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haelfix

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Everything posted by haelfix

  1. Its really memory that is often (but not necessarily) the culprit. Â The scripts are usually just the straw that breaks the camels back. Â One thing you can try is to remove all the big texture packs (eg texture combiner, SRO, SHO) and run through the same spot. Â If it's seemless then you know its a memory problem. At that point, there are DDSOPT options and so forth that you can try.
  2. That spot and the giant spot, are loading zones where the game has to hold two different cells in memory. Â If you follow your memory and VRAM usage, you'll find that it spikes dramatically in those spots. Â Even if you are well under the 3.1 threshold, there can be instances where say a 2.3-2.4 gb load can spike up to that high. Â That's why the 3.1 threshold is so annoying. Â It means you can't go over the 2gb memory threshold much at all (i'd try to stay at 2.3 gb avg max). I strongly believe there are bugs there as well, as it seems that scripts that are operating when the memory use goes high, miss calls and start looping (further compounding the problem and stuttering).
  3. What did you do exactly to help the SSAO issues with supreme fog? Â Tweaks to the ENB most likely, but what exactly? Â While they still look good with ENB enabled, they definitely take a little image quality hit (i'm still keeping it though, I think it looks much better than vanilla regardless)
  4. 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. Thanks for this.  This is easiliy the best ENB i've ever seen for outdoor areas.  For indoors, it could be a little better, but I can live with it.  I don't care about FPS, I am still at 50+ with all options enabled.
  5. Its hard to say what causes instability, b/c the mod list is rather large. Â Off the top of my head, i'd worry about UFO and various incompatibilities between large mods (skyRe, the performance ones etc) as well as making sure the animation mods all play nice (you are using FNIS?). Â UFO doesn't necessarily play nice with huge mod lists. Â Also there are a number of files there that have esp conflicts, which will require Tes5editing. Â If you check out Neovalens guide, you'll see a number of examples where he resolves mod incompatibilies (this has the side effect of teaching people to fix a lot of things for yourself). The first thing i'd do is disable all script mods and play around in the high traffic load areas (Riverrun, Bleak Fall Barrows a few standing circles etc, as well as going in and out of Whiterun houses) until you are absolutely positive your computer can handle the modlists texture load. Once that is ruled out, start enabling them piecemeal, playing through etc. Â After that you can try Papyrus (it often tells you zip)
  6. I was going through some of the TES5editing, b/c im about to start a full playthrough. Â There were only 2 or 3 things that bothered me. 1) There seems to be a conflict between predator vision and better vampires. Â Not sure which record is worth keeping or not. 2) My recently remade Bashed patch seems to conflict with realistic needs and diseases.
  7. I rather like the Supreme volumetric fog for the new COT. https://skyrim.nexusmods.com/mods/24460 Also the new magic duel is out https://skyrim.nexusmods.com/mods/34583 Unclear if its in working condition yet
  8. I haven't found an ENB that i'm satisfied with yet for the new RLO + COT + Skyre combo. Â I tried Rezerect's .153 version, its mostly good but there are graphical artifacts. Â The old Skyrealism cinematic .119 doesn't really go well with COT + RLO i've found. Â It's too bright in some places and not bright enough in others. Â No ENB is better, which is a bummer. Will try the other one listed in this thread.
  9. Wouldn't the optimal solution be to ask permission from frostfall and the other pack mods to patch the location of the backpack. It would look ok if it was cloak shield backpack
  10. You want the COT preset. Â The presets are for exteriors, and the RLO preset is for their legacy weathers
  11. Its not obvious he should support a mod that is as large as immersive weapons. Â Especially since that would mean keeping up with a ton of updates. Â He should do what the original author of DSPSOB did, which was to release a tutorial on how to add meshes and create compatibility patches. Â Perhaps with some additional support (like if someone adds the immersive weapons suit, then he/she can send the file to Neovalen who will then update the page accordingly).
  12. I just updated Atlas Map Markers per the guide. Â Not sure if its covered or not by the changes, but Tes5edit does find errors in the files (udrs etc) and does clean the files.
  13. Get wet has a snowy effect that is comparable or superior. Â Matter of choice which effect u like more
  14. Ok, I found what the problem was.  One of my MO profiles had a ini setting that was keeping transparency antialiasing off.  Setting it to 4  has drastically reduced the crawling.  SMAA to ultra also helped  a little. My error was that I thought the inspector settings would automatically override the ini settings, but I guess they do not.  Its still application controlled, at least with the guide settings.
  15. I've actually stayed with skyrealism .119 for precisely that reason, and this won't show up in a screenshot unfortunately. Â You have to see it in motion. Â Texture aliasing is like a crawling/shimmering sensation and relatively common in gfx. Â I just don't know how to deal with it with modern nvidia antialiasing. Â In the old days, we simply supersampled everything until we were happy. Â I thought that perhaps some of the newer transparency aliasing might help, but I don't really understand those settings, those methods or the post processing antialiasing either. So for instance, the very fine leaves in Vurt's overhaul will look like they're crawling in the wind as they drop down below one pixel in size. Â Anyway, i'll look to see if I am maxed with SMAA but I think so.
  16. One of the really annoying facts about using STEP and Skyrim Revisited is that your eye starts getting attuned to little imperfections. Â Currently the one that is really bothering me is texture aliasing (texture swimming) etc. Â This is particularly acute when using Vurt's flora mod, as well as when you look at textures that have very small meshes like the farm gates around Riverrun. I am much less bothered by jaggies on objects than what this is currently doing. Â I am currently at max resolution, and using an ENB + SMAA solution, and I have used DDSOPT to properly remip most textures. Â However I still find this decidedly suboptimal and would love to burn silicon and fps to remedy the problem. I have an Nvidia 680 card, but I am not used to the variety of antialiasing measures at my disposal in Nvidia Inspector. Â Which ones should I use to remedy this effect in particular. Â I really am less bothered by edge jaggies, and much more by this. Thoughts?
  17. I have a few different profiles for lighting as they require different patches. Â Cot + sky realism cinematic + RLO is my standard. Â However I've recently gone back to a custom setup with rcrn plus classic + elfx where I've tweaked down the sun glare. the latter has better exterior lighting and colors, less annoying eye adaptation than RLO and cot. Â However rlos new dynamic interiors is just ridiculously nice and there is no shadow striping. In an ideal world I'd have cots weather systems, rcrns sharpness, colors, exterior lighting and fog, rlos imagespace interiors and elfxs light location placement and smoke.
  18. So i'm really liking patch 1.9. Â There is significantly less stuttering and it just seems much more stable (and im sure there are some (but not many) tes5edits that can be done to improve things further as well as mod updates yet to be done). Â So much so that I disabled all my constrained normals and played the game for about an hour with no ctd and very little stuttering (only a tiny bit between riverrun and bfalls).Â
  19. So there is some conflicts in Tes5edit between The Paarthurnax Dilemma, nonessential children the new USKP with better quest objectives.  Some of the changes look a little bit odd to my eyes.
  20. I am rather confused by multiple conflicting sources in this thread. Â Also its not clear to me that using more VRAM from an ENB is necessarily a bad thing either, it shouldn't affect engine and CTD performance for those of us with 4gb cards. So once and for all, can we stack an ENB+SMAA with either ini msaa or driver AA?
  21. I nominate unique uniques, Skyrim Improved puddles and point the way. Â Also its worth considering pure Waters if we could somehow keep the additional niceties from Water.
  22. Have there been texture changes in the update? Â eg do I need to re DDSOPT vanilla, and the dlc files?
  23. Hi Neo. Â Was just wondering if the new dspsob would be 1.8 or 1.9 compatible? Â And if the former how long before we see it? No rush, but it affects whether I start a play through now or whether I wait to upgrade and most of the big mods like COT to come out with all the new goodies (eg another month). Its frustrating that we have this beautiful mod and I haven't even played past a few minutes into the story.
  24. Load MO and then load Wyre Bash after doing a Boss sort. Â There is an option in Wrye Bash to check for errors and in particular missing masters. Â Ctd at startup is almost always missing masters. Â Oh and rebuild a bashed patch. Its usually acquisitive gems and the other mod that relies on it but it could be av or fnis or a bunch of others. alternatively check the data tab to see what's being overwritten. SKSE is probably ok if it loads fine before enabling the bricks section. It is possible that you might have to redownload a package somewhere in the bricks section. An error in one of those packages can of course cause a full ctd.
  25. That's very odd. Â Av works fine for me. Â The wolves in the wild are all different colors. Â Maybe a new SKSE problem? The only time I notice AV not working is when I zone. Â The textures start out in their vanilla state, and are then replaced in about a second. Â So eg Gertruds farm.
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