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PCG4m3r

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Everything posted by PCG4m3r

  1. It looks like just reaching out to you and you responding was the magic sauce I needed, because guess what? IT WORKS NOW! I'm so happy! I took your advice and spent some time reading up on various topics, but based on my error (IRQL_NOT_LESS_OR_EQUAL) the common response was that it was likely something related to the RAM. Digging further, I found a couple suggestions about increasing the memory voltage up to 1.35 and I recalled seeing that in my BIOS. I never enabled the XMP settings for my RAM (I called it "SPD" in my original post but meant "XMP"), because I was getting fast enough performance with just stock settings. However, with XMP enabled it boosts my voltage to 1.35 to achieve the higher speed settings and that was all I changed. After booting to Windows I loaded up MO2, ran DynDOLOD and it worked without a problem. Hopefully this helps someone else who may be in a similar situation. Thanks sheson! I now have beautiful LODs again. You're awesome and thanks for the help!
  2. Hey sheson, First, I wanted to say thanks for all your hard work on DyNDOLOD and making our Skyrim look better! I really appreciate everything you do! I'm a bit distraught, because I seem to be running into a problem I can't resolve and I'm at my wits end. I used to run DynDOLOD with Skyrim LE (Oldrim) fully modded and never had any issues. I took a long haitus from playing/modding and now I'm trying to scratch that Skyrim itch again with a modern PC I built late 2019 and with Skyrim SE fully modded. However, for some reason I am getting Windows blue screen (BSOD) only when I run DynDOLOD and I have tried everything I can think of, but it happens every time. I have never had any BSOD with this new PC, except when DynDOLOD is running and it's not an overheating issue either, because my CPU temp hovers around 65-69 at most while DynDOLOD is running, even when it's at 100% full load and memory at most seems to top out at 30% utilization (64 GB). EDIT: I do not do any overclocking. Everything is running at stock speeds and even RAM is not setup with faster SPD settings, but rather default, slower settings. I know the typical response about Windows BSOD is that it could be driver related or hardware related, but all my drivers are current and I have even stress tested this PC when I first built it without any issues (I have been building my own PCs for many years so have experience). I have pushed my CPU to 100% load with stress tests and have also run MemTest86 tests for hours with 100% success, no errors, and no BSOD (full CPU load). My PC specs are further down. I am following "The Northern Experience" modding guide on Nexus and everything was going great until I got to the end (after many days/hours) when I ran DynDOLOD and it saddens me that I can't seem to resolve this. I was able to run xLODGen and TexGen just fine, but only DynDOLOD is where I'm hitting a wall. In the DynDOLOD advanded configuration I have checked/enabled all worlds (upper-left) and have the following boxes checked/enabled as well: Candles FXGlow Generate static LOD Create texture atlas Generate tree LOD Generate DynDOLOD Windows High Fake lights child worlds I initially had chosen the High settings, but then switched to Medium. I have also tried Max tile size of 512 and 256 (with Medium settings). I even tried running DynDOLOD 32-bit instead of 64-bit and have also changed my DynDOLOD_output folder to a different drive than what I originally had setup. I even went as far as to open Task Manager and kill every process that I know doesn't need to be running and also shut off my Anti Virus (Kaspersky) before running DynDOLOD. No matter what I try I still get BSOD. The BSOD error I keep running into is IRQL_NOT_LESS_OR_EQUAL. And the last time I ran it I wrote down the step it was on right before BSOD, which was the following, but I had also observed it going to BSOD before that step as well, so I don't think there is a consistent BSOD point. "Creating atlas textures V:\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds from 179 textures" The only thing I have not tried is copying my entire modded SSE and MO2 + DynDOLOD to my old PC (where I used to run Oldrim) to run DynDOLOD from there to see if it works. But that's a lot of data to copy over and if it's the only way to get it to work and I have to later make changes to this modded setup, it will be a pain to have to run DynDOLOD every time I change something. It's still something I may try out of desperation, but I'm hoping you have some suggestions that may help me figure this out. My Specs (Note I have also turned off the option in my UEFI BIOS to prevent CPU from using Turbo but still get BSOD with DynDOLOD) Motherboard: MSI MEG Z390 Godlike CPU: Intel i9-9900KS Coffee Lake 4.0 GHz LGA 1151 (5.0 GHz Turbo) CPU Cooler: Corsair Hydro H150i Pro 360mm RGB Water Cooling Kit Thermal Compound (CPU): IC Diamond 24 Carat Thermal Compound RAM: 64GB - 2 x Corsair Vengance RGB Pro 32GB (2 x 16GB) DDR4-3200 PC4-25600 CL16 Dual Channel Kit (CMW32GX4M2Z3200) GPU: EVGA GeForce RTX 2080 Ti FTW3 (Triple-Fan 11GB GDDR6 PCIe 3.0) PSU: Corsair AX1600i 1600 Watt 80 Plus Titanium ATX Case: Corsair 1000D System Drive (SSD): Samsung 970 Pro 1TB SSD 2-bit MLC NAND M.2 2280 PCIe NVMe 3.0 x4 Internal Games (Skyrim SE + MO2 + DyNDOLOD) Drive (SSD): Samsung 860 EVO 4TB SSD 3-bit MLC V-NAND SATA III 6Gb/s 2.5" Internal NOTE: 8 x 120mm intake fans in front + 2 x 120mm exhaust fans in back and 2 x 140mm exhaust on top (radiator) CPU idles around 34 degrees and never goes above 69-70 degrees at full 100% CPU load Help!
  3. So after getting excited about the Special Edition, installing, and playing for a bit with some of the early mods, then realizing it's not the same as a fully modded Skryim (i.e. SRLE) and also realizing it's going to take a while for many of the SRLE mods to be updated, I decided to come back to SRLE with the original Skyrim after a very long hiatus. I've been missing the world of Skyrim and SSE put me back in the mood to play! I'm up to the "Mod Merges" point in Neo's guide and just did the first one (Bathing in Skyrim). I was able to complete it successfully and even went through painstakingly verifying every script, texture, etc. were copied to the merged mod correctly (since it was the first one I just wanted to see how it worked). But I noticed the following message in one of the log files: Decompiling scripts Decompiling 3 scripts No files found matching R:\SteamLibrary\steamapps\common\Skyrim\Merge Plugins Standalone\temp\pex\*.pex Since I'm new to the Merge Plugins tool, I just wanted to see if this is normal? If that's normal and can be ignored, then great! If it's not normal, any advice on what I need to do to stop that message from happening? I don't know what scripts it's looking for in the Merge Plugins path in that case. As far as I know I setup everything correctly and all my settings match Neo's screenshots in his "Mod Merging Subguide" except for directory paths of course. I have the Champollion.exe installed (32 bit version), have the PapyrusCompiler.exe path correct, and also have the TESV_Papyrus_Flags.flg path setup along with proper MO paths. I'm not sure if there were any extra scripts or anything I was supposed to copy over before starting the merge, but I did make sure I extracted in place the "Scripts.rar" in the Skyrim/Data folder which was a very early step in Neo's guide. I hope this is just a normal message and I can move on.
  4. I also have Steam and ran into the same problem with ingamemenu.ws after the 1.31 hotfix. I simply unmerged the scripts, reverted them back to the 1.30 version and remerged and it works just fine. This mod page provides the 1.30 base scripts and also information about what "downgrading" means you'll lose, which in my case was not a concern: Resolving 1.31 GOTY script compilation errors for 1.30 mods
  5. I'm not sure. I just downloaded and installed the latest Primer (1.15.1) and it's working fine for me. Make sure you have copied the bin and DLC folders from \Mods\modPrimer into the main Witcher 3 path and overwrite any files if prompted. Also make sure you merged everything except \game\gui\menus\alchemyMenu.ws. In Script Merger there are a couple xml file conflicts related to Primer and Gear Improvement Last Longer (under "Bundled Text") that also need to be merged.
  6. When KDiff3 opens, the bottom will show the conflicting row highlighted in yellow. Right-click the yellow line and choose B, then right-click the same yellow highlight again (notice B will show selected this time) and choose C. Now the conflicting lines from both mods B and C will be added. From there you just save and close KDiff3.
  7. In case this helps anyone out...I'm finally back up and running again with 1.30 and all mods (Primer was the last one I was waiting for). It looks like all mods Neo has in W3R have been officially updated for 1.30 except for: AutoLootKNGR's More BloodThose two have a compatibility fix via the UNOFFICIAL 1.30 Mod Update Project. These next 4 mods appear to work fine without any compatibility updates, so I'm using the latest version that was already identified or linked in Neo's guide. Improved Sign Effects (used the fixed version linked in Neo's guide)More ShadowsNo More Rolling Down StairsSelectable Main MenuI'm also still using the extra mods I mentioned in my earlier post and everything appears to be working fine but note two of them haven't been updated and may not need an update (Ultra Grass 420 and Realistic Wind Effect). Just a couple other notes: Ramccoid, the author of BLOOD, WEATHER, and SPLASH has updated those 3 mods with improved normal maps / alphas. He also said he's going to work on the unreleased extras that were in his ALL mod, but that mod is currently hidden, so I'm just using the old version of ALL still. Oddly, there seems to be even more of a mod limit than there was with previous patches. I experienced the issue where I would launch the game and it would never open, but Task Manager showed witcher3.exe was running. This was because I had hit some sort of limit, even though I had all the same mods I was using just fine with 1.24. After learning about this and also discovering there is a new Witcher 3 Mod Merger tool, I decided to try it out and merge more of the texture mods into one. After I did, the game ran beautifully. The following are all the texture mods I merged with this tool. Finally, I don't know if it's just me, but it looks like some of the .ini tweaks Neo has in his guide were changed back to default, which I'm guessing was due to the patch ...or could be because I used Steam to verify the integrity of my game cache...don't know which. I just went back through the guide to fix any settings that were missing or wrong, but there weren't too many.
  8. The Ansel tools are a great feature. I've been taking lots of good shots at various Super Resolutions, 360 degrees, etc. I wanted to post to first give a big THANK YOU to Neo for another great guide. I was a fan of your Skyrim Revisited guide for a long time. I still never finished half of Skyrim because I had so much fun modding and learned a lot from you during that time. I waited until B&W came out so I could finally enjoy TW3 completely and lo and behold I find another excellent Neo guide! Thank you for your efforts and always giving quality/detailed guides for these amazing games! Now that I've been playing the game for while after a complete W3R setup, I wanted to mention a few other mods I've installed on top of it and have had no issues. The game has been running perfect and looks beautiful too! I highly recommend the Wild Hunt Adaptive ReShade...it gives a nice contrast and everything looks more natural, to me at least, not to mention it uses the Different ReShade settings based on game location thanks to another great mod that is also in my list below. Mods that go well with W3R: Here are my system specs for reference: Regarding the Wild Hunt Adaptive ReShade, there are about 4 keys bound so that you can disable/enable to see the before/after results. You can modify those keys to your liking by looking in the various .CFG files inside the "LocationPresets" folder in \The Witcher 3\bin\x64, then look for lines with "VK_" (i.e. VK_F7 would be the F7 key), but it will only work for the settings that are turned on in the ReShade effects (i.e. where the effect has a 1 meaning it's on, while 0 means the effect is off). I have remapped mine as follows: F6 = Toggle ReShade (only turns off colors/smaa/fxaa/lumashrpen)F7 = Toggle MXAO / Indirect Lighting (only if you installed)F8 = Toggle HDRF12 = Toggle Gaussian Blur If anyone is interested, I can also post my input.settings and user.settings. One extra note: I also tried the Darker Nights mod and wanted to really like it, for more realism, but I didn't like how sometimes it would stop working temporarily after reloading a save, but then would magically appear darker again later. I think it's the mod itself and not the fact that it hasn't been updated for the latest patch, because I remember it doing this before when it was synchronized with an earlier patch of the game.
  9. I just made a new post in another thread related to Neo's SR:Legendary Conflict Resolutions that some of you may find useful, so just wanted to link it here as well: https://forum.step-project.com/showthread.php?tid=4367&pid=62188#pid62188
  10. Hey guys. I've been away from Skyrim modding for several months due to RL (work, family, etc.) and finally getting back to it again - I missed it! :) Needless to say I've been having to play catch up with Neo's awesome, new SR:Legendary guide and I really like the direction it's going, especially the consolidated Conflict Resolution ESP idea! GREAT JOB AS USUAL NEO!!  Anyway, I wanted to provide the following link to a post I wrote in January 2013 that some of you may find very helpful to keep up with changes in Neo's guide, especially the Conflict Resolution section. Like Smile44 wrote, the wiki history has some usefulness, but finding all the changes in Neo's guides I find is MUCH more efficient using the Notepad++ Compare plugin per the old post: https://forum.step-project.com/showthread.php?tid=1392&pid=22124#pid22124 Even if you only keep up with the guide once a week, as long as you have a saved text file from the last time you updated (a snapshot of all the text in Neo's guide if-you-will), when you create a new text file to compare to the previous one it will highlight all the new changes, even if it was a single character / word modification it will highlight. It will show you everything that has been removed, added, and changed. What I do is after I compare the two files and catch up to the latest updates per the new snapshot, I then delete the previous text file, keeping only the newest one, and wait for the next time an update occurs to do the compare again. I also name my text files with the date and time from the top of the guide in the file names, so I can easily tell by looking at the wiki and the previous file name I kept to see if the dates/times have changed or are the same. I hope this helps someone out! Have fun! :)
  11. Thanks statmonster! Good info and it makes sense. I'll give that a shot. :)
  12. Thanks Aiyen! Great info and much appreciated. :) As far as textures, I did process the following through DDSopt and half-sized their normals: Vanilla and HRDLCSkyrim HD2KSROSerious HDSFOTreesHDHybrids PlantsAV modsI haven't bothered to DDSopt weapons, armor, or anything else though. I will try some of your suggested tweaks. Thanks for your help!
  13. @Aiyen: Would you happen to know what ENB settings I could adjust to reduce the cost of a given setting, but not remove the setting entirely so that the feature is still there? I really like RealVision and I want to keep all the cool stuff about it turned on, such as Bloom, Adaptation, SSAO/SSIL, Detailed Shadows, Sky, and DoF, but I'm hoping I could tweak something that will not impact my VRAM as much, while still  retaining a similar quality to the ENB out-of-the-box. With all the default settings turned on (except ENB's AF - I turned that off in favor of NVidia's AF), I get a playable 27-30 FPS, but then after not too long I get the annoying CTD randomly due to ~3GB VRAM usage. Without the ENB, I don't reach the limit and can play for a long while without any CTD. I read somewhere (maybe this thread) where someone mentioned that Skyrim's shadows are handled by the CPU, but when you throw ENB into the mix, it somehow has a greater impact, probably due to ENB's Detailed Shadows I'm guessing. I've gone as far as changing: Changed uGrids from 7 to 5 (hated to do that, but need stability)Removed all Z-Fighting tweaks in INIsRemoved any extra INI settings I had added at one point for threading and other stuff (that never proved to make a difference)Changed all *ShadowMapResolution* settings from 4096 down to 2048 and even set iShadowMapResolutionSecondary to 1024 (would prefer not to go below 2048 though)I'm running 2560x1600 res with single GTX 680 4GB VRAM and 12GB system ram with i7 990X 3.4GHz Hexacore CPU. I know I can lower my res without changing ENB settings and that does help, but 2560x1600 is the native res and anything less just doesn't look as good. I also don't overclock GPU or CPU. Any tips you ...or anyone...has would be great! I just want to get this stable with RealVision ENB so that I can finally start playing!! :)
  14. I've been trying out Less Intrusive HUD II and it's pretty cool. I especially like the feature to control the placement of things like the compass in real-time so you can see the results. You can also make the compass slim among several other tweaks. https://skyrim.nexusmods.com/mods/35154 @statmonster: Those Animation Tweaks and Fixes look good too. Thanks for the suggestion. Have you tried it with a female character to get the animation to work with Sword and Board? The optional file says it requires XPMS and Neo's Dual Sheath Redux, but whenever I try it with a female character (shield on back), the shield just pops into her hand or it pops back on her back when sheathing and it doesn't have the nice animation like the ATF video shows. Maybe it only works for male characters.
  15. I read that the latest version of Afterburner (3.0.0 beta 9 I think) works with ENBs, but I haven't tried it out myself. I personally use EVGA Precision X (latest version), but I don't do any overclocking with it. It works fine with any ENB, but I only use it to control the GPU's fan and to see the temp on my gaming keyboard's LCD.
  16. Thanks Aiyen. Good tips! :) And yeah I definitely like the in-game GUI for adjusting settings with v0157. There are just so many settings, it's sometimes hard to know what to change to get that pseudo-perfect look for my personal taste, but at least the GUI makes it easier to tweak. I think I'm definitely sticking with RealVision for now.
  17. That's a good find, PCG4m3r. Just out of curiosity, what do you use in your system? I ask because I only use a Radeon HD 6870 with 1 GB VRAM for graphics, and I was wondering if that would saddle me down too much.Credit goes to Kal for finding that one. I was just agreeing with his/her choice after trying it out myself. :) I guess I should have posted GPU, since it does make a difference, especially with ENB (which I believe relies more on the GPU). I'm running a single GTX 680 with 4GB. I do use mostly 2048K textures for almost everything and half-sized the normals only on Skyrim HD, SRO, Serious HD, SFO, TreesHD, and the Vanilla/HRDLC packs. I'm also running 2560x1600 resolution (30 in. monitor) so it's always challenging to find a good balance of performance with all that and an ENB thrown on top, but turning off NVidia and Skyrim Prefs AA helped. Also, I did seem to gain some performance by reducing shadows in the ini files from 4096 to 2048 and it still looks pretty good to me, probably because of the ENB shadows. I think I'm finally satisfied that I found an ENB that I like and feel like I'm closer now to actually playing the game...if I can just keep myself from looking at all the new mods and the latest updates! :D With my previous card, GTX 580 1.5GB VRAM, I was limited on some of the features I could use with ENBs, but that was with older versions prior to ENB v0139 I believe. I read somewhere that the later versions, I think starting with v0139 or something close to that, had some improvements that allowed it to run better on systems that previously couldn't use an ENB..I could be wrong about that though. 1GB VRAM may not be enough to use all the features, depending on your screen resolution and resolution of texture packs. You could always give a try though and start by turning off AO in game. When I do that with RealVision I immediately see my FPS jump from 30 to 45-48.
  18. The RealVision ENB that Kal mentioned earlier is the best one I've used personally and I've tried many. It was just updated to 1.4d, to include SMAA and SweetFX and was designed to work with RLO 4.0.7 and CoT 3.1, so I'm looking forward to trying out the new version. To use the ENB detailed shadows, AO, EdgeAA, DoF, and other effects turned on in RealVision, I had to turn off AO and any AA settings in NVidia CP and Skyrim Preferences, including Transparency AA. I did leave AF set to 16x in NVidia CP though and turned off the ENB AF, because with the ENB things looked too blurry in game for me (NVidia looks better). I also have Texture Filter Quality set to High in NVidia CP and I'm not using FXAA. I get around 30 FPS in heavily forested areas, sometimes dipping to 26 or 27, but I can live with it, to have Neo's SR setup + this  great looking ENB. I know it's all personal preference when it comes to ENB, but try this one out if you haven't yet. You can of course turn off things you don't like in game, such as the AO, which seems to affect FPS negatively most of all. I didn't gain much FPS by turning off DoF, shadow details, EdgeAA, etc.
  19. Great work on the textures Aiyen! After I read the earlier posts about this, I started trying to figure out how to improve those as well, but then realized you were doing the same thing! :) Here's some things I figured out, which may (or may not) help. You may have already discovered some of these things too. Of course you could also try tweaking the shader Material Objects in the CK as well. In my own playing around, I found that setting Z to 0.0000 instead of the default 1.000 value turned off the shader entirely. But for anyone who likes the effect in game and would rather see the textures improved, that wouldn't be a good solution. You can also decrease the effect in the shaders by tweaking the Falloff Scale. Higher values (up to 1.0000) make the effect appear less, while lower values increase the effect. I also played around with the two texture files by painting them a solid color, such as all white, all black, all dark blue, and combinations thereof. You can get some interesting glow effects by doing this (i.e. white). I primarily tried that because of the varied blues in the original texture that just looked ugly in game. Those are just some things I found, but I look forward to seeing your final result as a mod! :)Â
  20. Hey Neo, Under Better Vampires, the notes show this:  Expand "Weapon" under Better Vampires.esp and select the "0010AA19" node.  Drag the "Speed" record from Unofficial Skyrim Patch.esp to Better Vampires.esp. When I look at that particular FormID, the Speed values are 1.000000 for both USKP and BV, so they already match. I think you meant to indicate the other Form ID "0010C6FB", which does show a diff between the two (0.750000 for USKP and 0.700000 for BV). Thanks for your all your work and effort on SR. :)
  21. Sorry about that. I got in a rush and should have added a few other choices. Version 1.1a is now up and I removed the 1.1 files to avoid confusion. It is the same as 1.1 except includes the extra ESP options. ----- Added ESP for users with Dawnguard and HearthFires (no Dragonborn) ----- Added ESP for users with Dawnguard and Dragonborn (no HearthFires) ----- Added ESP for users with HearthFires and Dragonborn (no Dawnguard) Thanks for pointing that out! :)
  22. Hey Neo, Just adding a shameless self-plug about my "Skyrim Improved Puddles" for your consideration. :) https://skyrim.nexusmods.com/mods/33335/ My latest version 1.1 includes compatibility for the DLCs and also carries forward changes from the DLCs and Unofficial patches where necessary, so there shouldn't be any patches necessary if it is added to your guide. Only one plugin is required for this. The main things this mod improves right now is it adds realistic looking ice textures in the Windhelm Market area instead of the ugly, vanilla puddle decals. It also replaces the ugly decals in other locations with real water puddle effects. And it fixes some issues I found, such as drips hitting puddles with no splashes or vice versa, or drips/splashes/puddles were offset from where they should have been (if it looked odd in game). I plan to improve more areas where puddles are or should be and will fix more issues like I mentioned above, as I find them. There are some before/after images on my mod page, if you're interested.
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