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Everything posted by Kuldebar
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Yes, but there's also some other subtle/not so subtle problems which can occur mainly because scripts can interact with each other in way not necessarily predicted or planned by the mod other along with so many other variables in a modded game. I've never used Wet & Cold (mainly due to it being script heavy) but here was my experience with WVA: This was in broad daylight (9 AM game time) by the way. I don't really categorize it as a conflict (as Arthmoor seems to do) It's just not a good feature to have in the game because it will step on other game routines in the manner I described in my quote.
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I couldn't bring myself to use that mod because it would just blow all sense of "realism" out the window. "Hey look, handily pre-marked for the convenience of lock-pickers!" I use lockpicks very rarely, my Battle mage (Heavy Armor, 2H, Archer, Bound Weapons/Summoner, Alteration, Restoration) uses spells on locks...at the present (level 25) he can open Adept level locks with alteration magic. (I also use SPERG).
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Skyrim Misc Patches Collection
Kuldebar replied to Razorsedge877's topic in Skyrim Revisited (retired)
Skyrim Misc Patches Collection doesn't always play well with the Unofficial Patches, additionally, since it doesn't has a universal appeal or a large team working on it, it is prone to having some serious bugs/errors pass through into released version. As a former user of the collection, I suffered a corrupt terrain edit in the Solitude Lighthouse area and TBH, that cooled my enthusiasm for the fixes offered in the mod. Now, having stated this, some of my problems with SMPC can also be said about USP/et al. But, the larger team for the Unofficial Patches and its popular almost universal usage helps keep most catastrophic problems in check. Arthmoor's attitude isn't necessarily shared by me either, concerning SMPC, in fact I think he is somewhat hypocritical about his stance on things and doesn't take constructive criticisms all that well either when it comes to "fixes" that aren't really fixes or that break stuff. -
I was really torn between this ENB and Seasons of Skyrim, Seasons of Skyrim is a little more refined (it's been around a lot longer and I get better FPS) but Undramatic was very close in the running and something I switch back to when the mood hits me.
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No offense to Apollodown...but I never was enticed to download his stuff...it just seemed too risky...his humorous mod descriptions aside. Having 185 esm/esp's in my Skyrim, I have to be very careful.
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This mod has some serious drawbacks: you can end up with a chain reaction situation where all the NPC's become locked up in "run" mode and don't resume their usual activities. It's a ticking time bomb of sorts because you don't have a problem...until you do. Disabling the mod usually sets things to rights, but speaking for myself, I'd prefer to not have to do such things. Run for Lives doesn't share the same issue, mainly because Dragons, unlike Vampires don't "hide" or attack in large numbers. Arthmoor: Script conflicts are very hard to troubleshoot or predict compared to record conflicts.
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I literally just read that information an hour ago, based on that and the dev post linked from there, I tweaked my settings: [Papyrus] fUpdateBudgetMS=1.4 <---slight increase, hedging my bets to make allowance for NPC additions/SPERG/iNeeds/Real Clouds, etc fExtraTaskletBudgetMS=1.4 <---slight increase, same as above fPostLoadUpdateTimeMS=1000.0 <--- I can afford a slightly longer load screen if it will ensure that the Alik'r actually talks to a Whiterun Guard versus thin air and Fralia Gray-Mane has two Battle-Borns to contend with versus one or none. If you don't run a vanilla game, why run a vanilla papyrus? Even the Bethesda Dev gives a nod to measured tweaking:
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Papyrus tweaks have always interested me but have left me largely dissatisfied. I ran across a STEP Wiki entry suggesting Lumaan's Papyrus Tweak: The only settings that seem worthwhile to adjust, in a heavily modded Skyrim are these: fPostLoadUpdateTimeMS fUpdateBudgetMS fExtraTaskletBudgetMS I think these three entries help alleviate issues of loading into/or transitioning into cells that have a lot of scripts firing off which can quickly swamp the default parameters set for Papyrus. The other settings for Papyrus seem to be rather too obscure to edit in any informed manner...other than just experimenting. Also, the other entries are far less universally applicable to individual installations. It is really hard to nail anything down regarding Papyrus Tweaks. I do support a "less is more" approach, but a heavily modified Skyrim could not have been part of the expected load for the default settings at least when it comes to additional scripted event handling. UPDATE: On further consideration and play time...I think messing with budgets is counter to good performance. It's better to just up the load update parameter so scripted settings can be properly prepared. (How often have you loaded into a cell to have an NPC having a conversation with another NPC who isn't present on the scene?) This indicates that essentially the cell loaded before the actors were set inp lace by the Papyrus handling.
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It does utilize scripts so the standard warnings about removing apply, but the judicious use of the Save game script cleaner by Hadoram can set your mind to rest. If no script instances for cloudscript shows up...no worries and no reason to clean...I use Real Clouds...myself but I don't run any weather mods.
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I find vanilla blown snow effects to be too much like smoke or fog and think the more granular and gritty treatment is far more believable and immersive. Wind blown snow drifts, like sand, starts out from larger particles, in this case often frozen masses of compacted snow & ice, and get further and further broken down once the wind starts to do its job. So particulates will be varied in size the closer one is to the edges being wind blasted. Where wind driven snow differs from desert sand is in the "roundness" of the grains. While snow can be fine and powdery, it is far more likely to be in the earlier stages of its life cycle unlike established desert sand dunes. Fluffy snow isn't usually blowing around because it is heavier and "wet", it's the dry stuff which does act more like sand. And anyone who has sand blasted by the wind into your face knows that stuff isn't very smoke like or fine. So the short answer: Gritty, grainy snow has a basis in reality in the same way different sand types are processed in nature.
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HD Detailed Terrain by Soolie I don't have it active in my current game, I think I unchecked the mod when I was running a test prior to my current actual play through. My ENB sharpens textures, that combined with HD Distant Terrain made it overly sharp, I prefer it to be a little "blurrier". Also, if I recollect, I was trying to keep VRAM usage in check, I had the 50% and the full version...both seemed to peg the VRAM up a bit. I am using Detailed Terrain and Tree LoD by Rennn with Realistic Aspen Trees by AceeQ (compatibility provided by Detailed Tree LOD for Realistic Aspens by Kidhedera) I'll enable HD Detailed Terrain - 50 Percent Version and have it overwrite HQLODs - Textures Original.
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ENBoost/Skyrim INIs recommended STEP settings wrong?
Kuldebar replied to blattgeist's question in Post-Processing Support
ENB GUI says I have 4800MB...versus the 4095 that DXDiag gives and the 3968 I usually manually set it to... I recall the 10240 max being given out by Boris...he was bemoaning (understandably) that people were setting ridiculous amounts for VideoMemorySizeMb. Strange...maybe he was just trying to herd the cats... -
Seasons of Skyrim ENB True HDR (by bronze316)
Kuldebar replied to TechAngel85's topic in Post Processing
Well, it still looks like there's a handful of books that aren't getting changed, very strange, maybe DLC additions or something, but at least it's not every book. ...bright flash to your right, react! (Army taught me to lay face down on the ground, feet pointed toward the "light" with hands over crotch in the event of a nuclear strike) -
Discussion thread: Easier Lockpicking - Without Cheating - Nordic Retexture by Gamwich Wiki Link I admit, this appeals to me. There's not enough scratches for reference points on the vanilla ones.
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Want a small beginner home with a lot of storage? (no mannequins/plaques just pre-labeled containers for your stuff) Cobby Lodge ...Contains... * Alchemy Lab * Enchanting Table * Smithing Wheel * Tanning Rack * Smithing Anvil * Smithing Workbench * Lots of Chests (all being well, they won't respawn so all your items should be fine). * Cosy, warm Living Quarters. * 2 Single Beds * Plenty of Seating throughout the interior & exterior as well as plenty more beautiful features for you to discover... It's a lot more useful to me than the Provincial Courier Service building. :) I edited the note for the new owner:
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ENBoost/Skyrim INIs recommended STEP settings wrong?
Kuldebar replied to blattgeist's question in Post-Processing Support
I can only speak for my own experience on my system (specs below) but sudden CTD's that happen after a fast cell load or opening up a large inventory when a lot of other things (new cell, number of NPC's, effects etc.) are going on, are what I attribute to having the ReservedMemorySizeMb set too low on my system. Every time I took some advice on lowering the value or simply decided to experiment with numbers lower than 512...the more instances of such CTD's I would have. Basically, the smaller the ReservedMemorySizeMb size the more prone I am to have CTD's of the nature I described. (My CTD to hours played is really good btw...the period between them can be measured in days if not weeks) I find this odd, but my slow, plodding evolution of awareness has led me to always keep ReservedMemorySizeMb over 512MB. Boris stated: Smaller reserved memory size "less ram usage of the game (fewer CTDs)" ...which is pretty much the opposite of my experience on my system but what I originally had taken as the gospel by running with 64, 128 or 256 sizes. Then in his next sentence...Boris drops a counter bomb by stating that higher values might have positive returns. So, in my opinion, there's quite a bit of latitude for figuring out what's best for your system. You may have plenty of VRAM, but the ENB has to juggle stuff around, maybe ReservedMemorySizeMb isn't something to just leave sit at 256...especially when you have those sudden desktop visits and other causes have been ruled out. (Your delaying the main quest/CTD theory doesn't sound plausible. :p ) UPDATE on my "testing" with compression set to false Well, my game is more responsive with less delays when doing certain actions like the KeyFreeVRAM and less sluggish turns on character, the camera moves more freely. Distance LOD handling appears improved. FPS doesn't appear to have been impacted plus or minus, other than the general responsiveness which is improved but hard to measure. VRAM usage is up, but not alarmingly so...I had no CTD's but I also upped my ReservedMemorySizeMb, here's my settings: [MEMORY] ExpandSystemMemoryX64=true ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=896 VideoMemorySizeMb=0 EnableCompression=false AutodetectVideoMemorySize=true * changed settings So, I am going to play with the changed settings for while, so far I have no reason to revert back to compression. UPDATE #2 Still going strong, another plus with compression turned off is loading into a cell there's not that usual freeze I used get as my character rendered into the environment. Exiting Shroud Hearth Barrow, for example... I'd usually have a brief sluggish moment after leaving the dungeon, not so anymore. -
LOL, always so many opportunities for "more testing" -I'd like to get a character passed 35 one day. The more triangles, even though they are simple triangles, still would add to the overhead in rendering load. This assumes that the High and Medium Res. version are significantly different in quality, of course. Mesh before: Mesh After: Also, you bring up the ENB options in game and see the polygon counts. Here we go: Medium Resolution Mesh: https://i.imgur.com/kTTCTdP.png High Resolution Mesh: https://i.imgur.com/ZkgYAuW.png Just realized, the FPS is cut off in the screen :/ but that's a transient thing anyways and not conclusive. NVM, it's there. /blind
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ENBoost/Skyrim INIs recommended STEP settings wrong?
Kuldebar replied to blattgeist's question in Post-Processing Support
I had my first CTD in like forevah with compression disabled...inside the Temple in Whiterun of all places when I panned my character around inside while the Priestess was talking to the Pilgrim. There's still plenty I could test, but, TBH, my game seems to run fine if not better with compression enabled but I can't back that up "scientifically". I suspect ReservedMemorySizeMb would probably need to be adjusted according to the texture load and the system and whether compression is used. I can't see how there wouldn't be some interaction between reserved memory settings and compression activity. The ReservedMemorySizeMb is now my flavor of the month setting it seems, I just upped it after my compression experiment CTD to 896MB from the 512MB previously. That reminds me of the SkyUI/SafetyLoad CTD's I used to get before the days of SSME/Sheson. -
ENBoost/Skyrim INIs recommended STEP settings wrong?
Kuldebar replied to blattgeist's question in Post-Processing Support
So, best answer regarding compression: it depends. I think I will run a lengthy more varied session without compression enabled so I can better gauge things like the occurrence of stuttering, freezes, choppiness along with general FPS rates. -
I was waiting for some clarification, but my understanding is that the more complex the mesh, the more work your system has to shoulder. Also, I wasn't really comprehending his statement: If the difference is only "psychological" why use a higher res. mesh?
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Interior Mist Issue - Dark Outlines Around Objects
Kuldebar replied to oqhansoloqo's question in General Skyrim LE Support
Great point, and having the video card control panel settings incorrect will cause a variety of issues when running the enbseries. Usually you will get a warning for AA related issues, but I'm not sure if that triggers for other incompatible settings that can occur. But the OP doesn't use an ENB Preset...so the glitch is anomalous (non-repeatable upon re-entry to cell) or caused by conflicting cell/image-space edit. Also, sometimes things just get rendered wrong or incompletely by the game engine and it's worth just reloading from the desktop or even rebooting your machine. -
What is your monitor refresh rate? My dear old LED is 72, though Windows says 60...if you have one of the newer models with a higher than average reported/recognized refresh...that could explain the results. VSYNC ideally only caps FPS to the monitor's rate...if that rate can be achieved. If it can't be achieved, it drops it. Arkalius Limp Gawd Status: How VSync works, and why people loathe it
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ENBoost/Skyrim INIs recommended STEP settings wrong?
Kuldebar replied to blattgeist's question in Post-Processing Support
Yeah, I tried it out after my last post in this thread...my VRAM went up by 200+ on average in Falkreath (ETAC). I have GPU info displayed on my G13 Gaming Pad while I play using AIDA64 Extreme Edition report monitor. I have two GPU Memory Readings, one is usually hovering slightly under my physical GPU chip based VRAM (1024) and the other is usually under 450MB..without compression the second entry was 650+MB: -
Seasons of Skyrim ENB True HDR (by bronze316)
Kuldebar replied to TechAngel85's topic in Post Processing
Yeah, I would have been content with just it, but Mancer's Pack doesn't cover all the paper objects...so blinding books still were an issue.

