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croc

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Everything posted by croc

  1. I have just done some more testing - It seems that it is my old ENB/SweetFX setup that is having issues with performance ATM. (I dropped back to ENBoost only, and no stutters. Also no performance hit.) I had been testing with my ENB after every set of mods, and the testing that I did prior to running dyndoolod LOD generation and the dyndolod process itself were just fine, if a bit low on the FPS scale(`40-50). So for now I guess that I'll have to forgo dyndolod until I upgrade my GPU. My old Kepler based titan is getting long in the tooth. Saying that, my performance is not THAT bad, even though with everything as is now (stuttering and all) it seldom falls into the 30's. And it is not necessarily stuttering when the performance drops that low. I do have ugridstoload set to 7, might drop that back... Right. What can anyone tell me about dyndolod and SweetFX?
  2. I have just installed Dyndolod for the first time, essentially. (I have not really played Skyrim for these past two years...) Now, I followed GamerPoet's video to the letter, so I think that it is installed correctly. But, when running, I get stutters. bad stutters. say, .1 sec. stutter every few seconds type of stutter, but the interval is random. It does NOT seem to be related to cell boundaries. Note that this is ONLY when running (Only noticeable when running?). The area that I used for this first test was from Riverwood gates, almost, to the standing stones. Y'know, past the three wolves.... I have just started modding this instance f Skyrim, so only have a few mods installed. 37, NMM tells me, and about a dozen that might have LOD I am also using an old version of realvision, the one with an option C. Fantasy (full). This uses SweetFX, and is a bit of an FPS chewer in its own right, but before I did my Dyndolod install (but after I had all the mods installed that I was going to have LOD generated for) I was getting 40-50 FPS pretty consistantly, no stutters. (Whew! Didn't mean to write a book!) Any suggestions? Other than 'start over', that is...
  3. Edit: I went back and changed the memoryblocklog.ini file to ";true=..\Skyrim\Data\skse\plugins\MemoryBlocksLog.log ;false=..\Skyrim\MemoryBlocksLog.log DefaultLogLocation=false" as it was ending up in my overwrite folder... PITA, but there it is.
  4. As most may be aware, SKSE has undergone some 'revisions' of late. Such as preload, crash fixes, etc. While trying to make all this work in the context of Mod Organizer, I was ending up with three separate installs -SKSE, the memory patch, and the crashfix. When finished, upon launch I always got a msg about not having memory configured correctly. (Of course, I had commented out the entire memory section per Sheson's newer instructions) In the end, I made a 'data' folder, and under that a 'SKSE' and a 'Scripts' folder. In the SKSE folder I added the modified SKSE.ini file, made a 'Plugins' folder, and into the plugins folder I added the three crashfixplugin files and the two memoryblockslog files. I then copied over all of the scripts into the scripts folder (including the 'src' folder, just because...) Finally, I archived (I use 7zip) the 'data' folder with all of the above into a 7z file that I called (DUH!!!) SKSE. Mod Organizer installed this justfinethankyou, and no more nasty grams about memory issues. There may be issues down the line with mods that also add plugin files, (PapyrusUtils comes to mind), but we will see. Any comments on where, how or if I went wrong, please feel free. In my defense, I am returning to Skyrim after a significant absence and I have never used Mod Organizer til now.
  5. Thanks for the links... Reading through them I found one that was an exact match - Farmhouse Chimneys + Falskaar + wormstooth. Note that my issue seemed to happen in the Falskaar world... I then ran my load order list through xedit, and again Farmhouse Chimneys had issues - mostly concerning height, it seemed. I disabled that mod and re-ran, it finished just fine. You might add Farmhouse Chimneys to your list of 'don't go there' plugins. Or, at least for people that have Falskaar. I guess you can keep the kid....
  6. Geesh. I WANTED this to work, sooOOOooo bad... "[00:12:30.956] "C:\Program Files (x86)\Steam\steamapps\common\Skyrim\DynDOLOD\Edit Scripts\LODGen.exe" "C:\Program Files (x86)\Steam\steamapps\common\Skyrim\DynDOLOD\Edit Scripts\Export\LODGen_Falskaar.txt" --logfile "C:\Program Files (x86)\Steam\steamapps\common\Skyrim\DynDOLOD\Logs\LODGen_Falskaar_log.txt" --dontFixTangents --removeUnseenFaces --skyblivionTexPath [00:12:30.976] Adding Master into Falskaar [00:12:31.040] Setting up 2726 cells with 122 active cells for 393 dynamic LOD objects for DynDOLOD [00:12:37.971] Add 393 references for DynDOLOD LOD [00:12:37.991] 1 of 393 done [00:12:38.533] [00:12:38.533] Exception in unit userscript line 341: [02165DA3] < Error: Could not be resolved >" In my \dyddolod\output folder I have the expected 3 folders, but no .esp. Not that it matters, but meshes is 1.08 GB, 1839 files and 37 folders. skse is 4.4 MB, 25 files 2 folders. textures is 209MB, 44 files and 23 folders. I have attached my plugins.txt (load order) and my \dyndolod\logs\tes5edit_log.txt. (I guess that I should re-run this to see if I get the same error, right? Tomorrow... It's too late.) Please tell me that I did something dumb, and even better, something easy to fix. plugins.txt TES5Edit_log.txt
  7. I've never used this before, and am doing so because of Exalerion's versioning of Realvision... Rather complex, but not overly so - however, I do have a question. Should this be installed and run last in my modding process? It seems to grab all textures and such in a one-time fashion, then generates its .esp file. Or am I mistaken. If so, feel free to elucidate me. About the head and shoulders, please, but NOT THE FACE! PLEASE, NOT THE FACE!
  8. ENB guide, Quickstart tab... Both the sections on ENB and ENBOOST mention using a 'helper' site that is no longer serving the requested pages. https://www.iparadigm.org/pages/pnenb/ENBoost.html for example....
  9. In the DDSOpt guide, under 'Archive or Move the Optimized Vanilla Texture Files', step 1 reads: "If using the batch file, start the 3_Compress - 7z_2.7.bat batch file." In the files that were in the " Download v2.74 batch files referenced in the Guide" there was no such file. The closest file was "3_Compress_Vanilla_7z_2.7.bat". I have an appointment with my eye Dr. day after tomorrow...
  10. So, MO is not set up to virtualize data into the skyrim folder, only into the skyrimdata folder? So I won't be able to use the MO to manage any of my batch files...?
  11. Can someone explain (in VERY simple words) what the below means? "This 'mod' requires a special install: Place *.exe and *.dll into <skyrim>/ (not the data directory!) Repackage skse*.zip: Extract Data/ Repackage into a new zip file (name it accordingly) Place into MO downloads directoryInstall repacked archive via MO Add the following to <skyrim>DataSKSEskse.ini (create INI if necessary):[General] ClearInvalidRegistrations=1" For instance, in "1. Place *.exe and *.dll into <skyrim>/ (not the data directory!)" I thought that the whole point of the MO was to 'virtualize' everything, not to have to touch the base Skyrim install at all. Then there is 2. Does this mean to put all files currently in data into ? Most mods have a structure of data, not many have a structure of filename, filename, filename data. Surely MO should be able to handle the few that do? Amd why does it have to be zipped? Is uncompressed an invalid option? Last, the instruction in 4 pre-supposes that the DataSKSE directory exists. Hey, I am just trying to learn how to use your STEP guide and your Mod Organizer. I am finding a lot of the explanations a bit confusing. I am sure that this will not be the last question I have, in fact next up is Wrye Bash: Do I run it from within MO or from outside? Nothing explicitly says...
  12. I wish that I had run across the mod organizer earlier. I would have still used separate skyrims, separate saves and separate plugin.txt files simply for the certainty that if I ran into a conflict or a corrupted file in one instance, I would still have the other instances uncorrupted or without conflict. However, with the mod organizer I could have had an easy way to add or delete mods on the fly and do it cleanly. Oh well, I learned early on how to use the mod's own file structures to chase down what had to be added or removed, so am more familiar than many with Skyrim's file / data structures.
  13. I'll offer my 'steam-proofing' guide for the team's use as I think that it is a fairly comprehensive guide to organizing multiple instances of Skyrim in their entirety. (I can change out one complete setup for another in about 1 minute.) The only issue that anyone will have is with a mod organizer of any type, as there is no easy way for the organizer (any that I have ever seen / used) to keep track of multiple copies of Skyrim in multiple configurations. Still, I think that it is a very useful tool. https://www.nexusmods.com/skyrim/mods/43721/?
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