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Everything posted by Greg
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Question regarding SKSE MemInfo Plugin..reporting weird numbers.
Greg replied to chasers36's question in General Skyrim LE Support
You might check out Vividian ENB since it has some less-demanding options and comes in Vivid or Vanilla configurations depending on your preference. MangaClub (one of the authors of Vividian ENB and a really nice guy) is also on STEP if you need help with it. You shouldn't have much of a problem with the Radeon R9 280X as long as you don't push it too hard. -
He was hired by Raptr according his blog post and I think you might be referring to AMD Gaming Evolved.
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Question regarding SKSE MemInfo Plugin..reporting weird numbers.
Greg replied to chasers36's question in General Skyrim LE Support
VM is actually the maximum virtual memory. This is taken from the mod's description on Nexus: You should still be able to use Skyrim Performance Monitor even with ENBoost enabled. In Skyrim Performance Monitor, click Setup, click the Miscellaneous Settings tab, check "Attempt Support for Custom D3D9.dll", and click Save. You'll also want to change the Skyrim Launcher File Path (in the File Paths tab) to run Mod Organizer instead of TESV or SkyrimLauncher. This way you run Skyrim Performance Monitor, click Launch Skyrim to run Mod Organizer, and then run SKSE in Mod Organizer to play the game. EDIT: In case it makes any difference I'm using the above with ENBSeries 0.264. I haven't tried this with 0.265 yet. -
A possible alternative if you want quick 'n easy is to install MediaWiki-Vagrant and then install Semantic MediaWiki extensions if you want the Semantic parts.
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The dragon seems to be somewhat of a n Easter Egg since there are no references to the dragon in Blackreach and discovering it (without reading about it on the various wikis) seems to have about the same odds as winning the lottery. Out of curiosity, has any anyone run across any explanation of how the dragon got into Blackreach or why is it there? From a lore/historical perspective, it might be nice to provide some explanation and background.
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I have what might be a general question on ENB lighting. I've been using STEP Core+Extended and REGS (with no additional mods) so last weekend I finally built up the courage to install Vividian ENB 6.0. I do not use Climates of Tamriel, Pure Weathers, or any of the ELE lighting mods so I left these options unchecked. This gives me the Vividian - Lanterns of Skyrim.esp, Vividian - Torches Preset.esp, and Vividian - Weather Patch Vanilla.esp plugins. One thing I've noticed that puzzles me a bit is that some lights appear brighter than others. These two screenshots are taken in the entrance of Heljarchen Hall (one of the player-built) homes in which the front and rear walls are almost identical. The first screenshot shows me standing in the middle of the room looking at the door leading to the outside. The second screenshot shows me standing in the same spot looking at the door leading to the dining room (basically just turned around 180 degrees). Note that the lights on the sides of the door are identical (base form id 0001f248) but the pair on the door leading outside are significantly brighter than the lights leading into the dining area. I took these screenshots at 4:30 AM Skyrim time (it's fairly dark outside without any visible moons) to try to eliminate as much outside light as possible. I'm curious if anyone knows off the top of their head what causes this?
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I was just thinking it might save you some time and it's a great screenshot showing exactly where to add that parameter. I notice that in a vanilla game using the HRDLC (using the SKSE memory tweak and Memory Blocks Log) up through the dragon attack in the intro sequence Block 1 never exceeds 202MB. If I coc whiterun or riverwood from here, Block 1 goes to 213MB. Do you know offhand if Block 1 ever goes beyond 256MB with a vanilla game?
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Yes. See https://forum.step-project.com/topic/6700-random-crash-when-casting-a-magic-spell/?p=108080 from hishtup with a picture showing the full details. @hishtup: I think it might be a good idea to have the above screenshot in one of the guides on SKSE setup/Memory Blocks Log.
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This is because the archive created by the mod author has both Data (uppercase D) and data (lowercase D) folders, and is case sensitive. If you expand these folders, you'll see something like this: Data/FollowerFacelifts.esp data/FollowerFaceliftsDawnguard.esp For a long-term fix, you might notify the mod author of this discrepancy. You might also file a bug report with the Mod Organizer team to see if they can work around this issue. For a short-term fix, you might consider rebuilding the archive using 7zip or RAR. If you're using 7zip for Windows, browse to the folder containing this mod, right click on Follower Facelifts Females - Legendary Edition-23674-5-1.rar, and select Extract to "Follower Facelifts Females - Legendary Edition-23674-5-\". 7zip will extract the files into sensible case-insensitive folders so everything is in the Data folder correctly. Now go into the Follower Facelifts Females - Legendary Edition-23674-5-1 folder, right click on the Data folder, and select Add to Data.7z. After it's finished, rename Data.7z to Follower Facelifts Females - Legendary Edition-23674-5-1.7z. Now copy the file back to the folder containing Follower Facelifts Females - Legendary Edition-23674-5-1.rar. Finally install Follower Facelifts Females - Legendary Edition-23674-5-1.7z using Mod Organizer. Edit: I just saw a post from the mod author saying he quit and no longer provides support, so I think you can skip that route.
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Thanks! I browsed through the Mystic Dawn guide and it is really in-depth with everything we need right on one page. My naive impression (not having put one of these together myself) is that the SR:LE style is a nice balance and the MD style is really nice but might require a significant amount of effort to create. I was originally installing all my mods manually without any manager at all and using BOSS to keep everything sorted. The first time I installed a mod with Nexus Mod Muckerupper, I was appalled that it blindly resorted my load order (without warning or asking) into what's best described as a pseudo-random alphanumeric order. Mod Organizer is much nicer, but I sure wish it would handle mod profiles a lot cleaner. Life does not begin until after coffee.
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What is MD (Core/Extended/Optional/Modular) style and is there an example link here I can look at to compare it to STEP (Core/Extended) vs. SR:LE style? Offhand, I think STEP (Core/Extended) is too concise and requires lots of navigating with multiple browser windows to follow the instructions (one for the STEP guide, one for detailed instructions on the current mod, and one for Nexus). I end up bouncing back and forth so much I start feeling like a yo-yo. Sometimes this can't be helped given the long, detailed instructions needed to explain all the installer options to pick. I like Neovalan's SR:LE style because it puts everything right on one page with the author and version. This means I never need more than two browser windows open (the SR:LE guide and the Nexus mod page), I can immediately see which specific version I need (or browse through the changelog to determine compatibility with newer versions), and (as depressing as this might be) I can quickly identity which mods just vanished from Nexus when a mod author takes all his cookies home. I don't think I've seen the MD (Core/Extended/Optional/Modular) style yet, though.
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Even if you find any instances of INI settings that may work across different sections, I would not advertise them anywhere as capable of being set outside of the section the should be in. The reason I say this is because TESV has a GetINISetting and SetINISetting that are used internally and most of these settings have explicit sections defined in the code. You can also play with this in the console with these commands (with the usual caveat that doing so may cause Skyrim to explode and I have absolutely no responsibility for this information): GetINISetting "sLanguage:General" GetINI "sLanguage:General" SetINISetting "sLanguage:General" English SetINI "sLanguage:General" English If you peruse the strings in TESV.exe you'll see in the ballpark of 1500 to 2000 settings in this format. Edit: It looks as if the code tag needs a bit of help since I can't read the light text on the light background. Another interesting point is that I see SkyrimPrefs.ini\0SkyrimCustom.ini\0Skyrim.ini\0 in TESV.exe which makes me wonder if it also supports a SkyrimCustom.ini file. I haven't found anything conclusive to indicate how it determines which settings are in which INI files, though.
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pack A Real Explorer's Guide to Skyrim
Greg replied to CJ2311's topic in Step Skyrim LE Packs (retired)
According to this message, the primary issue with Hidden Hideouts seems to be navmeshes. https://forum.step-project.com/topic/4152-a-real-explorers-guide-to-skyrim/page-129?do=findComment&comment=98906 -
On other side of the table, consider how much money it costs Nexus to maintain server racks, redundant disk storage, network bandwidth, and electricity (and employee costs) to give us easy access to all these free mods. Quite frankly, I think $64 for a lifetime premium membership is dirt cheap. I keep all the mods I've downloaded/installed safely tucked away on a NAS so I don't have to keep eating Nexus' bandwidth when I setup a new playthrough because I know it's easy to think downloading SMIM is free, but CDN and bandwidth fees aren't exactly free for Nexus. I think the only servers I've used are the premium servers and the CDN, so I'm not sure if the standard servers are generally slower or the non-premium accounts are throttled (or perhaps both). Before Nexus moved to the CDN I just picked whichever server was at the top of the list and these are normally the premium servers. After Nexus moved to the CDN, I didn't bother to change my preferences so it always picked CDN and I think in the case of the CDN the non-premium accounts may be throttled.
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By the way, if you see the little dots under an acronym (like WSCO), hover your mouse over it for a couple of seconds to see a little tip pop up with the fully spelled out name.
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CTD on first time launch from Mod Organizer
Greg replied to Starfighter08's question in Mod Organizer Support
The first thing I would do is to back to a plain Vanilla game without SKSE or ENBoost. Verify Skyrim loads and runs properly through the initial cart ride. Assuming this goes well, extract skse_launcher, skse_1_9_32.dll, and skse_steam_loader.dll into your Skyrim folder (usually C:/Program Files (x86)/Steam/SteamApps/common/Skyrim). In Mod Organizer, click Install Mod and select the SKSE archive. Expand the folders until you see the Data directory. Right click Data and select Set data directory. At this point you should see "Looks good" so click OK. Create the SKSE ini file in SKSE mod folder with these settings: Restart Mod Organizer to make sure it adds SKSE to the executables list. If it does, launch skse_loader.exe from Mod Organizer and make sure you can play a new game through the initial cart ride. If all goes well here, we know SKSE is installed and working properly. Open the ENB 0.264 archive, go to the WrapperVersion folder, and copy d3d9.dll, enbhost.dll, enbhost.exe, and enblocal.ini to the Skyrim folder (usually C:/Program Files (x86)/Steam/SteamApps/common/Skyrim). Edit enblocal.ini in the Skyrim folder using Notepad and add or change these settings as appropriate: Save the changes. VideoMemorySizeMb can be set to (VRAM + System RAM - 2048) with a minimum of VRAM and a maximum of 10240. Go back to Mod Organizer and launch SKSE to see if the game works this time. Basically this is going one step at a time so we can be certain everything is installed correctly and that it is an ENB issue. If it still crashes (heaven forbid), you might try running Skyrim in a window to see if this makes any difference. To do so, edit enblocal.ini in the Skyrim folder and change these settings: If this still doesn't work, repeat the ENB installation selecting the files in the InjectorVersion folder. -
CTD on first time launch from Mod Organizer
Greg replied to Starfighter08's question in Mod Organizer Support
As another couple of potentially silly questions... are you running skse_launcher.exe to run Skyrim? Where exactly are you getting the crash to desktop? The reason I ask is because launching TESV.exe with a STEP Core+Extended profile can cause Skyrim to crash right after attempting to load a save. I found this out the hard way when I accidentally changed from running Skyrim Performance Monitor to run TESV by mistake. -
CTD on first time launch from Mod Organizer
Greg replied to Starfighter08's question in Mod Organizer Support
I downloaded the minidumps this morning and all three have an AccessViolation exception at the same place in a call to CD3DBase::SetVertexShader_FP and it looks suspiciously like it is attempting to dereference a null pointer. Did you delete any meshes or textures (or perhaps a *.bsa file) when you removed the ENB preset? The reason I ask is because this block of code is attempting to transform a texture. -
DROPPED STEP Optimized Vanilla Textures (by z929669)
Greg replied to z929669's topic in Skyrim LE Mods
MFG Console just gives the BaseID/FormID and the path of the mesh. I've never seen it give the name of the texture, but I think the name(s) of the textures are typically in the mesh as seen in NIFSkope. I have yet to find a way to get MFG Console to provide information on LOD meshes, albeit I don't know if this is because MFG Console doesn't or because I haven't figured out how to do it. -
CTD on first time launch from Mod Organizer
Greg replied to Starfighter08's question in Mod Organizer Support
If you can upload the minidump somewhere (like SkyDrive or DropBox) and provide a link to it, I can look at it when I get a chance. -
Would it be possible to change this to a combo box or a drop down list with options in the list like "All Locations", "All Location in Selected Groups", and "Discovered Locations (default)"? I've never played with the MCM menus and I don't remember if everything has to be strictly checkboxes or if it allows for options like this. I'll download and see if I can find some time to play with it later tonight. I really like the idea of Atlas Map Markers, but I thought it added a few too many map markers around some of the cities that made it somewhat difficult to get into the city proper, but this may be because I clicked the "show every map maker in the known universe" when experimenting with it to get an idea what it would be like with everything enabled. In other words, my mistake.
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Which video card are you using and how much VRAM does it have? How much RAM do you have? Are you running a 32-bit or 64-bit version of Windows? Did you install the 1K or 2K versions of the mesh and texture mods?
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That may be the intention, but I don't see any difference when I rename meshes/clothes/forsworn/forswornboots_*.nif in Better Males to *.nif.old to move them out. From what I'm seeing, I these meshes aren't used in the game and I don't think they should be used as is because if when I rename the forsworn folder to forswornarmor (which is how it is referenced in Skyrim.esm), the game crashes to desktop any time I come near Forsworn Boots. If you look at forswornboots_0.nif and forswornboots_1.nif in Nifskope, both files are referencing C:/Sky in/textures/armor/forsworn/forswornboots.dds and C:/Sky in/textures/armor/forsworn/forswornboots_n.dds. I'm not mistaken, I think both texture references should be more like textures/armor/forsworn/forswornboots.dds and textures/armor/forsworn/forswornboots_n.dds and I think the bad texture path is causing the crash to desktop with these meshes active. I did not attempt to "fix" the texture paths in the meshes to find out what would happen. I just took it far enough to more or less find out why these meshes aren't currently being used by the mod.
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I searched all the mods in my mod list (STEP Core+Extended 2.2.9 and REGS) and the only reference I see is in the ForeswornBoots record in Skyrim.esm and it does specify Clothes/ForswornArmor/ForswornBoots_1.nif so this may be an issue with the mod unless I'm missing something. I'll see if I can experiment with this later tonight to see if it makes any difference.
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Wiki syntax is actually fairly simple at the basic level and (z may hit me on the head for revealing this) a lot of Wiki software lets you mix 'n match wiki markup with HTML. About all you really need to know for basic editing is on the page I linked and there's not a lot to it. Straight tables are super simple. It can get a bit complex if you want to do more than simple markup, but I'd guess 90% of Wiki markup uses a dozen or so elements.

