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Wanderer

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Everything posted by Wanderer

  1. thanks for answer dread :) i went further with my "testing", and i brought an enterprise workstation from work just to see how it performs. dual RTX 6000 with 24GB VRAM, dual XEON 3+ GHz, 192 GB RAM, N2 SSD, so something that can be hardly beaten performance wise unless you are overclocking. i went over 20k points in default 3Dmark test with this workstation. and i was very much surprised that even with this workstation i can keep stable 60fps (using vsync, there is no point going higher although it would be easy). it happened in big cities like Whiterun, Solitude, Riften, Dawnstar, and i little bit expected that, but it laso happened in smaller cities that do not have extra world cell like Morthal - that was interesting, Morthal during night and snowing dropped fps to 20! in some specific areas, especially around blacksmith. and it happens randomly in the wild as well. Morthal was the only place to drop it so low so far, having 40fps in big cities and in wilderness is totally playable, but i am really curious what can cause that. tbh i think all skyrim modders with such a huge mod list are going far behind skyrim old havoc engine expectations, but you can do everything for such a beauty right? :) i really think those drops are not GPU related (GPU is not being pushed up in utilization during the drops) but script (and thus CPU) related. for example, any body physics causes huge performance impact, and especially cloth phycisc is a massacre. with the workstation mentioned above, some armors with cloth HDT physics enabled can cause 10points lower fps compared to same armor without HDT just with one character (tested on followers). can't say that was not expected though, so i am not using any cloth HDT physics anymore, but the drops are still happening. so i am just curious, what is causing that :)
  2. So DynDOLOD is supposed to be the most performance-heavy mod in the setup? Are there any other candidates for performance drops? I have followed the setup, so most of the mods are 2k tex, some are even less. I have tried it again just now, and surprisingly, i have pretty much stable 40 fps all the way down to Riverwood following Ralof, with some drops to 30 fps during encounters and at some other spots, usually close to water. Is it possible that the huge drop i had before was caused by initial setup of script-heavy mods? I have used SPM to measure performance, here goes the graph... from what i see, GPU is pretty much utilised, i am close to VRAM limit but still okay. CPU is okay as well. So it looks good, i am curious how will it look like in populated areas Thx for tips W.
  3. Hi Dread, first, thanks for the compilation and the work around it :) i returned back to skyrim after several years and followed your setup with few changes for my new playthrough (no adamant, no ars metallica, im using WACCF, aMidianborn content addon and CBBE SMP body). what hardware are you testing your setup with? seems i have terrible issues with performace after finishing unchained quest - the whole intro sequence im running between 40-60fps, Helgen is between 45-55fps, Helgen interiors are at 60fps, but since i leave Helgen and head down to Riverwood through that dense forrest area, my fps drop to 5... my rig is not new but quite decent, i do not have issues with other games usually. i7 960 @3,2GHz, 12GB RAM, GTX1060 6GB so the question is - is there any reccomended way how to troubleshoot performance? any suggested tools to use? any mods in your setup that are best candidates for heavy performance drops? i have searched around for performance tips on STEP forums but havent stumbled upon anything, maybe i'm bad in searching lol thanks in advance :) W.
  4. congrats to release :) would you share your future plans? like suppporting WoB/DoPB positioning with custiom sheath meshes?? ^^ that would be logical evolution, as there are tons of ppl using skeleton modifications :D just from curiosity, which DSpSoB unfixed problems are you reffering to at you nexus mod desc page? i am using that mod with various male and female RR-compatible skeletons and custom draw/sheathe animations, and except the weird 1HD sword meshes with weapons on back, it seems to me to work as intended...
  5. is it possible someone of you has downloaded Papyrus log parser as the tool is hidden at nexus now... and would you mind to share it please? :)
  6. I wonder how you will handle the reappearing hair menu mods option .) great job with finding the SKSE plugin for race menu, found it earlier today too by doing simple updates check for my mods...
  7. nice one! it is already discussed in nexus race menu topic. seems errorproof so far, go get it guys until someone decides to take it out of nexus :D welcome back hair mods and all related followers :D
  8. another topic came to my mind - am i right (i believe i saw it somewhere) you are using EFF? or is it AFT? anyway, i am sticked to EFF in big hopes it will be the first follower mod to use MCM, and i am almost sure i don't have to use "my home is your home" as EFF residence is the same functionality... just want someone to confirm that for me :D i am closing to 230 esp/ms now (even with doing compatibility patches into one file and joining several older small mods together) so every removed esp helps :D
  9. back to SkyUI guys :) i wonder if anyone get it running with Wet and Cold... skyui nexus cross post follows: Skyrim 1.8 with respective SKSE, SkyUI 3.3 (havent tried 3.2 yet), using 21 MCM related mods First try mods: Achieve that! Auto unequip ammo Better fast travel BFS effects Deadly dragons Dynavision Frostfall iHUD Lock overhaul LoS Player headtracking Shooting stars SkyUI The dance of death Thieves guild req. Unread books glow ******************************************************* Second load mods: Convenient horses Minty's lightning Predator vision Realistic needs ******************************************************* Not working in MCM with any trick etc found here: Wet and Cold -- this happened with an older save where only iHUD and SkyUI 3.1 were present, so all the other mods were completely new for registration. when tried with even older unmodded baseline after-helgen save, all mods registered at first run except wet and cold, but i got one time onscreen messages for frostfall, horses and get snowy so wet and cold scripts are obviously running with 3.2 SkyUI, all my mods loads at first run (with unmodded save) including wet and cold. so as a quick and dirty solution for wet and cold, i have overwrited 3.3 SkyUI with old 3.2 ski_configbase and ski_configmanager files which works for me now, so i have 3.3 fixes with 3.2 mod registration. every mod from the list above works now in MCM
  10. Well, still think i will pass at least one more day :D Until that, i have another question concerning killmove mod - whats wrong with ski_playerloadgamealias.pex script? besides the fact it is hidden inside bsa archive (i am not unpacking all bsas by default, so i was a bit confused with the line in guide saying do not install this)... if the statement is correct, maybe you should add to unpack bsa first :D
  11. That means you already updated to 3.2 SkyUI? Cause in skyui nexus thread, there is a lot of comments about mods missing in MCM, probably leading to the point you will have to disable those mods, then uninstall old 3.1 SkyUI, install 3.2 and enable it again. I am afraid a bit to disable mods like RnD or Frostfall as i don't want to face possible consequences... And because there is still more ppl reporting MCM issues, i think i will wait with update until the situation settles down. Oh, in Atlas, you can use custom colors and icon size optional - it has its own map.swf (ref: "Optional Download "Basic Map" HUD with smaller, evenly sized icons, some color and no bottom menu bar"). I used it as an example, cause in my case i am using map.swf from NACMIM. EDIT: NACMIM patch is out, so i might go for a try with some basic unmodded save anyway :D the search map option and even unpolished active effects hud is tempting a lot...
  12. Hey there, just something about new SkyUI... First, issue with Minty's Lightning was found, as you can see here. Above that, new SkyUI is in conflict with all mods with custom map.swf (like colored icons, altas markers etc.), so i am really curious how this will be resolved in the future. There is a lot of chatter about that in respective mods comments. Seems like updating to 3.2 of SkyUI is not really safe now, as there are new error/conflict reports every hour, and i really hope there will be some update to it soon. Although i love the new active effect gui and map search, it should be polished bit more (like what to do if you are on high level and have so many active effects on it bloats the whole screen), and I am not willing to give up neither on atlas markers nor the nice icon colors i have now... I wonder if you neo have something in your sleeve for this :D
  13. Guys, is DSpSoB working well for you? As i have only right-hand weap sheathed, the second one is not there... i have tried everything including add/remove spell magic, trying various skeleton mods from neovalen and skulltyrant, even moved its esp to the bottom of my load order but it is still the same. I am using it over the latest STEP revison. I don't think its skeleton issue, as i am sure the desired skeleton files are overwriting older files... I am using latest dawnguard version with RR - WPWQ compatible skeleton. Any ideas? THx
  14. Hey guys, i am stepping up the game again, now with DB, and i found an issue with Antz in my pantz mod. After going through STEP 2.H, i was unable to start new game. Actually, i was able to start a game like in one from five attempts. So i checked papyrus log just to see this error (that repeats through whole log): [02/12/2013 - 04:58:59PM] Error: Unable to bind script AIMPmyPlayerAliasScript to <NULL alias> (0) on <NULL quest> (03009369) because their base types do not match [02/12/2013 - 04:58:59PM] Error: Property AIMPSplat on script AIMPAntScript attached to (300088A6) cannot be bound because <NULL form> (03012E42) is not the right type [02/12/2013 - 04:58:59PM] Error: Property AIMPAntsLoop on script AIMPAntScript attached to (300088A6) cannot be bound because <NULL form> (03003480) is not the right type as i do not remember to have issues before going with DB DLC, i tend to believe it is connected somehow. Anyway, with AIMP installed, any new game loading takes tens of seconds at minimum, usually about a minute IF the game decides to start. Several times i was stuck in the loading screen for minutes before i decided to end the process. With AIMP gone, the game starts in ten seconds or less. I love this mod, but due to this issue, i have to remove it from my list until this problem is solved. I will also post same info at mod nexus site Cheers
  15. okay, i though about reason like that :) though i am quite sad the final decission was postponed. would be nice to give out some reccomendations at least .) tbh, i have checked all mentioned lightning mods and i like the way authours are heading. and i ma sure some recomended ENB-SkyRealism-RLo-CoT or similar combination/settings would be highly appreciated by community, even if not under "STEP stamp"
  16. just wondering, maybe stupid question, but where did RCRN go in this solution selection? sure, RCRN is not exactly lightning mod, but it definitely changes visuals alot, both in and outside. now i am more interested with the "outside" as if you leave CoT out, there will be no other weather mod. and if (and i think it should be) there will be any weather mod included, in case of RCRN it will have significant impact on visuals outcome. not sure about CoT cause i havent played it much, i was always sticked to RCRN...
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