Jump to content

Aiyen

Mod Author
  • Posts

    3,388
  • Joined

  • Last visited

Everything posted by Aiyen

  1. yeah it was in relation to joshkope´s response about it does not purge skyrims memory! Sorry should have made a quote! :)Â
  2. And how would that help with the 3Gb limit if it does not touch skyrims memory ? ;) Then it would only ever help people with like 4Gb of RAM in total. Also it is wrong to call it memory leaks... since if it was a leak it would progress until a point where it would just CTD all the time no matter what you do. The only real problem with the skyrim engine is that it is just really bad at clearing out entries it no longer needs. Like it does not need to render stuff behind mountains, some even at full resolution.
  3. Sounds like you got a lot of experimental stuff going on in general! ;) I have not tried that specific combination... but it does sound a bit odd to mix hardware AA with SMAA. Guess it would be a good idea to try to go back towards more vanilla settings and see where the problem starts.
  4. Yeah I use them, optimized as per the step guide. About the memclean program... then I am still skeptical. It just seems a bit... off to me. I guess if the memory could just be purged without concern then Bethesda would have done that. (I would assume) But I currently do not have any memory related issues...Â
  5. No reducing shadow and decal amount etc. The other ones I have never seen make any impact at all. (the core ones) The former I have seen. I personally reduced the amount of grass rendered, and instead used the grass on steroids mod to increase the grass size a bit (so the overall look is the same)... effect is a more smooth gameplay with a bit higher FPS. So I know these small tweaks to ease the burden on the CPU helps.
  6. Not specifically. I know it is a bit of a long shot... and that it should not come down to that. Skyrim is a multi threaded game... at least it has the option to be. But the i5 should be more then able to handle it... However it is still worse at dealing with multi thread applications then say a i7 model with hyperthreading enabled. But I guess it would be much more likely that your CPU is then starting to feel the effect of using the rather big OC... if it turns out to be related to that sort of thing. but well just try it out... it is just a few .ini tweaks and then you should be able to see the effect upon loading a savegame that had the issue previously.
  7. Alternatively you can reduce shadow resolution, decal amount... etc. stuff that the CPU handles. the i5 is not the best multi thread CPU around so the issue could very well be that you just try to execute too many things that require too much of the CPU. Stuttering is always due to a bottleneck... You might have a high clock speed, but if there are no threads available in the CPU to handle the requests then you will still get stuttering.
  8. Glad to hear that my hunch at least is partially right. In general always do MEMtest after doing any type of MB/BIOS OC since any instability due to increasing the voltages are seen there first.
  9. Yeah I also have this issue... but as far as I can tell it is only in certain weathers it does it. Not investigated it in depth yet since it does vanish during blizzards or cloudy lighting storms.... I only see it in clear weather like on the screen.
  10. If you do not use them you will get really glowy water during the nights... it is hard to miss really. Also yes... the particle patch is a bit old, and HD fire has since updated so the issue is not present.
  11. Black or blue or whatever textures are going to cause a crash eventually... since they are a symptom of every resource not being loaded. But we kinda already knew we could not do higher ugrids with SR as it is atm.
  12. You got to have some sort of bad memory or similar related hardware issue... either in RAM or on either of the GFX cards. It makes no sense that your setup would not be able to run full 1k step. Computers with less are able to do that. I assume you have tried to do a full stress test of your systems memory ? There are various utilities and programs that are free which can do this for you.
  13. I do not like all the pressure! I will make a last minute change and apply the shader that converts everything to 8bit graphics!
  14. Well you can always just stop waiting for more updates... and just press that play button and never come back to the guide site until after your playthough! :P I know I plan on doing that eventually :)
  15. Minimal performance hit with his latest version... and the effect is really good. Also you can make it compatible with the basic version of SFO rather easy. Just remove all the nif´s that relate to the trees that are not in that package. Since it is just meshes then there are no .esp or texture location that should be able to interrupt as far as I know.
  16. Much to learn in the way of tes5edit I have :) Glad you cleared that up for me! Sad that I now have to do all the SUM patches again...
  17. Okay found at least a few errors relateing to RLO (At least the do not make sense to me! :D ) First is in the USKP fixes Expand "Cell">"Block 0">"Sub-Block 1" under Realistic Lighting Overhaul - Major City Interiors.esp and select the "000580A2" node. Drag all mismatching entries except the "Fog Far" and "Fog Clip Distance" from Unofficial Skyrim Patch.esp to Realistic Lighting Overhaul - Major City Interiors.esp. One should not drag over the color values, since they are not wrong... they are just altered by RLO. There are a few values that need to be copied over however. Also most of the realistic room rental - RLO patch changes are redundant since RLO is later in the load order so they overwrite regardless. No need to do the same thing twice.
  18. Just having SRO as 1k should do the trick. At least that is my experience. Got on average 400Mb of RAM freed up by doing that. This of course assumes that the others do not overwrite SRO.
  19. If you use "Burn freeze shock effects" then that is the most likely culprint. Since it is based on scripts then sometimes these just fail which cause a freeze. The author is aware of it, but it seems to be an issue related to running many mods at once. At least to my knowlegde. It is annoying for sure, I know I have the issue as my nr. 1 cause for the game stopping. Contemplating removing it to test. Sadly the mod is just so awesome! :)
  20. Glad to hear that a simple cleaning helped your other issue! As for this new one then that is most likely mod related. Loadorder is always the prime suspect. Next comes haywire scripts. Since Whiterun is a rather script heavy area even early in the game. Check the papyrus logs during a single play session. If you CTD as the load is done then it could point to a script gone bad since it is trying to load but cannot for some reason. Since the area outside whiterun is also really memory intensive then it could also be related to that. Especially if you cannot fast travel in, and get inf. loading screens.
  21. Ah yes the infamous "Display driver nvlddmkm stopped responding and has successfully recovered." .... god I do not miss that error. I could write a long novel about it but instead I would just suggest you search the MS help site for it... they got a nice explaination as to why it happens. It does not happen in every application, or under certain circumstances.... it just happens every now and again. The only permanent solution is to get new hardware and verify that the problem is gone while you can still RMA the parts.
  22. Which is because the CPU handles, shadows, AI and pathing etc. If you have too many things loading then I guess it is possible that the game is just not threaded enough to actually cope with the amount of information it needs to process. Which in turn causes scripts to get delayed which causes CTD´s.
  23. Will this feature be compatible with DSR ? :PÂ
  24. Glad that you like it. The CTD´s are properly due to VRAM... since ENB takes up a little bit depending on the size of the reflection and AO texture. You can see in the ingame GUI how much it is using. So perhaps you need to compensate a bit more texture wise. As for the picture. Without knowing the weatherID I cannot say for sure.... But in general then yeah there are certain weathers that have low ambient lighting, so I would think it is perfectly normal. I am a bit more curious about the saturation of the greens though. If you see something you think is really odd. Then please try to go to the GUI and disable ENB and see how it is supposed to look with only vanilla post processing and color correction. If it is also dark here then it is part of CoT´s design.
  25. You are very right... the latest patch did make this much better though. But there still are room for improvements. The easy solution to this is to just save and quit to menu and reload. Then you will force the game to unload everything that is not required.Â
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.