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Everything posted by Greg
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I think you should double check the skse.ini settings and install and enable Memory Blocks Log to see if DefaultHeapInitialAllocMB in skse.ini needs to be increased. The STEP recommended setting is DefaultHeapInitialAllocMB=768 and should be fine if you are using STEP 2.2.9.2 Core or Extended with the recommended medium-resolution meshes and textures and the medium-resolution LOD settings in DynDOLOD. If you install high-resolution meshes and textures, use the high-resolution DynDOLOD output, are using an ENB preset (like Vividian), and/or you are using SR:LE you may need to increase DefaultHeapInitialAllocMB=1024 or so. All of these extras demand a little bit more memory in DefaultHeapInitialAllocMB and the best way to determine for certain is to enable Memory Blocks Log, play until you reproduce the crash, and check the log output. If you have for example DefaultHeapInitialAllocMB=768, the first line should be 512 256 to indicate the memory patch is configured correctly. If the last line when the game crashes is also 512 256, you need to increase DefaultHeapInitialAllocMB and run the playthough again.
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How much is too much? and how do you know?
Greg replied to Bradl3y's topic in Skyrim Revisited (retired)
The limit is 255 plugins (*.esm and *.esp files). There is not really a specific limit on the number of scripts, although this depends on how the scripts work. The biggest concern is that you don't want a lot of scripts activating at the same time and these scripts need to be as efficient as possible. The overly-generalized rule is that you don't want to have a lot of script-heavy mods active in your load order due to the limited time the game engine has to render the screen and run scripts. Papyrus logs are useful only for mod developers that are creating or editing scripts. Papyrus logs are not generally useful for troubleshooting crashes or infinite loading screens. More importantly, enabling Papyrus logging may cause issues with stuttering and lag because the logging is slow. I think the most important aspect of a heavily modded game is to ensure that SKSE and ENBoost are installed and configured properly, and that you use Memory Blocks Log to verify you aren't running into memory allocation issues with the first two blocks in the game. This is the most common reason for crashes and infinite loading screens. If you're experiencing a crash, enable Memory Blocks Log and play until you reproduce the crash. Odds are you just need to increase DefaultHeapInitialAllocMB in skse.ini. -
Yeah, I think you're right and this is admittedly a minor nitpick. I don't think anything can be done about the h3 width, either. It is theoretically possible to use an h3::after style to overlay a block element on the h3 border so it appears to be narrower than it really is, but this requires using display:block or display:inline-block on h3 and causes more problems than it solves.
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Best way to handle "overwriting" of files
Greg replied to Kryseth's question in Mod Organizer with STEP
XP32 is the XP32 Maximum Skeleton in the guide under 2.D Fixes. This provides the basic male and female skeleton that is the base for all animations and provides the "slots" for weapon placement (like the dagger on the back). It does not matter whether or not you use Better Males. -
I think the assumption is that Memory Blocks Log is not in the STEP 2.2.9.2 Guide, so it is not a part of STEP Core or STEP Extended. Users have been instructed to install it after they experience a crash or infinite loading screen that might be attributed to SKSE configuration issues. I just noticed that it's not mentioned in 3.A.1 Failures to Launch or 3.A.2 Crashes to Desktop (CTD) either. I think I remember something about this being included in the Utilities Pack.
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I think the H2 heading at the top of the page is a bit odd with the border floating behind the table of contents, and the H3 heading pulls the [EDIT] tag away from the right margin.
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DROPPED Radiant and Unique Potions and Poison HD (by XRC)
Greg replied to mightyusaid's topic in Skyrim LE Mods
You should see something like this for the potions and poisons: -
Click Modify Executables and make sure Binary points to Loot.exe (e.g. C:\Games\Loot\Loot.exe), Start In is the correct folder for Loot (e.g. C:\Games\Loot), and Arguments has --single-process. I had to add the --single-process argument to see the Loot screen; otherwise, it just popped with an all white screen. To run Loot, change the combo next to Run to Loot and then click Run. The Sort button uses the Loot API so you won't see anything other than possibly the mods in the right pane changing order.
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The 4GB VRAM limit is apparently an issue in the Windows 8/10 platform so it affects both NVidia and AMD.
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Keep the mods in the left pane in the same order as in the STEP 2.2.9.2 guide and you should be fine.
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Which version of Python is supported by MO?
Greg replied to raptorjesus169's question in Mod Organizer Support
You need to stick with Python 2.7 for current releases of Mod Organizer. This is the link to the Mod Organizer Umbrella project on github with the build instructions and the dependencies list. https://github.com/TanninOne/modorganizer-umbrella -
It looks as if you need to install the Visual C++ Redistributable Packages for Visual Studio 2013.
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Mod Organizer 2 Discussion and Feedback
Greg replied to TechAngel85's question in Mod Organizer Support
If you have the skills and the time, I imagine Tannin would gladly put you to work if you want to help with the project. -
Thank you for pointing out that mistake. I corrected this to skse_loader.exe and -forcesteamloader, although I have no idea where I got launcher from.
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I don't think this is weird at all, but I feel the same way. Too much mass quantities, not enough friendship and camaraderie.
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That particular issue was caused by a mod installing an skse.ini file, so Skyrim used the faulty skse.ini from that mod. Your best bet is to go back to the first page of this thread to verify SKSE is installed and configured correctly.
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Is FNIS enabled in both the left and right panes in Mod Organizer?
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Occasional CTDs - when to be concerned, and when it's just Skyrim
Greg replied to aaltair's question in General Skyrim LE Support
Three words sums it up very well... Shiny. New. Mods. Who can resist staying away from the shiny new mods on Nexus? -
Glad to hear you got it working.
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In 99.999% of all cases, the papyrus log is next to useless for troubleshooting issues that cause the game to crash. It can and has happened, but this is mostly due to poorly written scripts. I don't bother enabling or checking Papyrus logs any more. Common CTDs, Freezes, ILS and memory issues is the best place to start troubleshooting if only to verify SKSE is configured correctly and to verify it isn't a memory allocation issue. Also go back through the SKSE and ENBoost settings to verify everything is correct, and double check the settings in Skyrim.ini and SkyrimPrefs.ini. Finally, go back through the mod list to make sure everything is installed correctly and in the right order. I usually install mods a few at a time then test the game to make sure everything is working correctly. Once the foundation is setup and working well, copy this working profile to a new profile and add additional mods to the new profile. i always install ENB presets dead last since these tend to be a bit more complicated to install and configure.
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Check your settings with the Skyrim Script Extender guide. Once SKSE is configured correctly, the first line should report 512 256 instead of 256 256. Also note that the skse.ini file must be in the SKSE folder for it to be used. Also double check that it's named skse.ini instead of skse.ini.txt.
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Thanks, but I'm just following the lead set by Hishtup who put in all the effort. Memory Blocks Log is a great tool for ensuring a stable base memory configuration and confirming that SKSE is configured properly, though.
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I think about all I can say is that I have used the older version Unlimited Bookshelves in the past and never noticed any issues with it, but I never really used it extensively. I remember loading up all the bookshelves in the home in Solitude, but I don't remember taking it beyond this.
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Dynamic Distant Objects LOD - pre 2.xx
Greg replied to sheson's question in DynDOLOD & xLODGen Support
Memory Blocks Log This is a link to a discussion how to install and use Memory Blocks Log. Once it is installed and enabled, play the game until you reproduce the CTD, then post the log in spoiler tags in a new thread and we'll go from there. -
[Fallout 4] Settlement Building Tests
Greg replied to pStyl3's topic in General Fallout 4 Discussion & Support
Apparently we're on opposite sides of the fence in this regard. I need it in writing to make sense of the information. Verbal communications wear me out and videos put me to sleep.

