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Pretendeavor

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Everything posted by Pretendeavor

  1. Personally I only went through the full conflict resolution page once, on my initial install of your guide. It helped me learn about TES5Edit. After that I briefly checked every change made and DLed the newest version of the esp. I can imagine typing out every change made can become tedious, I wouldn't mind if you stopped doing that. (Perhaps things like changing master dependencies should be mentioned though)
  2. I have a very similar setup as yours Quando, instead of removing JK's Skyrim I'd suggest tuning down your fShadowDistance setting. At my old setting of 8000 I also got the 20+ FPS impact, but you can get 10-15 FPS back by setting it to ~3000-4000. You will notice shadow pop in though. For me that's worth it if it means keeping JK's Skyrim.
  3. I'd suggest looking at this: https://wiki.step-project.com/Pack:Modular_Morrowloot_Overhaul The author seems to be in the process splitting the original guide into modular parts (judging from the Recent Changes tab). I'd suggest reading through those pages and trying out mods for yourself. I'd definitely recommend the Explorer's Guide pack, which adds Interesting NPCs, Inconsequential NPCs, JK's Skyrim and ETaC.
  4. Alright, thanks for this clarification. So basically: Merge the plugins, including the ones that contain the Navigation Mesh Info Map; delete that record; "esmify" the master files (and put them in the same order as they were pre-merge if needed(?)), load the plugin in the CK and save it to rebuild the record; "espify" the masters again. One final question, just to make certain I'm not misunderstanding something, if only 1 of the plugins you are trying to merge contains the Navigation Mesh Info Map record the Merge Plugins script will do just fine? I'm asking this because I had some trouble with the CK last time I started it (which was a while ago), so if I end up being too lazy to go through this process I might decide to include only one of those plugins in the merge. That's something for tomorrow though, it's getting late. Thanks again.
  5. I usually get those freezes only when I'm downsampling for screenshots (so tons of VRAM/memory related stutters and freezes) Playing around with ENBoost memory settings might help, but eventually Skyrim just breaks for me if I try 4k Downsampling and over the top settings in enbseries.ini.. which is to be expected if you push things to their limits. I feel like your 'stress tests' may be similar.. Or do you also frequently get those freezes when playing the game normally?
  6. After updating to the new ETaC I decided to merge as many of the patches as possible to save some esp slots. Earlier I only merged the patches that didn't have the 'Navigation mesh info map', because I'm not sure how to treat the patches that have it (the BFT, CRF, EWDR and ORS patches). I read some people succesfully merged them, but I can't shake the feeling that I'm overwriting things I shouldn't be overwriting :p The 'Navigation mesh info map' part in the merged file seems to contain the same information as the last selected patch for the merge, in my case that was the 'ETaC - Whiterun Ext CRF Patch'. Could someone enlighten me here?
  7. What about DisableDriverMemoryManager? I have this set to false in all my enblocal configs. A quote from Enbdev.com: DisableDriverMemoryManager replace management of drivers by ENB's. May help for stability, especially in Skyrim. If you used a memory tweak by Boris, it's absolutely needed for AMD config using his memory tweaks as he develops with NVidia GPU. So he made this hack to improve compatibility. So if you're not using AMD should it be set to false? I'm no expert whatsoever but I guess it's worth a try
  8. You need to find it in the right pane and create an override then. Type 'RealShelter.esp' in the right search bar and click 'find next' (without a spacebar inbetween, unless you renamed your esp to 'Real Shelter.esp' instead of 'RealShelter.esp'. In that case it should probably just show up in the left pane though). Then in the right panel, right click RealShelter.esp and select 'Create Override'. Then it will appear in the left pane and you can sort it after ELFX - Dragonborn.esp
  9. Man there's a LOT of discussion going on about this issue atm. Apparently the last 0,5 gb is a separate section that is accessed at a different (slower) speed? So stuttering occurs when games use more than 3,5gb of VRAM. Some claim their cards don't ever use more than 3,5gb VRAM but then others claim their gpu monitoring software just doesn't 'see' the last 0,5gb. I'm no expert whatsoever but no one seems to be able to tell exactly what is going on. Official response from nVidia: nVidia also included some graphs indicating that it didn't influence 'average FPS' much, but that is obviously masking the impact of potential stutters occuring after reaching the 3,5gb mark. Some Reddit user reported this: In skyrim there can be so many sources for stuttering and I've always blamed the skyrim engine and ENBoost for not being able to reach more than 3,5GB VRAM and for stuttering that occured when turning your camera.. but now there's a new possible variable, lol. I already spent so much time tweaking to get the perfect ENBoost memory settings but never quite succeeded >.> Should it have been advertised as a '3,5+0,5gb VRAM' card? I think people would probably have bought the cards even if they were advertised as 3,5gb ones. Let's assume 3,5gb VRAM versions of the 970 exist, would they perform better because they don't have the stuttering that comes with the last 0,5gb? So would a possible fix just mean putting a limit of 3,5 gb on the current cards, sacrificing the memory to ensure a frametime-spike-free experience. I wonder what will come of this, it's such a popular card. I fear I'm getting my hopes up now for a fix that will stop all the stutters in Skyrim, a fix that will probably never come, lol.
  10. Hey darkside, I tried the Wrye Bash thing with the ETaC patches but for me Clean Masters won't remove the duplicate in ETaC - Complete ELFX Patch. Like, the file changes after using Clean Masters but the duplicate is still in the File Header.. Are you using this patch? How did you fix this? It did work fine with the ETaC - Whiterun ext ELFX Patch :/
  11. I needed it to fix a massacre that occured whenever you started as 'a warlock's thrall' but I forgot what else it fixed. Don't think it was anything major, but if you think it's worth an esp slot install it ^^ Not sure if it is easily mergable
  12. Hm right, glad you figured things out! Btw I'm not an expert on any of these things but I have encountered a lot of problems myself. I'd still say it's weird you had so many CTDs though :p I don't use PerMa, but from what I've read about it I feel it can singlehandedly cause a lot of issues.. Did you have the same issues with PerMa disabled? As for Thunderchild, I have no experience with that mod either but did read a lot of the guide Modular Morrowloot Overhaul (https://wiki.step-project.com/Pack:Modular_Morrowloot_Overhaul) and seem to recall they had a lot of patches for Thunderchild.. so it might be a potential culprit? The way I'd go about it is to first keep SDO and see if you get the CTDs on a clean save with 'Vanilla SR:LE'. Then if the problem persists it could indeed be memory related and if not it could be PerMa/Thunderchild related. But if what you've done now works for you then who am I to tell you to do otherwise :P I'm just guessing here
  13. Looks like a fine enblocal.ini to me.. Except you have UseDeferredRendering set to false (and thus UsePatchSpeedhackWithoutGraphics set to true). I think this disables all the graphical modifiers like SSAO DOF Reflection etc, is this on purpose? I'm not sure if it has any negative impact on ENBoost (the memory part) though, probably not. Maybe try fiddling around with ReservedMemorySizeMb (512, 768, 1024? I somehow get the best results at 512) but it seems weird to me that you have so many CTDs.. I have a newer card but also 4Gb VRAM and have set a similar VideoMemorySizeMB which seems to work fine. You could try EnableOcclusionCulling=true for potentially some more FPS but I don't think it will fix any CTDs. I don't use memory blocks log or SSME and I rarely crash because of memory issues unless I downsample to like 4k resolutions. I have never used a log to confirm if the SKSE.ini memory patch works but I did try tweaking SKSE.ini in the past which led to instability, so I assume it is working properly with its default settings. I have it just in my Skyrim Script Extender -> SKSE folder in MO, so I don't know if moving it directly to the Data->SKSE folder will make any difference.. Btw I don't think you should do anything fancy like 'converting' a text file, you can easily make any .txt file an .ini by just renaming it after unchecking the 'Hide extensions for known file types' option in map options. (that way you won't ever make those obnoxious xxx.ini.txt files again) As for mods, what options do you check in the ASIS SUM patcher? If you are using things like increased spawns, that could potentially mess things up. If you do use increased spawns and all that stuff with ASIS you should get the 'ASIS Improved INI Files' from the Nexus. And do you use Interesting NPCs? That mod has an Alternate Start patch that you should probably use. Other things I can think of are your regular Skyrim inis.. if you have tweaked them a lot (not counting the SR:LE tweaks) I'd suggest removing those you added or restoring them to default values, especially any Papyrus tweaks. Tweaking SKSE.ini has only caused me trouble so I'd refrain from doing that, but it might work out perfectly fine for others. Another thing to mention would be the recent switch from ELE - Interior Lighting Merged to the new ELE Lite. The SR Conflict Resolution esp changed a lot with that, make sure you have the most recent version of both that esp and the guide.. And rerun the RSPatch, that recently caused me some issues :p Finally about your GPU usage.. it should be that high! That only means your GPU is doing its work. At times it will drop lower because Skyrim is being an unoptimized piece of **** again :p Try to monitor your GPU in modern well optimized GPU-heavy games, you'll notice that it sits near 99% most of the time. That just means you're getting the most out of your card!
  14. About the new ELE esp.. for me RSPatch.esp had ELE - Interior Lighting Merged as master. Now that it is replaced by that other ELE esp it is missing its master so you can't open Tes5Edit to rerun the RS patch script. I guess that is easily solved by redownloading the RSPatch.esp template from the Real Shelter Nexus page but I figured I should mention it here.
  15. For anyone using the REGS-SRLE Compatibility guide, its conflict resolution patch probably has ELE - Interior Lighting Merged as master (mine had, but I'm not entirely sure if I had made some changes in the patch myself). Neovalen just updated SR:LE and changed to the new ELE lite module that has been uploaded to the nexus, thus removing ELE - Interior Lighting Merged from the guide. So you'll have to manually change the REGS - SRLE Patch records and possibly change master dependencies. I understand that the patch might be a bit outdated anyway, but this was a nice excuse for me to go through it and check it :p
  16. Nope, but RelightingSkyrim.esp is part of the BOSS masterlist. You can BUM rule esps AFTER or BEFORE esps that aren't in your BUM userlist/load order but are part of the BOSS Masterlist. You can try it yourself, pick a random esp from the Masterlist (right panel) and BUM rule one of your esps (left panel) after it. Just make sure you change it back to the correct rule after you're done experimenting :p
  17. Ah, thanks. Just read the Immersive Animations description page which pretty much makes it clear too. Should have done that sooner :/ I wonder if there are there any mods that attempt to circumvent this in a creative way .. I've read about 'Character Behaviours Enhanced', but I don't think their work includes draw/sheathe animations. Too bad I guess
  18. Hi, this might be something that is often asked.. but I haven't really paid much attention to the in game animations of drawing/sheathing with different combinations of weapons. So far I mostly did combat in first person after following the guide. I have installed the skeleton, immersive animations and dual sheath redux exactly like mentioned and have run all patchers correctly. After the recent skeleton update I got a bit confused by the interaction between racemenu and XPMS. I got the placement of weapons sorted out eventually and started playing around with drawing/sheathing different weapons in 3rd person for a bit. That's where I really got confused.. I noticed that having a sword in your right hand and a dagger in your left gave you the animation of getting 2 swords from your back. This isn't very disturbing, but after that I tried different combinations. A sword in your right hand and a staff in your left places both weapons at the same angle on your back when you sheathe them.. which I thought was slightly weird. Animations don't seem to be consistent: for example just having a sword in your right hand and nothing in your left plays the right animation for sheathing the sword on your back. However, having a sword in your left hand and no weapon in your right hand plays a very funky animation where your sword magically appears in your left hand after doing a flip. A staff magically appears from your back in your hand most of the time too.. So as you can see I never really put much time into understanding how mods like DSR, animations (and skeleton mods?) work together, could someone enlighten me here? Does the right animation only play if you have the proper weapon in your right (main) hand? And do you need to reinstall immersive animations/DSR with other options if you want a slightly different weapon setup? I feel like everyone understands this by now but me, lol.
  19. I never really thought of dropping Footprints, so I just tried it.. and I'm very happy with the overall smoother feeling, wow. To avoid being biased (thinking removing it SHOULD improve my game) I tested it by standing still and looking and in certain 'problematic' directions in ETaC's Dawnstar for quite a long time with a clean save without footprints installed.. It would drop to like 38-40 FPS at times, but it mostly stayed above 40. Then installing footprints on that save and doing the exact same thing again, the game managed to drop to 28-32 FPS when looking in the exact same directions after a lot of NPCs had left their footprints. Really amazed at this, thanks! Guess I underestimated the influence of scripts..
  20. I might be able to help you here.. I have had these exact issues with my installation of SRLE and JK's mods through REGS, and experienced this in these exact spots. My solution was decreasing fShadowDistance (I had it set at 8000, now at ~3000-4000, still experimenting), This gave me like 35 FPS instead of 20 in the worst spots. I have "only" a single GTX 970 and an i5 3570k OCed to 4.3 Ghz. The OC (from 3.5) gave me a couple of FPS, initially giving me the impression my CPU was bottlenecking, but in the end the only setting I found that could drastically improve those problem areas (another one is looking at the city from the Skyforge) was fShadowDistance. For me this issue wasn't limited to JK's Whiterun and I personally can't stand FPS below 30 (or even 40 for that matter). Due to the lower fShadowDistance I can now see shadows popping in quite clearly and it can be disturbing when some trees are missing the shadows while others are not, but imo it's worth the FPS gain in JK's towns and for example ETaC. Not sure if it will work the same for you guys but try it out I'd say. No other setting related to shadows gave me an increase this big btw (tried all kinds of shadow resolutions and the various iShadowXxxxxx options)
  21. If you were bothered by the slaughter that happened every time you made a new character (you can hear that happening before you activate the statue) then yes, this file may be useful :p It was caused by Fjona's familiar apparently. The readme states that his location is changed. Also, yesterday I tried the 'I'm a warlock's thrall' start with the Live Another Life mod and as soon as you spawn in the cave people start fighting each other. One of them is an apprentice necromancer and the other is Among-The-Hist from Interesting NPCs. The file also fixes this problem, I just tested it and it appears to be fine now. The last thing that was changed according to the readme is that they moved Carmella.
  22. Ah yeah I'm being stupid, I'm used to removing all the old patcher files every time before running SUM, and those include the saved SUM settings.. oops :p
  23. Ah, I was wondering about this too. I have to manually uncheck this option every time I run SUM, does anyone by any chance know how to save this setting so I don't have to do it every time?
  24. I'd guess you need a monster processor + SLI setup with open cities+JK's mods+ETaC+ENB+texture replacers, if you want to play at a framerate higher than 20..
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