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Greg

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Everything posted by Greg

  1. These sounds should come from Audio Overhaul for Skyrim 2. In Mod Organizer, click the Data tab in the right pane and find these two files: Sound\fx\mag\flames\mag_flames_fire_lpm.wav Sound\fx\mag\shock\mag_shock_concentration_fire_lpm.wav This is basically what you should hear when you use the flames and shock spells. It looks like a sword or scabbard on your character's back is missing the texture? The picture is small and my eyes are really old, so it's hard to tell. If so, this is most likely coming from either the High Resolution Texture Pack, one of the aMidianBorn mods, Leanwolf's Better Shaped Weapons, or Greatsword Sheaths and Scabbards Redux . In the case of the High Resolution Texture Pack, make sure you've check "Have MO manage archives" (in the Archives tab in the right pane) and that all of the BSAs are checked.
  2. The PROXY section goes in enblocal.ini (do not include it in enbseries.ini). You can read the instructions in Guide:ENB, but it looks as if you have it about right. Note that other overlays (like MSI Afterburner) may prevent SMAA from being injected.
  3. According to the original post, the skse.ini settings are 768/256 so the first line in Memory Blocks Log should be 512/256 but is 256/256 instead. This seems to indicate either skse_loader.exe isn't running, it isn't finding the skse.ini file, or there's a typo somewhere in the skse.ini that is causing it not to read the entries correctly. I ruled out skse_loader.exe not running because he added the -forcesteamloader argument and (correct me I'm mistaken) Memory Blocks Log doesn't work with skse_loader running. You know, thinking about this in more depth, is it possible that skse.ini is stored in Unicode format? Seems I ran into an issue a while back with an ini file not being read and I finally figured out the bloody thing was in Unicode instead of ANSI/ASCII. [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 [Display] iTintTextureResolution=2048
  4. Is there any chance you have select group by Categories or group by Nexus IDs? This is the dropdown box below the left pane just before the name filter. If this is showing Categories or NexusIDs, change it to No groups. I'm just looking at the code and it looks as if this message is logged when grouping is in place and it won't allow you to check the outer group rows, assuming I'm interpreting this correctly.
  5. I think it might help to see the Plugins tab in the right pane instead of the Archive tab.
  6. It should be in the SKSE folder in the SKSE mod in Mod Organizer. If you're looking at this in Windows Explorer, the full path should be something like this: C:\ModOrganizer\mods\skse 1 07 03\SKSE\skse.ini If you're not using Mod Organizer, it should be in the data\SKSE folder like this: C:\Games\Steam\SteamApps\common\Skyrim\Data\SKSE\skse.ini
  7. Make sure the file is actually named SKSE.ini. Windows hides file extensions by default, so it's fairly easy to mistakenly end up with a file named SKSE.ini.txt.
  8. For what it's worth, I searched for this on Google and didn't find anything either.
  9. If you're starting fresh with a completely vanilla setup, you might consider using DoubleYou's Skyrim Project INI to setup the optimized/cleaned INI files. He's been putting a lot of hours into figuring out all the settings in the Skyrim's INI files and the optimum settings for performance/quality, so this should give you a good baseline to build on. Also keep in mind that Skyrim's intro (the cart ride into Helgen) is very script intensive so you will not get steady 60fps. You'll also notice some areas of Skyrim where performance may dip into the 40s or 50s depending on your video card even if you have an R9 380 or R9 390. I know Bethesda says the game engine is four years old, but I really think it's more like 10 years old with patches. Most everything you've mentioned so far seems about average and nothing to worry about, but the stutter may be troublesome depending on how bad it may be. Finally, can you provide us with your system specs? Things like CPU, CPU speed, amount of RAM installed, and whether you're running Skyrim on an SSD or HDD?
  10. You might run Process Explorer and Process Monitor to get the properties on the svchost.exe instance that's hammering the Mod Organizer folder to find out which service this is coming from. The most likely suspects are antivirus software or the Windows Search crawler indexing all the files, although the Windows Search crawler should be throttled (low access) if you are using the computer.
  11. I agree that staying away from on-board GPUs is a very good idea, but does anyone use sound cards any more?
  12. Verify that you have ExpandSystemMemoryX64=false and ScrapHeapSizeMB=256 in enblocal.ini. This sounds like the behavior I was getting when I had ExpandSystemMemoryX64=true.
  13. I just checked in TES5Edit and the only mods I see that alter Greywater Grotto are Skyrim, Unofficial Skyrim Path, Relighting Skyrim Legendary, and ELE Legendary Lite. The last two add sunlight and alter the lighting in the cave with no edits to anything other than the lighting. The only things I can think to check is to make sure you have the DLC mods and the unofficial patches in the right order in both panes. The left pane should be: In the right pane: I doubt this is the issue I think Mod Organizer will throw up all kinds of warning bells if these aren't in the right order. Make sure you are using the latest versions of the unofficial patches. These should all be version 2.1.3b with the exception of the Unofficial High Resolution Patch. If none of this fixes it, go into an interior space, save, and exit. Then uncheck the cleaned versions of the mods and try it again... just to rule out something hasn't gone amuck with the cleaned versions of the mods.
  14. Just a heads up: When you're using Mod Organizer, Skyrim uses the INI files stored in the profiles folder (e.g. C:\ModOrganizer\profiles\[profile name]) instead of the ones in your Documents/My Games/Skyrim folder.
  15. Now this is very interesting because I had (incorrectly) thought all caves were real interior spaces, although I do know a few that are so small it shouldn't surprise me that it's a bit of Hocus Pocus with the walls and roofs on an exterior space.
  16. You shouldn't create the bashed patch until you reach the Bashed Patch in Section 2.N near the bottom of the guide. It also looks as if you've gone a bit beyond 1E since you have SKSE installed, which is installed in 2C. This is not the cause of the crash, though. The only reason I mention is because I'm questioning whether you've also installed ENBoost? If so, double check that ENBoost is installed and configured correctly and that you've created and configured SKSE.ini. by the Tazmanian Tasmanian Devil... Interesting, I hadn't noticed Wrye Bash causing the bashed patch to show when I was going through the guide, but this may be because I already had Wrye Bash installed/updated and updated Mod Organizer. (FTFY -- GrantSP)
  17. If I'm not mistaken, Static Mesh Improvement Mod provides the meshes, and aMidianBorn Caves and Mines and Re-Defined Dungeons provide the textures. What I'm seeing in the video doesn't appear to be a simple texture issue, though. Missing textures typically show up as a a blue area where the texture should be. This looks more like a mod changed the interior space of this particular cave since that area is missing, although nothing in your load order really stands out as a probable cause. I don't think DynDOLOD touches interior spaces, and I don't think the bashed patch should effect this either.
  18. Make sure FNIS and any other animation mods are checked in the left pane. If it isn't checked (active), it's as if it doesn't really exist. Also make sure any other animation mods (FNIS Creature Pack, PCEA are below the FNIS main mod in the left pane.
  19. Have you verified you aren't running out of memory with Memory Blocks Log yet? You can read through that discussion to find out how to set it up to determine if this is caused by a memory allocation issue. As a general tip, install Memory Blocks Log and enable logging, then run Skyrim until you reach a point in which it crashes. If the first number matches the allocation size of the first block, you need to increase DefaultHeapInitialAllocMB in SKSE.ini.
  20. I just fixed it in the current code. It turns out when hkxcmd.exe creates the files with this path, Mod Organizer mistakenly places the files in the main mod folder. This doesn't make any sense at all, but whatever... The solution is to create the files in either the current directory or the temporary_logs directory (the same way it generates defaultmale.hkx and defaultfemale.hkx) and the move the files to the final folder. I sent you the code change via PM.
  21. The only difference I see, and I haven't dug into this aspect of it too deeply yet, is that the default animations are created in in the default folder whereas the creature animations are created in the specific folder where they belong. I need to go back through that initial animation generation logic to determine how defaultfemale.hkx and defaultmale.hkx end up in the final directory. DEBUG (19:00:41.0339): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\0_master.xml" "0_master.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hooking DEBUG (19:00:44.0269): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\defaultfemale.xml" "defaultfemale.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hooking DEBUG (19:00:44.0809): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\defaultmale.xml" "defaultmale.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hooking DEBUG (19:00:45.0409): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\atronachflamebehavior.xml" "..\..\meshes\actors\atronachflame\behaviors\atronachflamebehavior.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hooking
  22. Bethesda games and crashes go together like peanut butter and jelly, potatoes and gravy, bread and butter. You can't have one without the other. As much as I like the Elder Scrolls series, I've yet to see Bethesda release a game that is playable without unofficial patches and fixes.
  23. The first step I would take is to edit Skyrim.ini and disable these Papyrus settings. These settings kill script performance and are mostly useless unless you are actively debugging a script you are writing or modifying.
  24. Double check that you are using the latest version of Mod Organizer. If you are using the latest version and this is still an issue, use this workaround: Click an existing executable in the listChange all the text boxes as appropriate to run the FNIS generator.Click AddIt may seem a bit odd, but this should work to actually add FNIS generator to the list of applications.
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