Aiyen
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Everything posted by Aiyen
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You can trust BOSS most of the time! However if a mod author of a mod says that a mod has to be in a certain spot then it might take some time before the BOSS team gets it sorted. I just recently installed Supreme storms for CoT and I recall it saying it should be placed after. As for all other mods. I am sure many people are happy to help out. If you want a guide or inspiration then vist the Skyrim revisited guide. In general any mod that adds spawnpoints, or adds more actors to the game is gonna make the game noticeable more unstable. This mainly because the game engine is very touchy about spawning new actors, and when there are many then the AI engine kinda stops working which does not help. This might not be an issue if you are using few mods.. but with your list then it most likely is gonna be. Also good to know that you got the issue at hand fixed!
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skyrim mod organizer v.0.12.9 download questions
Aiyen replied to Quahogs's question in Mod Organizer Support
Replace means that you delete the mod folder and reinstall the content. Merge means that you just add the new content into the existing folder and overwrite any similar named items if required. -
Well looking over your BOSS list then there are a few issues. 1. you should only have one Lanterns .esp... not two. Only the last one will be in effect. 2. Supreme storms CoT version should be loaded after CoT nights. also with ENB then it can create an enbseries.ini file in which the rain will be enabled by default... which would create that effect if you do not have any .tga file for it. Try to open it and manually disable it to make sure. If that is not the cause, then try to test other stormy weathers and see if the problem is generic for them all. In which case try to reinstall the mod that provides the rain texture. In your case that would be supreme storms I think. edit: In general your selection of mods is not really optimal... and you are using stuff that have been proven to provide major stability issues. Like More village animals, and ASIS. Also you have the oblivion gate mod which adds new spawns.. which in combination with alot of other stuff is just going to be a stability nightmare! :) But ofc. that is up to you. Just saying that your list is a bit cluttered and not really optimal and you are most likely going to run into issues down the road.
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When you run out of memory you get increased stuttering when loading in new resources. Or it just fails entirely to load in new hence you will get black models running around. The line between when it is bad stutter, and a CTD is very vague, and depends on many other factors ingame. But most certainly if you are at that point then you need to reduce memory use.
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100. 500 is 5x the normal movespeed.
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Most likely due to scripts gone haywire due to a weird install issue. If you have many scripts, or just a few that requires input (man I hate those) then it can mess up the timing of the intro. As Root Says ... use MO instead, makes troubleshooting simpler. There are so many issues when using NMM that it is just not worth the hassle to try to isolate issues with it.
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My first guess would be a bad raindrop.tga file for ENB.... mainly because rain without ENB´s rain is just a 2d texture put over the screen. As for getting weatherID´s ingame. Get STATUS from mannyGT and place its .esp just before a bashed patch on your load order. Then you can get current weatherID´s via its MCM menu.
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If you reach the point where HDD starts to become a bottleneck then you have general memory issues. It will most likely increase stuttering on cell changes by a little bit... but again depends on the total amount used. The more memory you use, the more you stutter. But try it out and see how it goes. Once you have it added, then start a game via console (coc ) then increase your move speed (setplayer.av speedmult 500) and run around the world. Depending on how far you can get around the more stable your game is memory wise. There are ofc. still issues like spawnpoints etc. that can mess it up, so ofc try it a few times and see how it goes.
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Obviously AV has the POTENTIAL to tax the hell out of even the best of systems. Depending on which cell grid (5x5 for ugrids = 5) you are loading, and what time it is ingame, then you can get very high amounts of memory use. This is why I tell people it is so vital that "clutter" like rabbits and foxes should get downsized since they do not contribute vastly to anything but the memory use. Also the (logical) rule is ... the more variation the more potential memory use. As long as you do not increase ugrids, or have anything that increase the amount of spawns, or add more spawnpoints etc. then the SR selection of AV packages is good enough, if you reduce "clutter" to 1k. If the option to have AV packages for weapons and armor ever becomes an option then it will most likely need some adjustment.
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Otherwise just resize most of the animals to 1k in size and it will work just fine on most "modern" setups. Like I have said so many times now..... why on earth would you want your foxes and rabbits etc. to be 2k ? You hardly ever look at them up close, and when you do its momentary. It is more vital that skeletons and draugr etc. use 2k since those actually look more awesome with higher quality normals etc.
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[Solved] Very Odd Helgen Keep Problem
Aiyen replied to Moragg's question in General Skyrim LE Support
Yes that was the one. Thank you WilliamImm! -
You can always add .esp´s to a save with relative safety. The problem is removing it again! In the case of AV then it should not be a problem. Since it loads last then the formID´s that it gets assigned do not push to anything else (to my knowledge). As long as you do not mess with your mod list after installing it then it should also keep working. I have tested the issue when it stops working, or only works on half the creatures, and linked it to the fact that the formID´s that it gets assigned are no longer valid and have to be remade all over.
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Z-issues are sadly a part of the game engine at the very basic level. Even the developer of ENB says it would be way too much work to try to fix, and many people are asking if he could not do it. The way to fix it is to do stuff like the Z-fighting guide says... sadly that also means that you cannot run with many mods without running into infinite loading screens! Either that or place objects in front, or increase the distance fog until it makes sure you cant see anything... but most of those options are not optimal visually.
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[Solved] Very Odd Helgen Keep Problem
Aiyen replied to Moragg's question in General Skyrim LE Support
There is an ini tweak that you need to make sure you are not using or you will run into that issue with helgen keep..... forgot what its called now... someone else is going to provide it soon enough and laugh at me! :) -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
Aiyen replied to kryptopyr's topic in Skyrim LE Mods
DXT5 is the more or less preferred compression since it does have the best blend between quality and file size. Going to full lossless is almost always a waste of memory. It is like comparing a jpg file saved at 100% quality and one at 95%. You cannot visually see any difference unless you have a really expensive monitor and know what you are looking for... but the file size difference can be rather massive. For high quality the 2k x 2k at DXT 5 should be the standard. The difference between 2k and 1k normals and its compression will depend on the type of texture in question. Is it a rock or mountain that will mainly be viewed from far away or just in flashes... then it is not required with 2k normals. If it is something that is up close and personal like armor and weapons.. then 2k is very vital! As for compression then I guess there can start to come artifacts with really detailed items at higher compression. At least I have produced a few when I tried to optimize certain armors. -
Strange focus/lighting/something problem around Solstheim
Aiyen replied to DoYouEvenModBro's question in General Skyrim LE Support
No... I installed ELFX, downloaded RS.. then made a bizzare tes5edit ritual on it to remove all conflicts and altered a few color values etc. I use the CoT patch for SCO... since I like both of them to show up. Gets kinda boring with the same ol ash storm over and over. -
Strange focus/lighting/something problem around Solstheim
Aiyen replied to DoYouEvenModBro's question in General Skyrim LE Support
That is true, this is why I got Relighting Skyrim to take care of that, but it does so by using the same color scheme as ELFX does... mostly. -
Strange focus/lighting/something problem around Solstheim
Aiyen replied to DoYouEvenModBro's question in General Skyrim LE Support
My own ENB CoT for exterior, and Solstheim climate overhaul for that location. ELFX + Relighting skyrim for interiors. Relighting Skyrim has been modifed with ELFX values, and only affect cells that ELFX have not got around to yet. -
The ini files are stored in the profiles folder... that is the beauty of it! You still have to start the game once without any mods to create registry entries etc. I forgot to mention that... But the ini´s you do not need to touch, since you already made them and they are linked to the MO profile you use. Also the official guides on how to do stuff is (almost) always better then a random dude on the internet! ;)
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Strange focus/lighting/something problem around Solstheim
Aiyen replied to DoYouEvenModBro's question in General Skyrim LE Support
Was messing around with skin textures, and hence playing with the wet and cold features since they affect skin when there are storms. After activating the watery eyes.. then the effect activated and voila. Have also been playing around and running around Solsteim testing out my ENB for the past few days... so thought I would find out just how that effect was activated... just to be a 100% sure of what I am saying! -
Strange focus/lighting/something problem around Solstheim
Aiyen replied to DoYouEvenModBro's question in General Skyrim LE Support
Okay I made a mistake... did a bit more research since I kinda did not believe in my own idea here! The reason is wet and cold, watery eyes, under ashes. I mistakenly thought it was part of the normal game when I first came to Solsteim since it also has a similar effect. It only happens during dust/ash storms and similar. Sorry for any confusion! :) -
Markarth is always a most excellent location for dwemer stuff. (especially the palace)
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It is easy when you have MO... just copy your mods folder, and profiles etc.(You can take the entire MO folder if you wish) to the new harddrive and make sure that MO links to the correct .exe´s in the new location and voila. One of the powers of MO compared to NMM and too some extent WB. As for steam then it is better to just reinstall the game at a new location. Do remember that you can create new steam lib´s in the steam options at new harddrives if you wish. This way you will not run into weird registry conflicts later on.
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ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
Aiyen replied to kryptopyr's topic in Skyrim LE Mods
So you are saying you are going to make a godzilla retexture of Alduin CaBaL ? :P -
So you have managed to create a list with no errors in tes5edit.. but it CTD at startup? Then my next guess would be some cleaning action gone wrong, or some .esp that is not proper in the details. Sometimes files get corrupted that way... annoying as hell and why it is so vital to test your mod install while you do it to make troubleshooting easier once at the end. Even STEP as simple as it is (relatively speaking!) can fail if one or more mods have turned out to be corrupted during install. Or if all resources are not installed... for example in MO then certain mods will not function with the external FOMOD installer, and some will not function with the integrated one. This will still allow the game to start, but game resources will be missing and hence cause a massive instability inside the game.

