-
Posts
2,679 -
Joined
-
Last visited
-
Days Won
18
Everything posted by hishutup
-
OBSE will not load when launching with MO
hishutup replied to DiscipleDarkfriend's question in Mod Organizer Support
You do know mo is virtual, right? The files don't actually exist in the data folder -
OBSE will not load when launching with MO
hishutup replied to DiscipleDarkfriend's question in Mod Organizer Support
You have to use the the Start In parameter and point it to the data folder. There is still one issue, the obse loader uses an OBSE plugin to load the virtual directory. This means any new OBSE mods in mo will not be loaded. -
I currently cannot access the wiki(503), will try later
-
That sound like an issue with missing fonts. I bet if you disable NVAC the game will crash before the menu. I'd recommend disabling NVAC until you are ready to play because it obviate some issues. I manually added the Font tweaks and it seems to be more consistent. I was getting really odd issues with Darnified UI with the linked version so I switched to the FOMOD version of the download and it seems fine, it doesn't make sense but I was getting all kinds of issues.
-
So, I've been poking around with the page and found the file lists to be very inconsistent with one and another. I started to standardize one of them and stopped when I realized that the back slashes turn into pipes because the template italicizes them. The italicization could also be canceled out by closing them on both sides with _'' and ''_ but that is a really poor solution. The template could be copy/pasted somewhere else and the italicization could be removed from the template, but since its used elsewhere I am not going to touch it. I've also been wanting an easy way to copy/paste batch formatted file lists so I did this. Its kind of messed up from what I wanted it to be because the wiki is limited with this sort of stuff. What do you think?
-
Fallout 3 / FNV / Windows 10 Warning!
hishutup replied to GamerPoets's question in General Skyrim LE Support
After messing with windows for a few days, the game doesnt run with version 372.90 but still runs fine with 368.81 without touching any updates. I don't notice anything weird with windows because of old WDDM. -
Fallout 3 / FNV / Windows 10 Warning!
hishutup replied to GamerPoets's question in General Skyrim LE Support
I just rolled the Nvidia drivers back to 36x, they seem to still work with the newer wddm. I did a bunch of troubleshooting in fnv with them. -
Putting together a rig for modding, need advice
hishutup replied to phosphor's topic in Step Banter Inn
its not your fault, the games are poorly optimized. Even today, I get sub 40 in the area near diamond city. So don't expect to get much higher than that with todays hardware. -
for MP you need to set up some of the integrations, like the papyrus compiler and Champollion.
-
Skyrim Launcher has stopped working - Windows 10 problem?
hishutup replied to Drax8's question in General Skyrim LE Support
As far as I know the launchers still worked but when the game would attempt to start the renderer, that is where it crashed. For the longest time I've had this issue of when ENB binary is in the directory, the launcher fails and the enboost process repeatedly opens until the system runs out of room or until you remove the d3d9 binary. -
SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
Maybe, but its best to leave those alone. I don't know much about skse plugins, so I take the "leave it alone" approach. I may take a look later, no promises though. I don't think relinker would have any ability to "fix" this though. Edit: I looked through the source to give any indication of a specific ref and it doesn't seem like it. Anyhow, apparently dll are able to be decompiled but I don't even know what I'd be looking for, much less alter. If any sort of functionality came about, it'll like be a warning, rather than a fix. -
SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
Don't merge simply knock, it has a dll. I should eventually figure out why... -
ACCEPTED Verdant - A Skyrim Grass Plugin (by Preeum)
hishutup replied to TechAngel85's topic in Skyrim LE Mods
Grass is generated by the landscape texture which has a list of potential grasses. Sometimes there are variants that are no supposed to generate grass in vanilla, like the "NoGrass" ones. Some grass mods add grasses to those landscape textures which can cause this issue. However, not all areas are painted with the ideal variant for various reasons. One of the reasons may be the strict limitation of different landscape textures per quad per cell which I think is 4 + default. Another reason is that a mod adds or moves things around which can give some slight oddities which is what you've observed. There are a few grass clipping fixes around but this usually in various landscape issues ranging anywhere from rough landscape transitions to landscape tears. With the latest version of verdant, he includes a version of the fix but since it typically loads late in the LO, landscape tears are abound and quite common. I disagree with the inclusion of the grass fix because of the reason. I did however develop a simple script to remove all the land edits, leaving the new hand placed grasses alone. The script needs work as it was never meant to be publicly released. However the grass clipper fix is nice when its loaded early, as if its an ESM. EDIT: I do not think this is a good inclusion for step as I believe it adds too many grasses to the tundra and some locations look odd, even for SRLE. -
The lo in oscape my be by file dates. You can redate in loot
-
UseOSAllocators is the actual parameter for enabling the custom memory management. The other parameters are for changing the behavior.
-
I think only FNV has the 140 plugin issue. Although, Im kind of curious why that is though, its such a random number.
-
I wont give you a straight forward answer. In gamebryo the plugin index is two hexadecimal digits. 00->FF Each hex digit is 4 binary digits 0000->1111 Each binary digit is to the next power of two compared to the digit on the right. Since this is unsigned(no negatives) we can use all the digits. The superscript is the decimal equivalent not the power. 08 04 02 01 If the highest possible index is FF then 1128 164 132 116 18 14 12 11 If you add them together to get the maximum number. I should not the maximum "safe" is one less than the maximum because that is where the persistent data is store via the safe file. You can still use it but I dont know what sort of ill effects will happen. Hope this helps.
-
SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
https://forum.step-project.com/topic/10311-lights-flicker-when-changing-directional-view/ There is a workaround but it involves alternating the meshes to utilize more and smaller materials. Elfx puts it right at the max which is annoying. Don't use touches because you'll definitely get flickering -
No, it was never designed to be used with anything other than MO... It could be kind of be adapted in code to WB but not without similar pitfalls. The reason is because this will alter the script directly which loses the original content. Even as it is, users have to mindful of what edits were made because the scripts could be just as broken if the conditions change. Mo is by far superior when it comes to mod managing in Skyrim, but my opinion changes with other games.
-
SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
The size doesnt need to be precise, an overshoot of 20 is reasonable. -
probably, memory swapping in VRAM
-
My 6GB card is bearly capable of using the highest res textures out there. My 970 was limited to about 2k with some 4k, like mountains. Also texture size doesn't directly impact fps a sizable amount, less than what you'd perceive.
-
SLRE LOTD CTD anywhere near northern half of map.
hishutup replied to Hodegar's question in Guide Support & Bug Reports (retired)
I highly doubt papyrus logs will help as they are not crash logs. Failed to allocate memory is likely due to fragmentation. There are plenty of discussions on this. -
That shouldn't happen, if anything the scripts are probably overriden by another mod.

