
TirigonX
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Everything posted by TirigonX
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Skyrim Revisited Pre-Release Feedback
TirigonX replied to Neovalen's topic in Skyrim Revisited (retired)
@DanielCoffey: small correction, PreventsAccidentPickup is from Blocksteal Redux which is part of SRLE -
SKYRIMLE Skyrim Immersive Creatures (by lifestorock)
TirigonX replied to phazer11's topic in Skyrim LE Mods
Well, lifestorock posted some information regarding version 7 about 2 weeks ago, last login on Nexus was yesterday. So I wouldn't consider this mod as dead yet. -
pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Afaik ETAC 13.4 didn't move/add/remove any buildings, so the RS patch should still be up to date. -
How to clear MCM menu from deleted mods records?
TirigonX replied to mindw0rk's question in General Skyrim LE Support
Are those mcm menus still visible when you play for a couple of minutes? Usually mcm menus of removed mods are still present immediately after loading a savegame. But they should disappear after a while. At least that's my experience... -
I guess it's working for me then. I use about 90% of SR:LE, everything from REGS except quest mods, PerMa and a couple more. I use these settings in RadeonPro, everything else is left at default: I have not disabled advanced d3d hooking and ENB and apparently ENBoost are working as intended. I don't know what it's good for unfortunately. According to RP's manual it is required for RP to function properly. I did a quick test with that option disabled and didn't see any difference. ENB was still working and FPS were still capped.
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I'm using an ENB, and the visual effects work flawless with RP. But how does one notice that the ENBoost part isn't working? I would really like to know that, since I also have to use RadeonPro to cap fps due to Vsync problems.
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pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Just loaded the latest version of CWI in Tes5Edit and noticed that it contains 35 deleted navmeshes. It seems none of those navmeshes are edited by any other mod from my load order. I'm not the using the full REGS pack though, so be careful. no more deleted navmeshes in 2.5.1 :) -
Using RadeonPro with Mod Organiser & SPM under STEP:Core
TirigonX replied to theblackman's question in Mod Organizer Support
Well RadeonPro and ENB work together to some degree at least. In fact it's the only way for me to get stutter free Vsync. ENB's Vsync causes annoying micro stutters on my system. But disabling it in enblocal.ini also overrides any Vsync settings in skyrim.ini and the CCC. So I "have" to use RadeonPro to get proper Vsync. I don't know though if it's possible to use RP's more advanced features like Ambient Occlusion, SweetFX etc. with ENB. Never tried that. I'm using RP only to force Vsync and AF. It works fine alongside Vividian ENB. I'm also using MO. If anyone needs instructions on how to use RP with MO, let me know. It's a bit tricky but it works. -
SR:LE (Close to all) textures missing & CTD on leaving cell
TirigonX replied to staneman23's question in General Skyrim LE Support
Since you are using SMAA, you have to set iMultisample=0 in your skyrimprefs.ini. I remember having horrible visual oddities when I forgot to to that And the black loading screen from screenshot 1 is normal. It's indeed caused by Alternate Start -
The Choice is Yours is ruining my Skyrim experience.
TirigonX replied to Thenatural's question in General Skyrim LE Support
The mod got more than 7K endorsements on Nexus. So apparantly a lot of people want such a mod Especially people who played through the game several times and don't want their quest log cluttered with quests they're not going to do anyway. Even if you untrack quests they still clutter the journal. And you can't delete quets unless you use another mod. Skyrim's quest log is just horrible imo. -
ENB Local Vsync settings not working with mods
TirigonX replied to natranr's question in Post-Processing Support
I wonder if those Vsync issues are related to the graphics card. I've got the same model and always had trouble getting Vsync to work properly. If I enable it in enblocal.ini, I get annoying micro stutters. And if I disable it in enblocal.ini, Vsync won't work at all, even if it's enabled in both skyrim.ini and the Catalyst Control Center. So now I have to use RadeonPro to get stutterfree Vsync. -
New SSD after Skyrim installation
TirigonX replied to tschilpi's question in General Skyrim LE Support
So does the game run smoother in general since you switched to a SSD? I know it can reduce loading screens, but I'm curious about the performance in exteriors. Right now I get quite a few stutters, especially when riding a horse. -
New SSD after Skyrim installation
TirigonX replied to tschilpi's question in General Skyrim LE Support
Don't just move around files. Steam won't be able to find them anymore. You could try a program called Steam Mover to change the location of files after installation. It will move the files to a specified location and create so called junction points in the original game folder. So Steam will "think" Skyrim is still in the original folder. It should be ok to move MO's mod folder to the SSD. Be sure to create backups on MO's left and right pane before moving any files. (symbol with blue arrow) Then change the mod directory. (open MO, go to Settings (screwdriver/wrench symbol), check "Advanced" and change the Mod Directory filepath accordingly) You will probably also have to change the filepaths for the executables. (click the cogs symbol and modify binaries for SKSE, Skyrim, Skyrim Launcher and everything else that got moved) All of this should work but it's just theoretical. Haven't done this myself yet. Safest way would be to uninstall Skyrim and reinstall it on your new SSD. Steam itself can stay where it is. Just make sure to choose a filepath on the SSD during the installation. (btw I'm also planning to buy a 128GB SSD soon. Already have a 60GB model for Windows and apps. So 128 GB should be enough, since it will be mainly for Skyrim. Most games shouldn't profit that much from a SSD and my big HDD isn't that bad) -
Weird stuff ExpandSystemMemoryX64=true causes my game to freeze outside of Ivarstead on the end of the bridge that leads to the 7000 Steps. Setting it to false solves the problem. After hours of troubleshooting I could finally narrow it down to that setting. I can assure it's not caused by: - mods, since the freeze even occurs on a new game with no mods at all (except Alternate Start) - skyrim.ini/skyrimprefs.ini. freezes with default and modded inis - Mod Organizer. Started Skyrim directly via TESV.exe with the same result. - skse. Tried it with and without skse It doesn't matter whether I use a full ENB setup (in my case Vividian ENB) or just a basic ENBoost setup. Changing any of the other setting also didn't seem to help. I'm using enb version 264. What I also tried: I set ExpandSystemMemoryX64 to false and saved my game in the area where it would normally freeze. Quit the game, set it to true again and tried to load the savegame. Result: game freezes as soon as the save is loaded. I just see a black screen and hear the waterfall sound. My system: i5 3570k@3,8 Ghz, 8GB RAM, Radeon 270x 2GB VRAM, Western Digital Black HDD, Windows 7 Pofessional 64bit So now I wonder why is it happening and why at this specific location? (btw I don't have to go over the bridge to reproduce it. I also tried to get to the steps by crossing the river in the village. In that case the game would freeze shortly after passing the ruined house.)
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pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I guess someone would have to make patches for Cutting Room Floor and Interesting NPCs. That's the main reason why I'm using Dawn of Riften. All of JK's have quite a performance impact on my system, but Markarth is definitely the worst. I get ~20 fps in some areas of the city, so I'm using the Dawn mod here too. This mod looks very tempting, but according to the comments it's incompatible with both JK's and Dawn of Solitude: TRUE CITY - The Great Expansion of Solitude -
pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
For me the entrance to Karthwasten Hall looks fine as well. I looked up the ID in Tes5Edit. You probably misclicked, since that is the ID of the farmhouse. The REGS version of Nernie's mod contains 2 persistent worldspace references, that shouldn't be there if I'm not mistaken. That door in Dragon Bridge is one of them. I've removed those records in Tes5Edit and can enter Penitus Oculatus Outpost without problems. However, I did that before starting a new game, so I don't know if it will work with an existing savegame. The IDs of the records are 00017759 and 0001A81E. They are probably leftovers from the original mod. edit: just double checked Nernie's plugin in Tes5edit and CK. There are a few more persistent references which need to be removed. All records that place items into the cell -26,20 (DragonBridgeExterior02) as they will result in a weapon rack floating in mid air. There are also some edits to cell 4,-4 (WhiterunExterior16) but those are just invisible markers, so they shouldn't be noticeable.