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Everything posted by Greg
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SKSE memory patch not working
Greg replied to NordPride_WorldWide's question in Guide Support & Bug Reports (retired)
Make sure skse.ini is in the SKSE folder and that it isn't mistakenly named skse.ini.txt. You might also verify you don't have a duplicate copy of skse.ini floating around somewhere (like in a mod folder or Skyrim's data folder if you are using Mod Organizer). Are you running skse_loader.exe to start the game? Finally, use Memory Blocks Log to verify the settings are taking effect and the crash isn't caused by using more than 512MB in the first block. -
If you're logged in, you should also be able to select Page Tools / History.
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You're running SkyrimLauncher.exe from Mod Organizer and this won't work as far as I know. Run TESV.exe instead to start a new game. EDIT: You'll eventually want to install SKSE for the memory management and extra scripting functions required by some mods. When you do this, you'll need to run skse_loader.exe instead of TESV.exe to start the game.
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I think the first thing to do is start a pure vanilla game from the Skyrim Launcher to verify the base game is working as expected. Assuming this works fine, install Mod Organizer and try playing the game by starting it from Mod Organizer. Assuming this works, add on ENBoost and try again. Then add on SKSE. Keep building up in small parts until it falls apart until you narrow the problem.
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If you installed STEP Core or STEP Extended and want to install additional mods that are not in the guide, I generally move them into the appropriate section so similar mods are all grouped together. If you are installing Unique Border Gates for example, I'd move it into Landscape & Environment in the left pane. After adding new mods, always run LOOT so it sorts the plugins in the right pane and rebuild the bashed patch.
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My first rule of modding: always have a complete backup before making significant changes. My second rule of modding: anyone that forgets the first rule is doomed to sleep with the dogs.
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To use Skyrim Performance Monitor with Mod Organizer and ENBoost, run Skyrim Performance Monitor, click Setup, and change the settings as follows. In the File Paths tab, change the Skyrim Launcher File Path to point to ModOrganizer.exe In the Miscellaneous Settings tab, check "Attempt Support for Custom D3D9.dll" Click Save to save the settings Click Launch Skyrim to run Mod Organizer. When Mod Organizer loads, run SKSE from Mod Organizer to play the game EDIT: Note that checking "Attempt Support for Custom D3D9.dll" is the most important step because this allows Skyrim Performance Monitor to work with ENBoost.
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If you're adding mods on top of STEP and/or using higher-resolution meshes and textures, you may also need to increase DefaultHeapInitialAllocMB in skse.ini. You can use Memory Blocks Log to verify this.
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STEP Patches Requirements lists all mods that are required to be installed and active to enable the extended path.
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How do I install Helixmod 3d vision fix for Skyrim and ENB Boost together?
Greg replied to amourfou's question in General Skyrim LE Support
You might try renaming the d3d9.dll that comes with Helixmod 3D Vision Fix to something like d3d9_3d.dll and then set it up as a proxy library in enblocal.ini like this: EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=d3d9_3d.dll I can't guarantee that it will work, but it's an easy alternative to try. -
I personally think the speed test is completely bogus as well because a crash to desktop is more likely to be caused by spamming the papyrus and rendering engine. If you think about it, you're literally causing cells to load at a very rapid rate so the rendering engine may not be able to keep up and this isn't taking into consideration the number of activators and other events (like spawning NPCs and creatures) that require scripts to run as you cross cell zones.
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I think spawning 100 bandits is an unrealistic test that you should never encounter in the game -- unless you somehow manage to anger every NPC in Skyrim to the point that they come swarming for you head on a pike and assuming there are actually 100 NPCs in all of Skyrim. In reality, I don't think you can ever encounter much more than a dozen or so NPCs in combat. Even the Civil War quests are more like the Hatfields vs McCoys than an actual Civil War. With that many NPCs in active combat at once, it's more likely you are gumming up the Papyrus engine. For a more realistic test, you might walk into the middle of Halted Stream Camp and the lunar forge area (can't remember the name of this one off the top of my head). If you want to spawn NPCs, limit it 20 or less.
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VRAM on multiple video cards is somewhat like a RAID array so even though you have two 1GB video cards, you still have 1GB VRAM total.
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Raider type 3 body textures are not right
Greg replied to Snarkyfork's question in Guide Support & Bug Reports
Changed the image to a link tagged not safe for work. Please do not post nude pictures. -
https://www.youtube.com/watch?v=wkmTZP1SyIA
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It sounds as if Rapid mod is just a duplication of the Windows disk cache to me.
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ACCEPTED Stealth Skills Rebalanced (by kryptopyr)
Greg replied to kryptopyr's topic in Skyrim LE Mods
It's a combination of things that make the player easier to detect. A player clanking around in metal armor is dead easy to detect so this places an emphasis on using light armor. NPCs react more naturally given the level of light in the area. A player walking around in broad daylight is dead easy to detect and is more difficult to detect when it's dark. You definitely need to stay away from light areas. Bright armor is easier to detect than dark armor so you'll want to avoid Elven armor. Stealth armor (such as the light armor used by the Dark Brotherhood and Nightingales ) provides some additional bonsues to make it more difficult to detect. When NPCs detect movement or sound nearby, they become much more alert to sounds and movement, and they actively search longer and farther out than in the vanilla game. Just walking along I see the eyeball pop open a lot more often than in the vanilla game, and a lot of the time I don't know what is seeing me. The vanilla Stealth perk ranks are 20%, 25%, 30%, 35%, and 40% whereas it's 10%, 20%, 30%, 40%, and 50% with this mod so the first rank is significantly easier to detect and the second rank is slightly easier to detect. Muffled Movement makes your armor 50% quieter whereas this is 25% quieter for rank 1 and 50% quieter for rank 2 in this mod. The vanilla Silence perk makes it so running no longer affects detection. This is replaced with Shadow's Embrace that decreases the relative effect light has on detection. I remember in the vanilla game with a high sneak level being able to get face-to-face with an NPC (like a Draugr) without being detected and even being bumped into by Draugr without being detected. You won't do that with this mod. @Shadriss You may get a kick out of this. I had the fight of my life against a Dark Brotherhood assassin at level 10 and finally managed to kick his butt after running with my tail between my legs more times than I care to count. I swiped his armor and went on my way without thinking anything about it. I then entered a dungeon and tried picking a novice lock on a chest. I mean it's a novice lock so it isn't that bloody difficult. After breaking five or six lockpicks in frustration, I looked in the perk tree and saw Lockpicking -20. NEGATIVE 20. I did a double take and then hit the active effects page to see what the goofy goof is going on where I see this: "Wearing Gauntlets: -40 Lockpicking". Doh! -
ACCEPTED Enhanced Skyrim Factions - Companions Guild (by DreamKing)
Greg replied to Neovalen's topic in Skyrim LE Mods
The Requirements Only version adds only the requirements you see in the MCM settings so it doesn't have any additional or unvoiced dialog. The full version adds new choices and consequences, expands the activity schedules are Jorrvaskr, tweaks the Companions NPCs and quests), and adds new (unvoiced) dialog. The full version seems nice based on the mod description, but I think it veers a bit too far from vanilla and I wonder if the activity schedules conflict with Immersive Citizens. -
ACCEPTED Enhanced Skyrim Factions - Companions Guild (by DreamKing)
Greg replied to Neovalen's topic in Skyrim LE Mods
I was somewhat surprised to see this mod with the accepted tag as well. As much as I like this mod and plan to continue using it, I don't recall it ever passing the discussion stage. -
MO won't let me set an output folder for TES5Edit
Greg replied to C4RN1F3XX's topic in Step Skyrim LE Guide
Did you create this directory before running TES5Edit? -
ACCEPTED Enhanced Skyrim Factions - Companions Guild (by DreamKing)
Greg replied to Neovalen's topic in Skyrim LE Mods
Yeah, I think the full version of the mod does add some unvoiced dialog. This is a bit of a bummer, but I can see this from the mod author's perspective as well. I mean it's terribly difficult to try to pull apart audio from existing dialog to try to piece together something remotely similar to the dialog the author wants. I know some authors have managed to pull it off, but I imagine it's very intensive and time consuming work. -
Why did you guys choose XP32 over XPMSE3?
Greg replied to uncleseano's question in General Skyrim LE Support
Also be sure you remove the old generiated FNIS output and re-run GenerateFNISForUsers so the game uses the animations bundled with XPMSE. -
As a general test, walk or sprint to every town in the game and get off the roads to travel through the wilderness areas. This gives you an opportunity to check every city and town for issues, to check large wilderness areas for issues, and gives you ample opportunity to test combat and various triggers in the game. I think you need a really good eye in xedit to make that call and I'm not familiar with that mod, but I don't recommend picking up a random mod and running it through the cleaner because it may break something. I'll usually clean it if Loot, Boss, or some other reliable source tells me it should be cleaned. I should note that I tend to be very conservative, so take that into consideration as well.
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@GrantSP: You mean to demonstrate the graphical glitches with auto save disabled?
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This message seems to be a good starting point for the discussion.
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