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Aiyen

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Everything posted by Aiyen

  1. Welcome to the active forums go2kant! In general anything that adds more spawns and alters the follower system is prone to issues. This is mainly due to the very extensive script system required they depend on. Also adding more spawns in general makes sure you use more memory, which as you have found out can lead to memory issues. Immersive armors and weapons etc. should not provide any issues, other then you need to remake the bashed patch in order to properly get the leveled lists working. Anything adding new buildings etc should not really conflict with anything. Stuff that changes an already existing building will most likely cause some issues if not done properly.
  2. Yeah keeping up to date is a good thing most of the time, and solves many of the small script issues that can hoard up over time.
  3. Yup black textures means you do not have enough memory to load in everything. And then the game will CTD shortly after. If you are using 2k exterior textures mainly, then reduce their normal maps (_n.dds) to 1k size. This free up a lot of memory. When you optimize then most 1k textures should be about 1.3Mb and most 2k about 5.7Mb a piece. Unless it is a special combination texture like certain foilage use.
  4. Haunted by dragon corpses.... now that is something you do not hear about everyday. Try to enable papyrus logging and see what it says before the CTD... sounds a bit like scripts going haywire. And you do have a lot of script intensive on your list...
  5. First activate mods after your hands are untied in helgen keep. For example if you activate frostfall during the carriage ride the horse theif will die.. which kinda bugs out the game.
  6. "Hides in shame" >_> I blame the cat!
  7. Ah okay. Sadly my preset is not compatible with v.119 since it does not support the day night settings that where implemented in v.139 and up. Of course you can also increase all the quality parameters to max 0 or -1 which might help a bit. But I could talk all night about optimization hehe... so I will just let you play! Let me know what you find out!
  8. Very strange.... Poor Arthmoor. That mod is just the cause of endless issues in all shapes and colors.
  9. Yeah the lack of hardware AA is a bit sad true. The foilage shimmering is mainly due to the SSAO texture. I have chosen a rather high resolution to combat this issue, and on my monitor and rig it is fairly well hidden expect in a few weathers. At least in combination with the DoF. (The reason it goes away when you enable hardware AA is because the SSAO is disabled) If you want to increase it then it is the following in the enbseries.ini SizeScale=0.60 SourceTexturesScale=0.50 Under SSAO/SSIL Just put them up to 0.75 and most shimmering will be gone. Alternatively you can disable other features and hope your FPS gets up high enough this reduce the shimmering as well and also make the SMAA look a bit nicer. The settings I have chosen are the ones that have the best tradeoff between quality and performance on my machine. I run a fairly stable 30FPS with those settings... if you run with 50 or more you can just crank up the quality! Alternatively you can disable reflection and crank up the SSAO quality even more. The SMAA in SweetFX is the best of the ones around.. you can crank it up at the cost of an FPS loss. In the SweetFX settings under SMAA settings. #define SMAA_THRESHOLD 0.01 #define SMAA_MAX_SEARCH_STEPS 96 #define SMAA_MAX_SEARCH_STEPS_DIAG 18 #define SMAA_CORNER_ROUNDING 0 Should be about the best it can perform. Alternatively you can play around with the FXAA... might perform better to your liking. I have personally not tried it out yet. (Sidenote: Also the ULTIMATE LUSH OVERHAUL actually reduces it in foilage as well due to the more detailed meshes...This is part of the reason I included it in the optionals :) )
  10. Okay out of curiosity I have done some research and I did underestimate how old that card was! It only has DDR3, like you say, and a rather low memory bandwidth as well. So perhaps larger textures can in fact be a cause of general FPS drops when the memory is so slow. I also compared it with my old GTX260 and it is less then 1/3 in power of that, and it had a small fight with full 1k textures. So I guess it is entirely possible. You might have to go even lower in settings until you hit a decent framerate. I would start with the drawing distances. If you still get low FPS with those below half of the max then there might not be much you can do. What really limits laptop GPU´s is the very limited amount of power you can throw into them... so they might look good on paper but they have next to no performance since they cannot be fed several hundred Watts of power.
  11. Texture size only affects memory load not FPS directly. The only time they affect performance is when they are loaded.. which can result in stutters. Once they are loaded into VRAM then the GPU has almost instant access to them until they are unloaded when you change cells, due to the high speed of GDDR5 RAM. Also your card has 1.5Gb of VRAM as far as I can tell from spec pages. So your low FPS issue is most likely due to something else. My guess would be the CPU intensive parts like shadows etc. (Here I also assume that you have made a performance power savings setup on your laptop when playing?)
  12. Dirty edits are fairly simple to remove. If in doubt just watch the video on youtube by Gopher, shows you how to do it in detail. As for the wrye bash "issue"... as long as it is not red then it is most likely not something that is game breaking. Another reason to use MO instead... you do not get confused by the overload of technical information that WB throws at you. For Skyrim Project optimization you just need the full version with the .esm in it. Activate it and let BOSS sort it in. The optional .esp´s are only if you are using one of the mods listed as optimized. Some people think they can just use the .esp without the .esm.
  13. Yeah if you drop in fps with that mod it is due to bad ini settings! The idea in it is that you increase grass size, but you reduce the amount of meshes created... which translates into more fps. Since grass does not require super high quality textures... in fact it does not really do anything for grass so it is pure win win. I gained like 3-5 FPS which means I can now crank up some ENB settings so they look better. Also the FoV should not alter FPS or memory use in anyway... the game is loaded on a cell to cell basis... stuff behind you is not unloaded everytime. Five cells are loaded in entirely every time. FPS there might be a minor hit since you can get more effects on screen at any given time which might affect the rendering speed... but I have personally not seen any drops going from default values to 0.85.
  14. Okay I guess it is about time to get some more input! As I have been saying on earlier occasions then I am working on my own ENB preset! I do believe that it has now reached a point where I would like others to beta test it before I release it on the nexus! So if anybody is interested then please do throw me a PM! For the general description: I guess it is a sort of middle ground between the really realistic but often rather bland and desaturated looks, and the vibrant and very saturated fantasy presets out there. Here are a few screenshots that are more or less equal to how the current build looks. https://www.dropbox.com/s/u8jdnmew2g0yk9g/Screenshot7409.jpg https://www.dropbox.com/s/ydv082df6hv1ed4/ScreenShot97.jpg https://www.dropbox.com/s/e6ghfqjccl8x7dg/Screenshot17857.jpg https://www.dropbox.com/s/7od26pp4jydkfii/ScreenShot105.jpg https://www.dropbox.com/s/nkfe9iimgxliz2e/ScreenShot54.jpg I will be providing all the custom textures I have made that helps some of the bad issues I am aware of, but I am sure there are many others! I will make a much more detailed installation note tomorrow, for the people who are interested. The specs "required" are similar to what is required for SR...
  15. Sounds like you have all the same crash sites that I do/did on that route hehe :) Never halve the normals on armor and character textures ... they will degrade too much imo. They are after all designed to be looked at up close. Unless you are using an ungodly amount of armor mods and something like ASIS to produce loads of extra actors then the total memory use due to armor is limited to less then 100Mb of the total at any given time. You do not really have anywhere (I have never heard of any in vanilla) in the game where you have all sets of armor at any given point. Also for all the animals in AV you can reduce normals to 1k without any real issues... for some of the dragur etc it might be an issue, but in general you just need to optimize the compression for the textures since there is alot to be gained without much loss in quality. If you only need to alter compression in a single texture I can recommend getting gimp and the .dds plugin. Then you can use its export feature to resize and recompress any texture... it is faster then using ddsopt! :)
  16. If you have 6Gb of VRAM on one card I would assume you have an AMD card not an Nvidia card since they almost only have 4Gb on their top models. Then it would be Crossfire and not SLI... yes they are similar but also worlds apart if you run into issues and need help! :) Also like Kelmych says then sadly you do not get double the memory with more cards... which is why multicard setups are such a bad deal for gamers. You pay for everything but do not even get close to double the performance. You get to use both GPU´s but gamewise you only get about half to roughly two thirds the first cards performance on top... depending on how optimized the driver is for the game you are playing.
  17. Alternatively you can also reduce the rendering distances for objects... this provides huge amounts of memory. Or you can start to remove the higher quality exterior textures until you have a smooth performance. Most of the texture packs have a folder structure that is somewhat logical to figure out.
  18. Yeah... I should have done a more extensive test of the world! The winter regions are not really green, but rather red, browish. But yeh the mod still needs a limiter on where grass is shown. The Steroids mod seems to be working nicely though. It increases the size of the grass a little bit if one use the goldilock version which is a nice touch. I guess that it in conjunction with reducing the density of the grass a little bit can help with FPS if you want a few more.
  19. Thanks for the post! Their detailed analysis pretty much is in line with what I am experiencing. I only really tested the mod out around Whiterun atm. I wanted to try to see if there was a grass mod that could solve the issue I had with SFO grass looking way to bright when using ENB´s. With this mod then the tundra is much more diverse so that the grass does not stand out so badly. Compared to having the same yellow grass ALL over the screen in which case it stands out like a bad sore. Just means that I do not have to edit yet more textures!Â
  20. When you can run the game from the start in Helgen all the way though to the first dragon kill in one go... with only 0-1 CTD.. then you can be more or less certain that you do not have any memory related issues at all. Also no fast travel obviously. What you describe is not really super random when you look into it. The area around Riverwood is one of the most detailed in the game texture wise. The area outside of Whiterun as well. Helgen is really intensive as well when you look at how many unique actors there are there and how many things are happening... Also if you follow Neo´s guide and you get contiuous issues... then reduce the quality of the AV packages... after SRO then it is the single largest memory consumer due to the way it works. Think of all the small animals that are running around.. if you have it on each can be different and will require another 10Mb (give or take if its a 2k one) of RAM a piece.
  21. Very strange I only made these changes in the Skyrim.ini [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 iMaxGrassTypesPerTexure=7 bDrawShaderGrass=1 iMinGrassSize=110 This gives me no FPS loss what so ever (Around 30FPS with my current ENB on.). If I used the iminGrassSize=75 then I would drop down to 10 FPS though.Â
  22. It will not conflict with the game itself.. only if you are using mods such as ENB that require post processing to work. Then they try to access the same ressources, which causes conflicts and CTD´s. But if you do not use any of those mods then there should be no issues. If it does cause more CTD´s then it is most likely because you have OC´ed more then you have cooling for.
  23. Okay tested out these 2 and I must say that it is almost a must have! If only so that the whiterun tundra is not just full of that annoying boring yellowish grass and nothing else. Also helps out immensely with ENB´s. The "glowing" grass is not longer really an issue since there are now so many other types mixed in that it does not stand out like a bad sore. Grassification Grass on steroids It is superior to the old grass settings that SFO had.. since there actually is not really any performance drop if setup correctly for your specs. If you need help as always just pm me, but his instructions on the page are well done! Also his climate overhaul for dragonborn is worth looking into. Works with CoT 3.1 and does add a bit extra spice to that region. I have only done basic testing so far but I am almost certain I am going to keep it unless some really horrible bug shows up down the road. Some might also like his new dragon priest mask mod... I am still trying to decide if I find them too lore breaking or just too... scary.Â
  24. Also the textures packs for males are very specific about what they include... so if you installed the "wrong" one then it is very simple to get another.
  25. First off... ENP is wrong .. it is ENB :P As for the letterbox issue... it continues to amaze that people never read the manual... especially Skyrealism which has one of the best around. But we all have to learn! So here goes. Open the file enbeffect.fx in notepad. file the line with #define ENABLE_LETTERBOX_BARS put // in front of it to comment it out. Now you will no longer have bars. As for the desaturated look that is a bit strange... especially in the fantasy preset. My guess would be that your monitors color setup is altering what is shown. But well also in the enbeffect.fx file Look for float fColorSaturationMultDay = 1.4; // Controls the color saturation multiplier. Range: 0.0 (greyscale) to 2.0 (hypercolor). Just increase this value and you will get overall more saturated colors. Also the particle patch is a good idea to keep if you are using an ENB... just because otherwise there are a few issues that might annoy you down the road. If you have any further questions about ENB just throw them my way in a PM! :)
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