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skyrimnub

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Everything posted by skyrimnub

  1. Update on the CTD investigation (still ongoing). The set of mods I list here are from a fresh game so there's no concern of some weird save game corruption / script still active in the save. The configuration/files/edits are as per SR's instructions. SKSE Vanilla, Dawnguard, Dragonborn, HRDLC[1-3] Optimized Unofficial Skyrim, Duwnguard, Dragonborn, and High Resolution Patches SR's General Patch No Stretching Better Dynamic Snow SMIM Skyrim HD (Misc + Towns) SRO (+Dawnguard) Serious HD SFO That's it. Need to take a break. Cheers.
  2. After some tweaking 2.2GB and still CTDs. Currently I'm investigating 4.7.3 (Face and Body). It's not straightforward since if I disable the first half, it happens, or if I only disable the second half it happens. But if I disable all of it, it doesn't happen. (It's probably a red herring though unless I try a buuunch of repeat attempts.)
  3. Thanks. I don't have SkyTEST, unfortuntely. I'll be backing out the bodies next to see.
  4. This week I got a GTX 670 4GB card and purchased Dragonborn so I started Skyrim Revisited from the beginning again. Â Tons o' system memory unchanged (24GB). Â Note that I do not have Hearthfire. I'm running into a problem, though. Â Right now I have all the mods enabled through 4.8.2 (Armors - Custom Body) with a few notable exceptions: no soul trap, no animations (4.7.4), and no automatic variants (I'm in the security field, so as a rule I don't run JRE on my computer... but I digress). Â I have also skipped ahead and applied the INI tweaks (and only the tweaks) outlined in the SR document. I have a save outside the Helgen cave that is pretty lean... just through 4.4 (Interface). Â This is the point where I load up as I add and check things out. Recently I started running this route: Â - Down the mountain, magic stone, kill the wolves, in-and-out of the water, into the inn at Riverwood and get a rumor from Ognar; Â - Out the inn, down the mountain road, killing another wolf, down to Honeymead and jump on a brazier outside the building; Â - Down the road toward Whiterun, help (or not) the giant fight, and then outside of Whiterun's gates, and enter the city. I seem to get a CTD somewhere between the brazier jumping and approaching the giant fight. Â Not always, but sometimes. Â Tracking it down has been painful and slow (and did I mention painful). Â So, I'm posting in the off-chance that someone has had CTDs with a relatively pure SR, or gather some insight on what might be going on to help my endeavors. Â For reference, VRAM peaks around 3.0-3.1G when it crashes. Help? Thanks!
  5. The recommended settings are not NOW on the wiki (see OP). You will need to go into your textures folder(s) and isolate the textures containing the anomolies and post screens and texture names here. I don't have any of these experiences ... perhaps your lighting/ENB mods are bringing this out? I have heard of issues with RCRN and DDSopt-ed vanilla textures. I redid it and instead of filtering on *.*, I filtered on *.dds and no more lantern flickers.
  6. I tried this and ended up clouds (?) flickering, and lantern lights in Riften flickering. Â Reloaded, same thing. Â Reverted the Vanilla and no more problems. Specifically, I only did the "Skyrim - Textures.bsa" file. Â Here's what I did. 1. Downloaded DDSopt 8.0pre3 from Nexus. 2. For Input, selected "Skyrim - Textures.bsa" from the Skyrim Data directory. 3. For Ouptut, selected "Skyrim - Textures - DDSopt.bsa". For the pass, I continued on with: 4. Configured it as per Z's post #430 5. Filtered for *.*, Apply, Select All (green arrow) 6. Filtered for *_n.dds, Apply, Deselect All (red X) 7. Process For the second pass, I continued on with: 8. Configured as per PCG4m3r's post #450, using the 512x512 for the two resolution limits 9. Filtered for *.*, Apply, Deselect All (red X) 10. Filtered for *_n.dds, Apply, Select All (green arrow) 11. Process I concluded by backing up the original .bsa and renaming the generated .bsa from the above steps. I'm coming at this with a very plebeian understanding of graphics, textures, etc. Â Try as I might, I keep getting some form of corruption (:img images in books, purple blacksmith irons, or in this instance, flickering lanterns).
  7. Yup, that's how I'm running it now. I still haven't figured out the weird texture problems I get. Like most recently, I walked into a cave. Their was a dead bandit hanging over a pole. There was a tihn line of coming off his head off into the distance. I moved him about and the line followed. @PCG4m3r - How did you go about DDSopt'ing? Did you follow the settings on the STEP wiki? Â Nevermind, I found the big-ass thread on DDSopt. Â Some assumptions in terminology, but we'll see if I get it. Â My first attempt left me with :img images in books and purple forge irons.
  8. Necro'ing the thread. Â Here's the problem I'm running with Overwrite: 1. I have Module A installed. 2. I use TES5Edit on it to clean it; data is add to Overwrite. 3. The left-pane for Module A is checked; it is enabled. 4. The right-pane/ESP for Module A's ESP is checked; it is enabled. Then, I now want to disable the module. 1. The left-pane for Module A is unchecked; it is disabled. 2. The right-pane/ESP for Module's ESP is still checked; it remains enabled due to Overwrite. It's not simply a UI display bug; the ESP is still active. Â Which means you end up running a mod with some but not all of the assets/scripts/logic. Â I can't figure out how to overcome this problem.
  9. RE: Drivers. I have been running 306.97. I've found this to be the best across multiple games. I'll check out 310.90. RE: Resolution. My native resolution 2560x1600 is 16:10 ratio, as is 1920x1200, which is what I'm running now to reduce stutter. RE: GPU-z. The version I have is not reporting 2x. There's a drop-down at the bottom to switch between the two cards. Toggling between the two shows exactly what Precision-X is showing, which shows graphs of both side-by-side. To wit, at 2560x1600 with all recommended Core mod texture resolutions, it remained steady 1017. At 1920x1200 resolution, it also remained steady at 1017 MB. RE: fNearDistance. It is already 18.000 as per the STEP INI guidance.
  10. Thanks again. And yes, actually, I am overclocking. One of those things I set 2.5 years ago and didn't consider since it's been stable. I will experiment with that. I haven't seen this before, but I've never pushed the cards to their capacity. DDSopt is almost done. Took a couple of hours for everything. We'll see if I did it right. BTW, the screens on the Wiki article for DDSopt are inaccurate for the latest version.
  11. I have SLI EVGA nVidia 460 GTX 1GB OC 763 MHz. I measure VRAM w/ GPU-Z and Precision-X, both reporting the same results. Both cards are running at 164 MB right now while not running any games/videos/etc. The cards are 2.5 years old, but I want to make it through the summer with them before doing my 3-yr upgrade. :) As for resolution choices, I don't have a lot of options. The two between 2560x1600 and 1920x1200 are 4:3, which I don't want to do. Manually setting it to 2560x1440 in Skyrim does what one expect--it errors saying the resolution isn't supported by the monitor. My FPS isn't a problem, it's the typical stutter that happens. I think I under-estimated how often it was stuttering from swapping textures from RAM to VRAM. It has improved since I made some changes (see below). I turned off Aero and with a few, lower resolution STEP packages, was able to get it around 980-1010 outside of Solitude. The intro sequence, which was at 1018 is now at 890 or so. Specifically, I went with: HDDLC Optimized 1024 All SMIM manual configuration and chose half-textures on the final option Enhanced Distant Terrain 512 High Quality LODs 1024 Real Ice 1024 Disabled Trees HD (using SRO 1.74d) I have yet to DDSopt. I'll see if I can figure out how to do that properly. In doing this, it made me think that it would be helpful if in the STEP guide, there was a "biggest bang for your buck" when disabling or lowering resolution on the mods. Like with SMIM, was it worth going half-textures? Would it have been better to do something else, first? I do get this now and again. Â In this case, it's the vertical plane of the sawblade in a mill. Â If I turn to where the sawblade isn't in my FOV, it goes away. I walked around and flipped the lever making the blade move and it went away. Â Most recently, I saw it in Solitude. Â Leaving and returning / reloading / etc. makes it go away; in other words, it's not repeatable. Â Typically, what does this point to as a problem? Cheers and thanks.
  12. Yes, but I thought 1920x1200 was a "sane" compromise, and it was still 900MB :P. I'll head over to the Hardware Guide you referenced. I did note that the running a full Core STEP was challenging at 2560x1600 with all the hiccups. I'm curious, does your VRAM usage exceed 1GB? Like I said, at 1920x1200, mine does, but it's very playable as I get high framerates and /rare/ stuttering. I just don't see adding many more of the STEP mods beyond Core at this point, though.
  13. Howdy. I'm not sure how ya'll do it. Â I have 1GB of VRAM on a native 2560x1600 monitor. Â If I start a new game with STEP through 2.E "Interface", my VRAM shoots to 1021MB instantly. Â If I drop the resolution down to 1920x1200, it is at 890MB. Â Pretty much anything I add after that sends it to 1021MB. Â How do the 1GB folk not run out of memory? I've installed all the Core modules and started at 1920x1200, 60FPS mostly unless I spin around then it dips into the 40s, sometimes it'll hiccup as it's swapping textures. Â Usually not. Sometimes I get red/green triangles flashing all crazy if I face a certain direction but goes away if I reload the game. Â Not sure what that's about; I'll probably try to capture a picture or video at some point.
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