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Pretendeavor

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Everything posted by Pretendeavor

  1. Hi. You will want to have your Total Available Video Memory, which can be found here (from the ENBlocal.ini wiki page): If you have a nVidia card, you can also go to the nVidia configuration window and click on 'system info' in the bottom left corner. About the bFloatPointRenderTarget, I believe it should be set to 1 if you also use the graphics from ENB. If you just installed ENB for the ENBoost feature, I think it should be set to 0. I've never used ENB without its graphics though, so someone correct me if I'm wrong.
  2. I would still recommend HDMI over a VGA to DVI cable btw, even though you say you do not notice much of a difference. I have some sort of 'hybrid' TV/Pc screen (27 inch) and I do notice the difference between those 2 cables. The quality doesn't come close to my 24 inch pc monitor, but it does have the 'enb look' (to my eyes at least :p). It's no plasma screen though. Like Aiyen said, I'd recommend looking at the sharpening options again even if you have gone through the standard calibration procedures. For example, I had to set my 'Sharpness' settings on that screen to 13/100 (with the default being 50/100). For some reason everything looks horrible and any text hurts my eyes if I set this higher than 20. I'm not sure how to go about disabling sharpness as an option in the enb files, but if you use SweetFX too you might want to try disabling Lumasharpen. Another thing you might want to look at is ForceLodBias & LodBias in enblocal.ini. Some presets use a pretty high negative bias in their enblocal ini files. Then it might just be an issue with the size of the screen vs the resolution? If you play in 1080p on a 40" screen and you sit 30 cm from the screen it probably doesn't look all that impressive :p
  3. I've noticed similar things happen with followers and NPC Knockout Overhaul when I checked the No Follower KO option. With this checked they stay in the 'crawl stage' once they get wounded. With it unchecked they can be knocked out (but I find this really annoying because you have to wait for an hour for them to stand up again). Maybe you also have this option checked?
  4. Well, you are part of the staff and nothing here is new to you anymore :P Some people might get stuck at certain steps for a while, like to do a bit more in-depth reading or simply don't like modding for a couple of hours straight and spread it out over a couple of days. That said, the whole process is a learning experience and I would recommend it to everyone. A ready made package would possibly even cause you more trouble than going through the guide, because you can't solve any potential conflicts yourself (that undoubtedly WILL arise with any pre-made mod setup).
  5. Try DefaultHeapInitialAllocMB=1024, ScrapHeapSizeMb=256 and ExpandSystemMemoryX64=false. Also make sure EnableUnsafeMemoryHacks=false, ReduceSystemMemoryUsage=true and (if you have a nVidia card) DisableDriverMemoryManager=false. Also start with EnableCompression=true. ReservedMemorySizeMb shouldn't be the determining factor in causing ILS. I run SRLE+REGS+a couple of other mods and according to the Memory Blocks Log I have to set my DefaultHeapInitialAllocMB to about 1024. I also kept getting ILS regardless of the ScrapHeapSizeMb setting. Then I read about users that noticed a possible correlation between ExpandSystemMemoryX64=true, DefaultHeapInitialAllocMB>768 and ILS.. so I tried setting ExpandSystemMemoryX64 to false and everything seemed to have been solved. Increasing ScrapHeapSizeMb doesn't seem to be needed for me.
  6. Ah, I think I missed that. Perhaps I'll try using the perk option too then :p
  7. I would recommend getting the ASIS Improved Ini Files if you're planning to activate increased spawns. The mod claims to add support for the Skyrim DLC and for SR:LE mods like Falskaar, Wyrmstooth, Moonlight Tales, OBIS, Deadly Dragons, High Level Enemies, Immersive Patrols and Immersive Creatures. However after playing with increased spawns for a while I recently decided to disable it because it occasionally led to unbalanced scenarios and laggy moments when the enemies spawned. At times it also seemed to duplicate NPCs that aren't supposed to be duplicated.. So yeah even with those ini files you might run into some oddities but it can be fun/challenging. Then a small note about Automatic Perks, it is not recommended to enable this if you are using a perk overhaul (SkyRe, PerMa, SPERG etc) Personally I use the Enchant Fix and Automatic Spells and things seem to work fine.
  8. Tbh I still don't really see the benefits of a TES5Edit Merged Patch here because a lot of things that the Bashed Patch doesn't handle is handled by SR Conflict Resolution. I tried a TES5Edit merged patch for my own setup (which doesn't include PerMa though) and while it did fix a couple of minor things it mostly messed up things that mods like WAF and CCOR tried to accomplish. If people insist on using a TES5Edit Merged Patch along with SR:LE and additional mods I'd highly recommend looking through the patch to see what it is actually patching (or potentially messing up).
  9. Without JK's towns I'd say 40 FPS min is pretty doable depending on your ENB. The only exception perhaps being some of ETaC's exteriors
  10. I would look at at mod's description page/readme first to see if the author has something to say about merging. Personally I avoid merging any mods that contain scripts and any mods that have their own MCM menu. You can go look at esps in TES5Edit and see what they are changing. Some mods are relatively small (as in, they only contain only a few records). They are probably the ones that you should look at first. Other than that I search for topics on these forums about what esps were succesfully merged by others. Generally speaking a lot of armor/weapon mods can be merged safely. Some contain scripts/quests, so I avoid them, and I look through the records of the esps to see if they conflict with any other mod that I have already installed. Also, post-merge you might want to right click on the merged plugin and select 'Check for Errors'. You might also want to do this check for every esp you are planning to merge before the merging process. Examples: I have one esp for 22 armor/weapon addons. You will need to keep the mods checked in MO or else the merged plugin won't have access to the meshes/textures but you can move the merged plugins to 'Optional Esps' like you have probably done a couple of times while installing the 2 guides. I keep the merged plugin in its own mod folder and added a notepad file in which I list all currently merged esps. I find this useful because I tend to forget which ones I merged and which ones I didn't. I have one merged plugin for the following files: Lastly I have another personal patch esp in which I merged some plugins and do my own conflict resolution. It contains these esps: As you can see it's relatively random. Both plugins seem to work well though. EDIT: I didn't run into any trouble with skyproc patchers. At the moment I just use ASIS and DSR. I let Wrye Bash handle leveled lists, so I mostly don't merge mods that contain those either. All merging is mostly done with the Merge Plugins script with the recommended settings from SR:LE. Some records are just copied into my general patch, like you would do when manually going through the conflict resolution page from SRLE. If you are not sure when you can just copy records I recommend just sticking with the Merge Plugin Script.
  11. Not that I can remember. Try restarting MO, that fixes the occasional LOOT crash (blank screen on startup) for me. I have not added a LOOT rule for it. If you're 100% sure it is this patch causing the crashes I guess you will have to play without it.. Perhaps try placing it after 3DNPC before starting up LOOT but I don't think that should matter.
  12. Not sure if the guide has been updated yet with this recent ELE update in mind. I'd say the IL-only version is the one to get now that the USKP fixes have been forwarded but I'm not 100% sure.
  13. Yeah pretty much. I never use the CK though so this step was a bit intimidating. Also, there should be a longer explanation near that post about 'esmifying' the master files. I did this by starting up Wrye Bash and right clicking every master of the merged patch and click 'Esmify self'. After this you can load the patch up in the CK. It's pretty easy actually, the only really annoying thing was the amount of error messages you have to click through when you do the CK thing. As far as I understand the errors are relatively harmless but there were so many of them.. Once the CK is done saving you'll have to 'espify' the master files again and make sure the Merged Patch gets placed after all its masters in your load order. A few final things that I just thought of.. I'm not sure if the ETaC patch installer contains a patch for Holidays. It used to have a patch for holidays when it was still part of Wet and Cold, but I'm not sure the new patch is included. I think the Holidays Nexus page has an ETaC patch available. I also merged this with the other patches. Then there is a patch called 3DNPC - Alternative Locations. I forgot if this was mentioned in the compatibility guide, I recall installing this myself afterwards. It basically patches a few minor issues with NPC placement from Interesting NPCs and a few of the starting options from Alternate Start - Live Another Life. It can be found on the Interesting NPCs nexus page. You could choose not to install this to save a esp slot but I think this was the cause of the fighting noises that I sometimes heard in the Alternate Start starting prison cell. Another example that I experienced is the option 'I am a warlock's thrall', where without the patch a fight would immediately break out once you started the game between said warlock and a npc added by Interesting NPCS.
  14. It would be safest to load it after Conflict Resolution.esp yeah. Even though I don't think it touches any records that SR Conflict Resolution touches. Also, be sure to carefully check the appropriate patches for ETaC. You will probably need a lot of them :P They can be merged! The ones that do not contain the Navmesh Info Map record can be safely merged with the Merge Plugins script. If you want to include patches that do have that record it gets a little complicated, but it can still be done. More about that can be found here. Not sure at what page exactly. All of this is assuming you are actually reaching the esp limit and I'm not sure if that is the case with a pure SRLE-REGS setup without additional mods. About Farmhouse Chimneys, I assume that is indeed the correct version. It's the one I'm using currently anyway
  15. I was annoyed about this too. I merged it into my personal 'general patch' and have not seen any issues yet.
  16. This should do it I'd say.. I recently had my fps capped at 51 even in menus while I was very certain I set it at 58. I've only had it happen once and can't remember how I fixed it though, lol. Might it be something silly like the current d3d9.dll file you're using? Try getting the latest version. Another thing that might help.. make sure there are no 'comments' on the vsync=true line in enblocal.ini, for example "EnableVSync=true // Set this to true if you want to enable vsync". Recently me and another user had some trouble with turning on/off options when there were comments from a mod author on the same line. We both hadn't encountered this before but removing the comments did the trick. EDIT: Doesn't look like this is the case on your screenshots, sorry. It might also be totally irrelevant but I guess you could try it out.
  17. Was that just for the barks? I recall seeing some strangely overlapping branches and barks at some pines (snowy+normal branches were mixed in a strange way, as well as seams in the bark), but that might be a problem on my end. I use SFO, TreeHD, its Upgrade and 4k Parallax Treebark. I also use SSBT so that might be the cause. I saw it near the Helgen cave exit. May I ask what V-Sync you use? Application-controlled (vs Force On) in Nvidia Inspector and vsync enabled in enblocal.ini? What about the iPresentInterval setting? I ask this because this page claims: ;Enables VSync. REQUIRED by ENBoost. This line needs to be manually added, as it is misplaced into SkyrimPrefs.ini by the Skyrim Launcher.iPresentInterval=1Lastly, what DyndoLOD preset do you use?
  18. Those last 3 versions happpened in like 3 days though
  19. I don't use PerMa myself but I think there are a couple of threads on these forums discussing compatibility between the two. Take a look at those
  20. I think you're right here. Previously we also had to download the file High Res female lips for Mature skin by maevan2 (I believe... I had in in my load order anyway) which is listed at v1.8. Perhaps this is the reason it's still listed as version 1.8 in the guide.
  21. Might be VRAM related indeed, I suggest you disable the Skyrim 2015 Parallax Terrain files and try again. If you use the unoptimized versions those files are huge! I suggest getting the optimized 2k pack for that mod (I think it's in his description) and pick out the textures you want. Even the 2k pack has relatively large normal maps though (*_n.dds files). Also, make sure you have Skyrim Script Extender installed with the Memory Patch (instructions copied from Skyrim Revisited:Legendary): The first step to editing the SKSE.ini is to create it. Perform the following: Right-click Skyrim Script Extender in the Mod Organizer mod list.Select "Open In Explorer".Create and enter a folder named SKSE.Create and open a text file named SKSE.ini.Once this file is open to be edited, paste in the following: [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 Next, make sure you have your enblocal.ini set up (for ENBoost). The STEP wiki provides a detailed explanation on this subject, I suggest you go through that if you haven't already done so. Lastly, be careful with plucking ini tweaks from random places on the internet ('safe' and/or 'essential' tweaks can be found on the STEP pages and perhaps in mod descriptions on the nexus). Some will do more harm than good.
  22. About the Septim HD question, yes this is correct. "the contents of Alternates/Default BBP/Mipmaps" is indeed the 'textures' folder. When installing the mod you can choose to do so manually and right click on the 'Mipmaps' folder and then 'set as data folder'. That way it will install only the 'textures' folder. I think this falls under the category 'MO basics' and I believe the guide assumes you understand them! Not sure how often you will occur similar situations but I suggest you read up on MO file structure a bit, so you understand when and why MO tells you that a mod won't work! EDIT - Geheiligt explains it well, I didn't read his comment yet when I posted this
  23. I don't know the algorithms and have no un-biased data to back this up either, but in some areas (at 7708) my enbhost.exe processes will use up to 3,6GB according to the task manager, after which it will spawn another enbhost.exe process. If I set it at 3400 it obviously uses less and will not spawn another enbhost.exe. For some reason I feel this reduces my stuttering when walking through a highly cluttered area for a bit, turn around the camera 360 degrees once or twice, and walk back again. This might indeed be completely biased and I'm aware of it. I actually tried testing this by picking a certain route at the Whiterun Outskirts (VRAM heavy area because of ETaC, Verdant, DyndoLOD and texture replacers) and turning my camera 360 degrees in a couple of spots. I tried doing the exact same thing with different settings for the VideoMemorySizeMb. The results were very inconsistent however, with the only time I could fully turn my camera a full 360 degrees without stuttering (after the initial loading of textures) was with a VideoMemorySizeMb of 3400. However, this happened only once and I haven't been able to reproduce it (yet) :/ I don't know if it is indeed a placebo effect or not, but no one seems to be 100% sure as to what every setting does exactly.. The explanations given on the wiki pages, what's discussed in these forums, the enbseries forums and other places on the internet don't often fully agree on these subjects, and the difference is mostly explained by "it depends on your system". I find it all so arbitrary that even while your explanation sounds perfectly rational I still can't write it off as placebo until I see the same performance happen with a setting of 7708. What I'm trying to say here I guess is that I feel those rules for setting your VideoMemorySizeMb aren't set in stone, but provide a good base from where to start tweaking. Take ReservedMemorySizeMb for that matter, for example with the stutter-free run this and VideoMemorySizeMb were set at 1024 and 3400 respectively. With the general consensus being to set ReservedMemorySizeMb as low as possible without getting too much stuttering enblocal.ini-magic continues to confuse me.
  24. For anyone wondering, for Nvidia cards the Total Available Graphics Memory is found at the nvidia configuration window -> 'system information' in the bottom left corner. Not sure if I translated it correctly, my OS isn't in English. I also have a 4gb VRAM card, but according to this formula I should set it at 7878-170=7708. I feel I get better performance if I set it around 3500-4000 though. I highly recommend experimenting with both ReservedMemorySizeMb and VideoMemorySizeMb if you experience stuttering, that formula isn't set in stone. In some areas (with a lot of 2k+ texture replacers) it's tough to avoid stutters regardless of the settings though :(
  25. The new versions of iNeed and Wet and Cold are on the nexus! If you decide to update to the new versions this might also be useful (from the W&C changelog): "Incorporated patch from Extensible Follower Framework Compatibility Collection."
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