torminater
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Everything posted by torminater
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Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
I put everything I know about in this guide here: https://wiki.step-project.com/Z-Fighting:_the_flickering_of_LOD_textures_due_to_overlapping_planes -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
oh, how did you fix z-fighting? just curious... ;-) -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Well that's what I thought. You know I might get paranoid one of these days but there is just no way I'm going to live with artifacting in one of my favorite games when it is absolutely a software issue by it's developpers they could fix if they would put some effort to it. -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Never heard of that. Maybe it's the exception, since Skyrim doesn't offer any settings for TrSSAA but only an ini-setting for TrMSAA... Ok, let's try sth. You start a new game and run through all the stupid opening scene stuff. After you exit the Helgen Dungeon go to the standing stones (should be clear/bright/sunny then) and look at the reflections of the sun on the standing stones and tell me they're not shimmering with your settings... -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Dude... it only takes skyrims own settings if you set it to "application controlled"... -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Yuppie did that. 4x MSAA 4x TrSSAA, to no avail. -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Oh wonder oh wonder, Anti-Aliasing problems occur with... SLI activated! wow. I'm raging. Well, just watch the video I posted. That's what I mean with MORE artifacting! Actually it should say ARTIFACTING since it doesn't happen at all without SLI. No only sli related shadow bugs that I know of. I'll test it again for verification. -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
I know and already read about that months ago, but I was not nearly running out of VRAM with the original HiRes Pack. So I had to get the usage up a little bit ya know ;-) There is an official NVidia forum thread about the HDR problem, but their forums are currently down for maintenance. here another thread https://www.evga.com/forums/tm.aspx?m=1504429&mpage=1 just google it. it's pretty easy. I think I nailed the anti-aliasing problem down, gonna be back in some minutes. -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Well I did post it here... now I have it in my signature! ;-) My NVidia Inspector settings: As for the SLI-Bugs like: no HDR, MORE artifacting, Water ripple/animation bug, and higher vram-stuttering: there is no REAL fix for all of this. As I pointed out somewhere else, the 3D-stereoscopic mode slowes down the power of the video cards by a lot IF there are loads of high-res textures installed. It also increases VRAM-stuttering by at least 100%. The artifacting doesn't get fixed by enabling the 3D anyways. I found out about this glitch, because I sent in my whole computer to a professional hardware store and they tested it with SLI for 7 days running skyrim/prime/furmark/other hardware stress tests non-stop and they couldn't refabricate the artifacting but I almost instantly had it happen to me as I started a new game and looked at the swamps in morthal using The Skyrim Distant Overhaul maximum settings. It went away by itself after I looked around a little bit. I have the same exact bugs this guy has with his SLI config: [video=youtube]http-~~-//www.youtube.com/watch?v=Np0z4Y9BHOk HDR does get deactivated by Skyrim itself when it detects an enabled SLI, but somehow HDR doesn't get deactivated when Skyrim detects enabled 3D, too! To whomever that makes sense... Just wrote another extensive mail to bethesda asking them to get their S*** sorted. Kinda makes me feel better. -
DROPPED The Skyrim Distance Overhaul (by Grieche)
torminater replied to MadWizard25's topic in Skyrim LE Mods
Yep, can definitely confirm that z-fighting gets worse and better every time you look at it xDIt's really hard to stay concentrated enough to notice a difference! -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Tested a theory of mine... Installed 5.4 Gigabyte of HiRes (2048) Textures and Meshes (SMIM, SHD, SRO) and used SLI and 3Denabled/hidden fix: 3! runs, 3!!!! crashes at the same spot (after Riverwood, cross the bridge, the wolf that's supposed to hunt the deer/bunny). uGrids 5 of course. [07/06/2012 - 08:43:48PM] Papyrus log opened (PC) [07/06/2012 - 08:43:48PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [07/06/2012 - 08:43:48PM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/06/2012 - 08:43:53PM] VM is freezing... [07/06/2012 - 08:43:53PM] VM is frozen [07/06/2012 - 08:43:53PM] Reverting game... [07/06/2012 - 08:43:59PM] Loading game... [07/06/2012 - 08:43:59PM] VM is thawing... [07/06/2012 - 08:44:31PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>] [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>] [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>] [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>] [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>] [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>] [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 08:45:08PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 08:45:50PM] error:Â (000DC8E1): cannot enable an object with an enable state parent. stack: Â Â Â [ (000DC8E1)].lvlpredatorscript.Enable() - "<native>" Line ? Â Â Â [ (000DC8E1)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? This time I'm not using the 3D-SLI-Bug Fix: [07/06/2012 - 08:50:11PM] Papyrus log opened (PC) [07/06/2012 - 08:50:11PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [07/06/2012 - 08:50:11PM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/06/2012 - 08:50:15PM] VM is freezing... [07/06/2012 - 08:50:15PM] VM is frozen [07/06/2012 - 08:50:15PM] Reverting game... [07/06/2012 - 08:50:23PM] Loading game... [07/06/2012 - 08:50:23PM] VM is thawing... [07/06/2012 - 08:50:57PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>] [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>] [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>] [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>] [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>] [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>] [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 08:51:35PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 08:52:17PM] error:Â (000847DD): cannot enable an object with an enable state parent. stack: Â Â Â [ (000847DD)].lvlpredatorscript.Enable() - "<native>" Line ? Â Â Â [ (000847DD)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? Looks like a vanilla bug to me at least... Checking with the USKP 1.05 c beta ok seems to get fixed by it: [07/06/2012 - 09:08:32PM] Papyrus log opened (PC) [07/06/2012 - 09:08:32PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [07/06/2012 - 09:08:32PM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/06/2012 - 09:08:33PM] Cannot open store for class "A_MMM_RemovalScript", missing file? [07/06/2012 - 09:08:37PM] VM is freezing... [07/06/2012 - 09:08:37PM] VM is frozen [07/06/2012 - 09:08:37PM] Reverting game... [07/06/2012 - 09:08:44PM] Loading game... [07/06/2012 - 09:08:44PM] warning: Variable ::Alias_CaravanLeaderA_var on script QF_MQ201Malborn_0004CECE loaded from save not found within the actual object. This variable will be skipped. [07/06/2012 - 09:08:44PM] VM is thawing... [07/06/2012 - 09:09:17PM] [MQ102ChatterTrigger < (000AC137)>] triggered by [Actor < (0002BFA2)>] [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] running OnCellLoad() and AlreadyInit = False [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD7E)>] [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000ACD80)>] [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (000B6F69)>] [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] The Starting Weapon is [ObjectReference < (00035514)>] [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] The Starting Weapon is None [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] Doesn't have a starting weapon [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD81)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] The Starting Weapon is [ObjectReference < (000B6F6B)>] [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000ACD7F)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 09:12:20PM] DARYL - [WeaponRackActivateSCRIPT < (000B6F6A)>] finishing OnCellLoad() and AlreadyInit = TRUE [07/06/2012 - 09:13:02PM] error:Â (000847DD): cannot enable an object with an enable state parent. stack: Â Â Â [ (000847DD)].lvlpredatorscript.Enable() - "<native>" Line ? Â Â Â [ (000847DD)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? [07/06/2012 - 09:13:02PM] error:Â (000DC8E1): cannot enable an object with an enable state parent. stack: Â Â Â [ (000DC8E1)].lvlpredatorscript.Enable() - "<native>" Line ? Â Â Â [ (000DC8E1)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? [07/06/2012 - 09:13:15PM] error: DialogueRiverwoodIntroScene (000954D9): attempting to start event scoped quest outside of story manager. stack: Â Â Â [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetCurrentStageID() - "<native>" Line ? Â Â Â [DialogueRiverwoodIntroScene (000954D9)].QF_DialogueRiverwoodIntroScen_000954D9.SetStage() - "Quest.psc" Line ? Â Â Â [ (000954DA)].SF_RiverwoodIntroSceneHildeSo_000954DA.Fragment_0() - "SF_RiverwoodIntroSceneHildeSo_000954DA.psc" Line ? [07/06/2012 - 09:14:03PM] error:Â (000C97D2): cannot enable an object with an enable state parent. stack: Â Â Â [ (000C97D2)].ObjectReference.Enable() - "<native>" Line ? Â Â Â [C00GiantAttack (000C97D9)].QF_C00GiantAttack_000C97D9.Fragment_0() - "QF_C00GiantAttack_000C97D9.psc" Line ? [07/06/2012 - 09:14:15PM] error:Â (000DC551): cannot enable an object with an enable state parent. stack: Â Â Â [ (000DC551)].lvlpredatorscript.Enable() - "<native>" Line ? Â Â Â [ (000DC551)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? [07/06/2012 - 09:14:15PM] error:Â (000DC550): cannot enable an object with an enable state parent. stack: Â Â Â [ (000DC550)].lvlpredatorscript.Enable() - "<native>" Line ? Â Â Â [ (000DC550)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? [07/06/2012 - 09:15:05PM] error:Â (000DC556): cannot enable an object with an enable state parent. stack: Â Â Â [ (000DC556)].lvlpredatorscript.Enable() - "<native>" Line ? Â Â Â [ (000DC556)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? [07/06/2012 - 09:15:25PM] Persuade: [Actor < (000DC9E4)>] [07/06/2012 - 09:15:25PM] [favordialoguescript <DialogueFavorGeneric (0005A6DC)>]Current Skill uses given: 1500.000000 times the Skill Use Multiplier [07/06/2012 - 09:15:32PM] VM is freezing... [07/06/2012 - 09:15:32PM] VM is frozen [07/06/2012 - 09:15:33PM] Saving game... [07/06/2012 - 09:15:33PM] VM is thawing... [07/06/2012 - 09:16:20PM] VM is freezing... [07/06/2012 - 09:16:20PM] VM is frozen [07/06/2012 - 09:16:20PM] Log closed -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Further infos: Using SLI without enabling/disabling stereoscopic 3D Using newest beta drivers: 304.79 Rig info: Crucial m4 SSD 128GB, 2.5" Samsung EcoGreen F4 1500GB Intel Core i7-2600K, 4x 3.40GHz Kingston ValueRAM DIMM Kit 8GB 2 x Gainward GeForce GTX 570 Phantom, 1.25GB GDDR5 SLI ASRock P67 Extreme4 Corsair Professional Series Gold AX750 750W -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater replied to torminater's question in General Skyrim LE Support
Eleventh test: Skyrim Launcher Options: Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version Ini Options: uGridsToLoad=13 uExterior Cell Buffer=196 Data: Comments: Game would infiniload. Killed process. Conclusion: I will try to disable all the processing managed by the Skyrim assets as much as possible and reapply them with Nvidia Inspector to see whether I can fix this problem. Link to Album: https://imgur.com/a/oxI3A#0 -
Anti-Aliasing/Anisotropic Filtering not working properly
torminater posted a question in General Skyrim LE Support
Hey guys, today I found out that my texture shimmering is absolutely related to Anti-Aliasing and/or Anisotropic Filtering. Setting the "Allow negative LOD bias" to "Clamp" makes the structures appear halfway decent again, BUT it still is there. So I started yet another testing round using only Skyrim assets and Vanos Hybrid HD-DLC-Mod. That's what I did: 1. Disabled Bethesda Logo on startup. 2. Enabled logging and tracing in skyrim.ini for papyrus. 3.Opened up Skyrim Game Launcher OR Skyrim.ini 4. Applied various settings. Details below 5. Enabled "Boost"-mode in IObits Game Booster. 6.Started Skyrim Performance Monitor. 7. Ran 100% clean Vanilla Skyrim 1.6.89 with TESV.exe (sry not SKSE!!!). 6. Loaded new game (started today for testing purposes only) from exiting Helgen Keep dungeon. 7. God mode enabled. 8. Continiously sprinted to Whiterun only travelling by road ignoring all combat except a part of the giant fight before Whiterun. Ended testing whilst looking down from Dragonsreach and testing VRAM-Stuttering there. 9. Exited Skyrim. 10. Screenshot of Skyrim Performance Monitor. First test: Skyrim Launcher Options: Lowest, means Low Preset applied and manually set everything except the resolution to the lowest possible setting, kept object detail fade as it gets preset. Ini Options: no changes Data: Comments: I actually managed to crash once to desktop, where TESV.exe was apparently not responding anymore. Second test: Skyrim Launcher Options: Low Preset Ini Options: no changes Data: Comments: I actually managed to crash once to desktop, where TESV.exe was apparently not responding anymore. Third test: Skyrim Launcher Options: Medium Preset Ini Options: no changes Data: Comments: Nothing.  Fourth test: Skyrim Launcher Options: High Preset Ini Options: no changes Data: Comments: Nothing.  Fifth test: Skyrim Launcher Options: Ultra Preset Ini Options: no changes Data: Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.  Sixth test: Skyrim Launcher Options: Ultra Preset plus original High-Res-DLC from Bethesda Ini Options: no changes Data: Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.  Seventh test: Skyrim Launcher Options: Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version Ini Options: no changes Data: Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. No lag/stutter on the Dragonsreach reference spot.  Eighth test: Skyrim Launcher Options: Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version Ini Options: uGridsToLoad=7 uExterior Cell Buffer=64 Data: Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. Not really lagging/stuttering more than with normal uGrids-settings... No lag/stutter on the Dragonsreach reference spot.  Nineth test: Skyrim Launcher Options: Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version Ini Options: uGridsToLoad=9 uExterior Cell Buffer=100 Data: Comments: Aliasing on stairs , lit up items with shadows cast on them (plus shadow striping/strobing and all that crap)and items on loading screens. The game felt a little bit laggy, but bearly noticeable only. Maybe lagging/stuttering more than with normal uGrids-settings... Tenth test: Skyrim Launcher Options: Ultra plus original High-Res-DLC from Bethesda plus Vano89s optimized Hybrid HD-DLC-version Ini Options: uGridsToLoad=11 uExterior Cell Buffer=144 Data: Comments: Aliasing on stairs, lit up items with shadows cast on them (plus shadow striping/strobing and all that crap) and items on loading screens. More lagging/stuttering than with normal uGrids-settings... Game freezed as I closed in on the Whiterun periphery. -
Performance issues with a beasty config (IMO)
torminater replied to nico53laval's question in General Skyrim LE Support
I Study in poverty now to live in richness later when i'm already too old to enjoy it As much as i should Be able to... -
Stutter with 1.5GB of VRAM (2x GTX580s)
torminater replied to nickrorschach's question in General Skyrim LE Support
Errrr what? Aero has vsync and non-Aero doesn't? I have vsync for Skyrim enabled and Aero completely disabled. Is this now working or not??? -
SKSE with older Skyrim versions
torminater replied to torminater's question in General Skyrim LE Support
yeah, just really weird, because the backup was from 2 days before I joined the 1.6 beta... apparently my skyrim wasn't even updated to 1.5.26 prior to my beta participation! steam really gets on my nerves sometimes... -
Black Circles, z-fighting and texture shimmering
torminater replied to torminater's question in General Skyrim LE Support
Updated my guide a bit. -
SKSE with older Skyrim versions
torminater replied to torminater's question in General Skyrim LE Support
TESV.exe is skyrim 1.5.24??? o_O weird stuff there... -
GUIDE Skyrim Installation Guide
torminater replied to frihyland's topic in Unofficial Skyrim LE Guides
oops I meant your troubleshooting guide... -
SKSE with older Skyrim versions
torminater replied to torminater's question in General Skyrim LE Support
I was using an absolutely clean vanilla install! There is just no way anything could be interfering with this... -
SKYRIMLE Morrowind Armor for Skyrim (non-replacer)
torminater replied to frihyland's topic in Skyrim LE Mods
aaah thanks for that! -
GUIDE Skyrim Installation Guide
torminater replied to frihyland's topic in Unofficial Skyrim LE Guides
Hey Fri, here a post from me from an other thread, it refers to the sli-bug-workaround in your SIG: Yep, came back here, because I remembered you said something like that! There is also another bug with sli and water, if you didn't notice: Reflections on water shake/jump rapidly when moving from side to side. Only known fixes: a) disable sli b) enable 3D c) turn off water reflections for sky, objects, land and trees in skyrim game launcher (or skyrim.ini if you prefer it this way, note that if you only disable bUseWaterReflections you will still get reflections on water when playing, but none on the map plus the reflections look kinda weird.) There is a problem with c) though: the game looks shitty. Of course there is a tradeoff possible: the reflections of trees are the most noticeable nuisance. You can keep the other reflections on. You'll notice the jumping only when paying lots of attention to it. -
SKYRIMLE Morrowind Armor for Skyrim (non-replacer)
torminater replied to frihyland's topic in Skyrim LE Mods
where do those mods actually get stored for install/deinstall procedure??? o_O -
SKSE with older Skyrim versions
torminater replied to torminater's question in General Skyrim LE Support
OK just verified everything: What have I done? - saved skyrim folder version 1.6 backup - deleted skyrim folder - copied skyrim folder version 1.5 from backup into common folder (steam) - replaced MyGames Skyrim folder with 1.5 backup (after deleting the 1.6 skyrim folder here, too) - INSTALLED SKSE 1_05_05 Launched Game via skse ERROR "Please update to the latest version of Skyrim." -> Game doesn't launch. Possible cause: skse uses steam to check whether skyrim version is up to date, if steam reports back it isn't skse blocks of. Possible fix: Offline mode for steam, which currently mirracliously won't work on my laptop. No current fix for this issue out there. Any other suggestions?

