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EssArrBee

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Everything posted by EssArrBee

  1. What's up with the Hall of the Kings or whatever from Windhelm? RLO is pretty much black.
  2. Well R5G6B5 is the format the texture is saved in while the DXT is a compression that is used once it's saved. And VRAM has full DXT textures because DX9 hardware has to have native support of any S3TC algorithms. This allows the whole process to be done in very few cycles, the entire thread block can be done in an average of 100 cycles per thread or less.
  3. It's gotta be hard to just go through the entire game do every armor for free without getting burnt out on it. Plus, he always releases his armors standalone first. This is one of his best yet though, the vanilla blades armor was actually really good, so Cabal probably had to put in double the work to out do Beth's textures. Hopefully, he just finishes the basic armors, only three left!
  4. Here's where this plugin got started, basically saying that it's creating a stack within a stack within a stack wit... A: A recursive cell rendering function. Due to an unused logging function after the recursive call, the compiler used a CALL rather than a JMP- this caused a new call stack to be created, when rendering too many cells the game would eventually exceed the CPU's stack size limit.
  5. Yeah, that test isn't stable, but it does give you good numbers to go by. You said your new playthrough isn't crashing except for the latency tests, right? If so, then you should just play while the playings good. If not, the last thing may be a big one and that is using SkyRe and CCO. Both will effect player stats and attributes, and it's really impossible to know how without spending days looking at code. Before giving them the chop, I'd get rid of other stuff like Wet & Cold(don't miss it at all), Footprints (maybe), Dance of Death (again trust me you won't miss it, I don't), and I think that would it on the player character stuff.
  6. We've had a thread talking about doing some stuff like that, but I don't think anyone would ever really put the time in. I did look it over for like 2 days though, and figured out that DDSopt works with FNV BSAs, and even had a list of textures to add to the exclusions list. Basically, a STEP type guide would be around 50-60 mods I guess due to less mods being available, so it would be better to do a SR type guide to crank it up over 100. I'm sure if enough people bugged me about it I'd come up with a starter set of stuff to work with.
  7. You go to your user profile in the drop down on the top right, then to edit profile and finally the Custom User Title box.
  8. It's not moving toward FXAA, Boris wouldn't do that. He is doing piecemeal AA on certain things like SubPixel for reflections, Temporal that can smooth out grass, and EdgeAA for it's built in AA. Use our ENB Guide for more info on the AA section in the enbseries.ini, some parts of that section are out of date until I finish reading up on all the settings, but the AA section I did a couple days ago. I'd say go with SMAA injector, SubPixelAA in the enbseries.ini and turn of EdgeAA and TemporalAA. Those two are nice for screenshots as they smooth out grass, but used together they mess up tree branches. As for RealVision, I'm getting ready to evaluate that ENB for the ENB Guide, but haven't had a chance. I know that it is very vibrant and sharp, and I'm not sure if it uses SMAA injector or SweetFX (which is built on the SMAA injector). Don't use the NOVA version and make sure that your skyrimprefs.ini is correct because that ENB uses a different gamma setting. I haven't had any problems with colors changing with ENB from the last few version, but that wouldn't be the version changes as much as the ENB profile. Check with the author of RealVision and make sure you use the correct version. He has 6 different ones.
  9. yeah that test run it and see if it is between 50-100. Even though it is for CH, it can tell you if there are just to many scripts running for your CPU and there are problems with cell loads and script latency that gets all wacky during thread syncs. It's really behind the scenes basic engine stuff that ends up becoming a massive hurdle with heavily modded games.
  10. Nothing really jumped out at me, but there is a script latency test for convenient and you can run that as a general test to see if there are to many script mods running for your CPU. Just run the test a few times from the MCM menu and make sure it's between 50-100. If it is over then you may have to drop a couple more mods or your saves will just build up with crap around 30 hours in or so.
  11. Well that's one of the more unique Uncapper setups I've seen, but different strokes... I still just think that you are having to many things acting on the player character. It's hard to say which of the mods working on the player character are conflicting or causing problems. Maybe a Papyrus log would help a bit.
  12. By any chance are you using the community Uncapper? If so let me see your Uncapper INI. Also, just looking back over your load order I see many mods that might add a lot to the player character so that might be one of the problems for crashes randomly. A big problem is pretty much save game corruption, even if you don't change your mods during a playthrough, Skyrim just sucks at keeping saves clean.
  13. Then you might have some other problem with memory limits than with combat mods or spawns. I used to use Monster Mod (the old one), Asis, Immersive Patrols, SkyTest, and Bellyaches New Dragons which was really intense, almost non-stop battles in the area going west from Whiterun. Have you tried dropping down some of the resolutions of your textures? Random crashes in the open are pretty much solved by ENBoost for me, don't know if you are using an ENB profile, but if not you might try using ENB with the graphic modifications turned off so you can use with the memory reduction stuff.
  14. Well, the problem is that ASIS is a bit out of date since the author hasn't really been around to update it, even though Plutoman is the sh*t. One problem the engine has is that increased spawns cause greater instability, especially if you up the ugridstoload setting. There really isn't anyway around this even with using the ENBoost features without the ENB graphics. One thing you can do is sacrifice a few other heavy script mods that you can live without, anything that adds spawns will help ASIS or SkyTest. Also, try to live without Automatic Variants since that will spike the load SkyTest already puts on the engine when new cells spawn NPCs.
  15. Yeah, I've been waiting to pull the trigger on this mod and I don't know why. I'm almost done with a playtrhough, and I'm going to use this mod when I start a new game. With ENBoost stuff I've had almost no crashes so I'm sure bigger cities and towns will be a lot nicer in a new game.
  16. What exactly is the problem with your game? Is is that you can't create a patch or is it that you are getting crashes?
  17. I've listened to a couple of them, but every time of think war and speeches I can only think of .
  18. Don't worry, nothing bad ever happens from having a bunch of American war ships around. You're perfectly safe.
  19. I bet Farlo's favorite video game achievements are "Little Rocket Man" and "Gaurdin' Gnome".
  20. On the ENB forums or the Nexus thread I guess. Also, you could just ask him and probably send him some Windows error reports when you get crashes at high ugrids and ILS.
  21. The guy who made this mod mentioned that he has been looking at Windows error reports and thinks he has a figured out that ILS are caused by two threads waiting on each other to finish their current task before moving on, which never happens. I hope he can fix it cause this looks promising.
  22. Maybe the newer CoT weather patch will be better.
  23. Yeah, I think you install it with MO, then once you go into the mod folder and change the INI, MO will move it to the Overwrite folder and the game will use those settings. I know mine works because I use 1.25 perks per level and get 2 every fourth level.
  24. Yeah I use this, it has a nice MCM menu.
  25. I'll marked as solved. I do disagree though with people that extract BSAs unless it's to save a plugin spot. The performance difference doesn't exist now that we have multi-core support, and this idea came from the single-core Oblivion days.
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