneous either in their design or from improper installation of files. SMiM can have this issue if the texture it references is missing or incorrect.
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That's been a recommended setting (not sure that's still the case), it causes world map flickering or something...TBH even if there is flickering, it's not worth sacrificing, IMO. The Skyrim Revisited Legendary Edition is a guide for a modded and stable Skyrim experience.https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition Under [PERFORMANCE], set EnableOcclusionCulling=false. This can cause flickering on the world map if enabled. I always keep it enabled, noticed no downside.
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As long as we aren't talking 'inifinite" type screens, I'd put up with longer load screens if it ensure the game is loading cells and saves properly. Same logic I apply to the Papyrus fPostLoadUpdateTimeMS setting increase I use in my game. Yes, it was widely reported, starting with Sheson that the memory patch could make loading duration a bit longer...think about it...you are now moving bigger chunks of data versus before when the game had to run its usual triage method of game data management. The result should be smoother game play because stuff is loaded that wouldn't have been before the patch. This same concept applies to a certain degree with ENBoost as well After all, there's no such thing as a free lunch. As for your visual issues, if Shift-F12 doesn't cause them to go away...then you have mesh related issues or something else non-enb related going on or a ill-applied (SSAO/AA etc) GPU control panel setting...or less likely you are using particle related files that require some advanced effects with the ENB to be enabled... Basically, it will be really easy to pin-point if ENB is the cause. If Shift+F12 does "solve" the invisible/visual glitches than you have something wrong with your enb files and/or settings: -either you have trash files from an old preset installation interfering or you fat-fingered something -or you are using a bad preset that has issues
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Ah, I never encountered that issue because I never used DD...I did however use Bellyaches New Dragon Species and Ohdaviing Replacer by Bellyache and had no issues with RfYL, the NPC's reacted as they should with the added dragons which were usually far from settlements in the first place.
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@ oqhansoloqo For dragon's I use Run for Lives (for NPC survivability), and have never had an issue...but dragons of course attack differently than vampires. As for NPC's dying from Vampire Attacks...well I generally just avoid travelling at night into towns and cities. This greatly reduces the likelihood of the Dovahkiin "stumbling" upon (let's be honest causing the vampires to spawn) these night creatures in populated settlements. At night, if not in a town, I camp. If in a town before night falls I seek an Inn or other interior shelter and don't emerge until dawn. I save many lives this way.
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Is there a mod that... (Mod Detectives)
Kuldebar replied to rootsrat's topic in General Skyrim LE Discussion & Support
Yes. College Visitor Pass by Jokiros Well received, good reviews... -
Benefit of the doubt, courtesy, but also there was a vampire sprawled dead in the empty streets of Solitude when I first investigated (before I had figured the rest out). I also briefly saw a citizen run pass me into his house and other than the guards executing standing on the empty execution platform no other NPC's were in sight...until I entered the Winking Skeever. And OMFG...wall to wall NPC's (vanilla and modded) So, my best guess, there was another vampire or vampires somewhere either stuck or cowering...but it was nine in the morning so, I don't know how that would work. Unmodded: All the brave citizens of Solitude would have attacked the vampire interlopers, some (those not flagged essential/protected) would most likely die WVA Modded: All non-guard/soldier NPC's run for their homes and Inn and stay there until the menace is removed. What could possibly go wrong? :)
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That's kind of my point. (that whole match analogy...or was it metaphorical, meh, too lazy to google it atm.) It's not a bug..it's working as intended...but it's a caustic mix because it messes up scenes like the Roggvir's Execution... Drop a burning match in gasoline, don't say the match is broken if a fire starts. PS. the additional NPC Mods I use don't add any scripts, but obviously adds actors which are impacted by WVA's scripts. We all have different builds (STEP clones aside), for me it was simple decision tree: If I add Mod A to my mod order and it causes this issue that I don't have without Mod A installed, then I will probably be less likely to want Mod A in my load order because on the balance I get more benefit from Mod's B through J which don't cause the problem when Mod A isn't active and present. Further when the mod author essentially recognizes the outcome (to his credit, I suppose) but states it's the price of doing "business" -well, it frames things out very succinctly:

