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hishutup

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Everything posted by hishutup

  1. If the Nexus wanted to ensure file integrity, something like checksums would be the best solution. Simply put, file sizes are weird because of several factors.
  2. it sounds like youre at the edge of the VRAM. Use lower res textures. I'd recommend a limit of 1k with some 2k. One of my older cards had 2GB and I was unable to use something like 2k landscape textures. One of the biggest hitters that I have observed are skin mods.
  3. SMAA breaks in win 10 with steam overlay enabled. Its turns this bleached white color
  4. ELFX pushes the light count to pretty much the max. There was a discussion somewhere around step that talked about the specifics but it will go over most people's heads. Do not use RS with ELFX as it will double some lights making the issue even more noticeable. Make sure most of the meshes from ELFX overwrite other mods. Not all the meshes are required but to get as close to a flicker free experience as possible its best to use them. EDIT: found the link on the details
  5. Okay, listen, papyrus is not a crash log. If you don't know what youre doing, its probably best to disable papyrus logging as it is possible to misinterpret what is an issue and what isnt an issue. It is used for mod authors to see how or what their scripts are doing. When the mod is released, most of this useful information is striped out for performance and cleanliness reasons. There is a small chance that there is something in there that may(probably not) cause any issue. Most issues are not easily fixed by google-ing them, some are but definitely not all. I've played with crash fixes, my save was okay after a 100+ hours, I only had 4 explainable crashes which were alt-tabbing(I was doing weird things in the background), magic effect(now fixed in CF) and a mesh(something with smim carriages, seems to be fine now). Slow down and read the docs, the "issues" you listed are some side-effects of SKGE. SKGE has an issue with 1.5 where the game would crash, especially when trying to open the map. FOV being locked is a side-effect for a fix. Here is a snip directly from the manual. Stuttering is not an issue that Im going to help with as it can be vastly different for everyone. I spent a day or so trying different settings and eventually came to my own conclusion which didnt hold true to my current build. All I can say is slow down and think. The information is somewhat out there but it requires some poking and prodding.
  6. Not directly, like I said, its not a crash log. That doesnt make any sense my guess is either your save is borked or youre running an old version of SKGE. Don't alter any settings from Crash fixes. You could also have compounded some issues.
  7. Papyrus logs are NOT crash logs. Are you using Crash Fixes?
  8. Duplicate Topic. Original is here
  9. To find out if your memory tweaks are working correctly, download and install Memory Blocks Log.Run the game through MO, I would recommend fully loading into the game but the main menu will suffice. After which close out of the game and open MO again if it closed on you. Go to the overwrite folder and navigate to the "SKSE\plugins\" folder and open up the memoryblockslog.log.Upload it to something like pastebin and post here.
  10. Even with some of the best hardware out there, this is unavoidable. Adaptive vsync help with how jarring the shift is while still preserving vsync at higher fps to avoid physics bugs. I've observed a relation with shadows which kind of makes sense do to how the shows are done but Im curious if that is the actual issue, SKGE should have a different shadow engine in the next version
  11. There isn't a true fix.USLEEP has a workaround but with stressed scripting systems the script doesn't fire quick enough. The whole thing is kind of creepy when you look at how it works. It gave me the chills while researching and I don't get like that easily.
  12. The object is massively scaled up, basically youre seeing this texture through a magnifying glass. Its kind of fixable but having more repeated textures has the downside of more obvious tiling. I dont care about tiling all that much, but those textures are distracting
  13. Yeah, I mentioned that it looks like everyone got their hair and makeup done in a pm. Its cool that it exists but isn't probably for SRLE(X)
  14. There is a mod Enhanced Textures Detail (UV-Tweaks). I don't use the windhelm and fort options because of the excessive tiling but the others should be fine.
  15. Grab the formid of the panel and take a look at what files touch that record via xEdit. Its probably either a load order thing or a wild edit.
  16. By my understanding all dx9 have some sort of texture cache that is mirrored in memory, is this incorrect?
  17. Heres some ini tweaks to take a look at sLocalSavePath and bUseMyGamesDirectory
  18. Its not VRAM that is the troublesome part, its the RAM. As far as I know dx9 game cache the textures inside ram under the same executable. The executable is limited to something like 3.1~3.8 GB, this includes all the required stuff to run the game(heaps and all) + texture cache. You also have to worry about fragmentation of the memory but I don't know how the texture cache behaves. I did poke around with the heap replacement and it seems to create a ton of low fragmentation blocks, like I would expect. I can look again but as far as I know Oblivion doesnt do that and just restricts it to the large heap(256MB). In oblivion there is a mod called MoreHeap which appears to be quite similar to how FO3 behaves out of the box. I stopped recommending the 4GB patch because win10 isnt too happy with data being out that far and causes intermittent crashes with an 0x5c exception. I dont think the extra memory would even be required because I suggest people use ENBoost, MoreHeap(backup heap), and the heap replacement(probably not needed) from OSR. I doubt oblivion will ever hit the 3GB mark with that setup. It also appears to be the most stable. Also, on this build, I no longer have any macrostutter when Full models load in when ENBoost is enabled. I have a retail disc around here somewhat but I dont think Bethsoft would break something in the memory to implement steamworks. I spent a few days poking around with this awhile back with another person and that is what I found.
  19. The only thing that is different is I do not set any programs as admin because it really jacks up with 10. I use the built in defender
  20. Are you 100% sure because I also have this record and Im pretty sure I have the correct version and I do have that formID. [03] aMidianBorn_ContentAddon.esp \ [16] GRUP Top "ARMA" \ [54] SteelCuirassAAWhite_AMB [ARMA:0300130A]
  21. yup, all of these are issues. I asked the USLEEP guys an they said this was on purpose. I would just forward the proper USLEEP records, USLEEP disables them and TR Trees re-enables them. USLEEP does this to a lot of trees around the landscape. As for the floating tree, it can be replanted(subtract about 800 units on the Z axis) or disable/deleted EDIT: Fixed images in quote, google drive image embedding isn't 100% supported so you got to like the most direct link
  22. Here is potentially useful ini tweak. [Landscape] fLandTextureTilingMult = This alters the landscape's tile size for textures. There is a trade off of density VS tiling I dont mind a little tiling as long as the textures appear to be detailed. With Vanilla textures a value of 6.0 seems to work, but a value of 3 would probably be great for 1k landscape textures. I used this tweak in the oblivion guide. Speaking of oblivion, FO3 doesnt seem to have the same issues with memory as Oblivion or Skyrim suffer. FO3 seems create extra heap blocks when required.
  23. Merge Patch(xEdit one) should take care of this, no?
  24. It makes sense, I'll inform Ganda. Uncheck it in mo and run relinker. If it doesn't exist don't worry, close down mo and it should work.
  25. Hey Kesta, I was taking a look at this, is there is anything I should definitely watch out for or definitely take a look at? I'm probably also going to use some of the hidden mods after I give them a good look. Honestly, is MO2 ready for use or does it still need some work? I'll probably use Wrye as it is loads better than NMM from what I have used.
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