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Pretendeavor

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Everything posted by Pretendeavor

  1. I can confirm they're both included in ELFX. Using 2.0 and exteriors. If it helps you in any way, WHlanddead1.nif is also included in Project Parallax Remastered
  2. Perhaps people experiencing CTDs with this mod should take a look at https://www.nexusmods.com/skyrim/mods/54485/?]this and load it after this mod? It doesn't actually address bugs (or does it? hehe) but perhaps it will solve whatever is causing the CTDs. If it's just VRAM overload, make sure skse.ini and enboost are set up properly. It might just be coincidence and this mod is simply the one pushing you over the edge memory wise
  3. Yeah but you will have to esmify masters temporarily or you won't be able to open it in the ck. It's not very hard indeed but you have to go through the somewhat tedious process :p But yes, in the end merging the ETaC ones is very much worth it, they take up so many slots otherwise!
  4. For ELE patches it's mostly about the load order, they need to load really late while some of my merges are loaded before the main ELE plugin. About the ETaC patches merging, you should probably search for this in the Real Explorer's Guide to Skyrim forum because the ones containing the Navigation Mesh Info Map record require a lot of additional steps to merge correctly. If you don't want to bother, leave patches that contain that record out of the merge.
  5. Haha thanks! About the loading time, that's because of Immersive Citizens. It's normal and it only happens at the first loading screen of a new save I believe, it's mentioned by the author in the description or in some sticky post, I can't remember.
  6. Ah yeah, looks like you can leave that at 768. Then I can't offer any other advice other than unchecking mods :( It sucks that for some reason you only start to notice it after a level or 16, makes it very tedious to figure out what causes it. Do crashes not occur when you go to those exact same places at level 1? I would suggest starting by unchecking only your custom patch (and perhaps the TES5Edit Merged Patch) and going with the 'official' SR Conflict Resolution. Perhaps you have tried patching mods that have since been updated. About ENB files, make sure you have the correct binaries for your version of Vividian (d3d9.dll version). Don't think a slightly older binary can cause the CTDs though.. Edit: about your mod list, looks like many additions are player home mods. I don't know most of them so I can't help you there
  7. I'm always fighting the stutters too:p Upgrading to 16gb RAM recently helped a bit though. Looking at the ENB Profiler, stuttering pretty much only happens now when either textures are being 'allocated' or when DynDOLOD is busy loading in textures. When both are happening at the same time I get major fps drops. In an attempt to reduce this I now run DynDOLOD with its default textures on medium, I had the feeling some textures created by DynDOLOD texgen might be too much for my system or were causing problems. I didn't really investigate thoroughly but not using texgen did seem to help against stuttering for me and visuals are still acceptable. Maybe that'll help you too
  8. Exactly, but according to the STEP memory page you should use the Total Available Graphics Memory assuming you have 64bit windows: "64-bit systems with ≥8 GB of system RAM should set this equal to (Total Available Graphics Memory − [170 (for Win7) or 350 (for Win8+)])".
  9. Did you try simply increasing the DefaultHeapInitialAllocMB in SKSE.ini to like 1024? The next step would probably be unchecking all mods you added to SR:LE and see if the CTD still happens. You could also try unchecking your own conflict resolution patch, I have made some errors in mine before that led to crashes. It is true that your card might not be able to handle the setup but that would not explain the reproducable CTDs I think
  10. If 4096 is your Total Available Graphics Memory then yes. The STEP Memory page should explain how to find that value. It looks like you used your Dedicated Video Memory instead
  11. My general rule of thumb is don't merge anything with a MCM or any 'big' mods. From this list I have merged Ashrocks, Sulfurrocks, Moss rocks + DB, Atlas Compass Tweaks, Moon Glow, No spinning death animation and realistic ragdoll force succesfully (I think). Perhaps the others will also merge well, but I don't want to touch the ones with MCM: Footprints, Trade & Barter, Violens, iHud and Auto unequip ammo. I also don't like merging Better dynamic snow/Racemenu. They might merge just fine. I don't use Dual Wield Parrying and the Vivid Snow plugins. If it helps you.. other things from REGS/SR:LE I have merged in my general patch are: WM Trap Fixes, Episode Parallax, ORM Convenient Alsvid, the Even Better Quest Objectives plugins.. (I think the guide has its own merge instructions for them by now, had those installed before they were added), RBB - Row Boats - Hearthfire Hotfix, CWINPCImprovements, Prometheus_NSUTR Falskaar Dock, 3DNPCEFF, Clothing & Clutter_3DNPC_Patch, RSChildren - CRF Patch, Inconsequential NPCs - CRF Compatibility Patch. Not sure if those last few patches are included in the guides btw:P I also have Beards, Brows and the Eyes of Beauty merged into 1 esp and a single esp for all of ETaC patches except for the ELE patch (mostly because I installed that a while after doing all the others). That should leave you with some space for more plugins!
  12. About the Stream Fix, I guess it won't return on the Nexus. See this post. Apparently it's Ewi o.o
  13. Sounds good! I'd recommend going back to Dawn of Skyrim for both (slightly?) better performance and mostly for better compatibility with Immersive Citizens.
  14. If it helps you, I actually thought the underground town was quite original and it looks pretty cool with the right ENB. I never planned paying for it but it's in my load order :p
  15. Try playing around with ReservedMemorySizeMB. Set it to 1024, see what happens; set it to 256, see what happens. As for high res mods, don't always go for 4k. If you have many landscape textures, try using the 1k variants instead of the 2k ones. The settings Greg posted also seem to work best for me, except I tend to use EnableCompression=True and have my ReservedMemorySizeMB generally set higher than 512.
  16. Lol why, because it has "Fusa Fusa" in the name instead of being called Immersive Fluffy Fur Overhaul? I actually think this is pretty interesting but I'm too lazy to make it work with non vanilla textures :p
  17. I was just wondering about that too :p If it works like the ETaC merges, I think only the last selected merged plugin will have their 'Navigation Mesh Info Map' record copied. If more than one of the plugins to be merged has that record, the record would have to be deleted from the resulting merged plugin and then rebuilt in the CK, simply by opening the merged file in the CK and then saving it. The problem would then be that the non-esm masters (in this case Cutting Room Floor, Immersive Citizens, Provincial Courier Service & RealisticRoomRental) will have to be temporarily esmified in Wrye Bash (right click -> esmify self) in order to open the patch file in the CK. After saving in the CK is done, they will have to be espified again. Simply opening stuff in the CK is also annoying because of all the error dialogues that you have to click through (which I believe are not necessarily relevant?) At least, that is how it was explained for the ETaC patches merge in the Real Explorer's Guide to Skyrim forum. Knowing this and the fact that the new update doesn't merge well I left the main file untouched and only merged the patches using the above method. The next challenge was how to deal with SR Conflict Resolution, because it relies on the merged plugin as a master file.. Perhaps this is solved by using WB to change the master from "Immersive Citizens - AI Overhaul Merged" to "Immersive Citizens - AI Overhaul".. assuming the SR Conflict Resolution plugin only relies on the main IC plugin and not on the patches. Hm, maybe I should just wait until Neo figures out a solution :P
  18. ^ Moving them manually doesn't seem to work either though
  19. @Darth_mathias I assume both are needed unless stated otherwise in the guide. Btw, for users who have updated Immersive College of Winterhold to version 3.0 and are experiencing an odd issue that cancels any crafting menu after a second or so, a script of this mod seems to be the cause. It will be updated with the next release. For the impatient ones I found this workaround in the comments: EDIT: The new update should fix this
  20. Hmm with that card and 'just' STEP:Extended you wouldn't expect that much stuttering. Perhaps a matter of ENBoost [MEMORY] ini settings? With Distant object details do you mean DynDOLOD or ini settings? You could try the Medium or Low presets if you use DynDOLOD.
  21. Again, it depends so much on your mod list it is unfair to compare without mentioning your mods. If you have mods that add 10000 objects near you that all use 1k-2k replacers stutters will be more noticeable than with a near-vanilla Skyrim with 2k/4k textures that only replace 10 objects in the immediate vicinity.. So, for a similar-to-vanilla install full 2k/4k replacers could go just fine, for a heavily modded setup that expands every town and area full 2k/4k replacers WILL occasionally cripple your card, no matter everyone bragging about how much their cards can handle. "But you can say that for any card, it's just common sense?!?!" - yes, that's why I try to give a point of reference. With a full SR:LE + REGS install (plus mods like Skyrim HD Parallax Tribute landscape textures, a couple of handpicked parallax landscapes from Pfuscher, Unbelievable Grass Two, Rampage ENB and a lot of 2k replacers and other mods in addition to that) it will tax your 970 heavily in the VRAM area around cities etc. Overall FPS is still good. I still pick 2k over 1k most of the time because I think the quality is worth the potential loss in performance. The only exception here are landscape textures, I have some 1k versions. Just watch out for installing too many 4k ones, the quality isn't always worth it. As Techangel noted before 4k will sometimes even look worse than 2k because textures can be too sharp on 1080p, especially when using ENBs that use a lot of sharpening. So yeah, I'd start with picking the 2k variants over the 1k ones when you have the option, and only using 4k textures occasionally for things like skin, some armors, weapons, statues etc. Not for landscape. If you notice any significant performance loss revert to a lower res variant or optimize them. As for Verdant (or Unbelievable Grass Two), 2k is very much worth it ^^ those grass mods can be taxing but they're really beautiful.
  22. The biggest issue is between Immersive Citizens & JK's Skyrim + ETaC. You could switch out JK's Skyrim for Dawn of Skyrim, disable the REGS Patch - Riften Navfull (it has JK's Skyrim as master, you could get the version that is relying on Dawn of Riften and was posted a couple of weeks ago somewhere in the REGS forum and use WB to change masters to DawnofSkyrim-Allmajorcities.esp) and go with a modular install of ETaC. The problem areas for ETaC are Riverwood, Whiterun outskirts and Dragon Bridge I think(?) I only removed the Whiterun Outskirts optional ('Immersive Whiterun' + its CRF and ELFX patches) and decided to keep the rest. I'm just hoping the issues won't be that noticeable :P I loaded IC after ETaC and its patches.
  23. Depends on your mod setup really. I've seen reports of people running full 2k/4k textures just fine. I really recommend avoiding 4k exterior textures though, unless it's small objects of which there aren't very many (like the standing stones or something). With DynDOLOD on high and pfuschers non-optimized texture packs for example you will hit your VRAM limit in no time at all, and ENBoost won't save you there. I've also seen people complaining about stutters. Including myself. I have a setup that contains the packs SR:LE, REGS and some more mods, also with DynDOLOD (medium), so it is to be expected I guess. About the slow 500mb VRAM 'issue' of the 970, it seems like no one really agrees on how it influences Skyrim & ENBoost. I mostly have stutters when turning around the camera in places like Whiterun or the Solitude Docks, no matter my enblocal.ini settings (and I think I've tried every single combination of values/settings by now). I can't say for sure if that is caused by a combination of the Skyrim engine, my inis, mod setup and ENBoost or if that 500mb slow VRAM is really causing issues. I wish I had the money for a 4gb VRAM 980 so I could compare this exact setup on both cards and once and for all rule out what the f--- is causing the stutters :P Anyway I still recommend the card. I have not seen any recent STEP benchmarks, but I don't think the STEP Core & Extended packs reach the amount of VRAM of my perhaps a bit too ambitious mod setup. As for 'high end ENB on ultra', that depends on your definition of ultra. K ENB's extreme presets for example will definitely cripple your system with a 970. Atm I'm using Rampage ENB (which is based on K ENB but tweaked for performance) and in exteriors I mostly get 40+ fps, which I aim for. It might be higher with just STEP installed. With the 970 interiors should be no problem at all no matter the ENB, you'll probably hit 60 fps unless you downsample to 4k.
  24. It has some minor conflicts with AOS2, WAF and Trade & Barter. LOOT most likely puts Trade & Barter below it, so two of Ordinator's perks get reverted to vanilla/Trade & Barter. I simply copied Ordinator's records into my personal patch and let them overwrite T&B. It might mean that a couple of settings in the T&B MCM do not work properly. I believe it was the money merchants receive upon gaining the vanilla Master Trader perk and the costs to invest in a merchant. Just to be safe I don't touch these two settings in the T&B MCM, but they might still work. As for AOS2, there are about 2 or 3 records that conflict if you load AOS2 after Ordinator. You can use Ordinator's records in a patch that is loaded after AOS2 and if you want to you can drag and drop the sound changes AOS2 makes into that patch. LOOT placed Ordinator after WAF and it will overwrite some settings, mostly smithing/crafting related I believe. I let Ordinator overwrite WAF. If you do not want to worry about any patches at all make sure to load Ordinator after both AOS2 and T&B. I don't think the minor conflicts will be very noticeable. I also recommend to check Custom Uncapper for Ordinator, which is based on the ini from Better Leveling: Vanilla. Basically it makes sure you get more perk points/level so you can check out more of Ordinator's perks while at the same time trying not to make it OP.
  25. Not trying to fuel things up here but you should be careful with your wording.. anyone is free to join these forums and such comments don't represent 'STEP' as a whole, they're just opinions of individuals.. Much like any comment in this thread. If you read the rest of this thread not much has been said or decided at all, apart from TechAngel's ideas about adding perk mods to STEP in general. Don't assume everyone is against you man!
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