Jump to content

DanielCoffey

Mod Author
  • Posts

    895
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by DanielCoffey

  1. OK, I'll have a look tomorrow after installing the new 13.3 beta3 AMD drivers which are supposed to have a fix for some texture issues on my 7950.
  2. No, I edited the ini files through ModOrganizer to turn off the AA and AF within Skyrim and just relied on the TESV.exe profile in CCC. That is correct, yes?
  3. I have tried some benchmarks on the New Game cart ride into Helgen since they are fairly consistent and repeatable and have observed a few interesting points which may be worth discussing then adding to the Guide. My Hardware ========= GPU : Sapphire 7950 3Gb OC with Boost (860MHz with auto-OC to 925MHz)* CPU : Xeon 6x3.33GHz RAM : 12Gb 1333MHz ECC SSD : 240Gb SATA-II Resolution : 2560x1440 OS : Win7-64 Home Drivers : Catalyst 13.1 * Running at PCIE 1.0 speed in a 16x slot Firstly the Guide does not make any recommendations for the hardware to support 4xSSAA and I think this needs revising. I tried setting 4xSSAA on my 7950 3Gb as per the guide and it lowered the frame-rate to an unacceptable degree as well as maxing out the GPU. I was averaging 30fps and the GPU was flat out at 100% with the fans on max. As soon as I went back to 4xMSAA everything was back under control. Secondly it appears that forcing Catalyst to override Skyrim's own AA/AF settings saves on VRAM considerably (by around 350Mb on my settings). EDIT : I had failed to make sure that the SkyrimPrefs.ini AA and AF settings matched the CCC Override settings. Disregard these results. Test 1 : Skyrim managing 4xAA and 16xAF at 1440p VRAM Avg / Max : 1622Mb / 2048Mb RAM Avg / Max : 1755Mg / 2114Mb FPS Avg / Max : 56 / 60 GPU Load Avg / Max : 70% / 100% Test 2 : Catalyst 13.1 forcing 4xMSAA and 16xAF at 1440p VRAM Avg / Max : 1269Mb / 1669Mb RAM Avg / Max : 1720Mg / 2078Mb FPS Avg / Max : 56 / 60 GPU Load Avg / Max : 67% / 100% I should add that I am using a 2010 Mac Pro to play the game and since I am using a PC 7950 flashed to support the Mac EFI I am currently limited to PCIE 1.0 but I understand that at this frame-rate it will not be the limiting factor. It is still a 16x PCI slot and will only suffer at the initial loading of bulk textures into VRAM.
  4. It has been working fine for me since 1.9. It only complained when there were those two small Bethesda patches in rapid succession (something to do with the version of SKSE the .dll expected) and after the second one there was just the single line in the ini file to edit to pick up the latest .dll automatically. Give it another go - you should find it works perfectly.
  5. I have posted a bug report on the Nexus page for the mod stating that when I sheathed a Hide Light Shield, a Dwarven Shield appears on my back. This was on a freshly created patch and a fresh character. Resolved : I disabled the ReProccer.esp, reran the Dual Sheath Patcher then re-eneabled the ReProccer.esp. My shield appeared correctly after that.
  6. I have submitted a bug report to the MO team but I suspect they may find that there are hard-coded paths inside the Uncapper .dll which are confused by the MO virtual directory.
  7. Right - I have done some tests and can confirm that ModOrganizer does not present .dll files properly in its virtual directory structure when the game is launched. I manually moved the Uncapper .dll into the ..\Skyrim\Data\SKSE\Plugins directory and immediately the Uncapper worked properly in game at next level up. It did read the correct .ini file as specified in the MO mods order. I moved the .dll back and it stopped working as expected. I then realised that the new SKSE - Elys- AltF4 mod from STEP 2.2.5 functioned in the same way as it had a .dll and a .ini so I moved its .dll into the SKSE\Plugins directory too. I assume I should follow the MO Bug Report procedure so this can be looked into to see if it can be got working or if a change is needed to the STEP Guide for MO users of those two mods.
  8. Remember you only get messages in the top left when items get added/removed to/from inventory by quests, not from just picking them up from the ground. What happens if you add one septim from the console? player.additem f 1 That should certainly trigger a message. Things that might affect the position of that message are the font used (which STEP changes) and possibly the inner workings of SkyUI since the latest version has a new overlay layer for the buffs. I don't think it affects text messages but I might be wrong.
  9. I wonder if the Uncapper dll has absolute file paths embedded in it and perhaps it is looking for the dll in the actual Skyrim directory structure? I will install that one mod manually outside MO and report back on what happens regarding which ini it uses.
  10. I have not used Mod Organizer before this week but I was under the impression that MO kept your original Skyrim\Data directory clean and held everything in its own virtual directory? The Skyrim\Data\SKSE\Plugins directory does not yet exist when I look at my Skyrim directory but it is visible inside the MO Data tab. I can certainly see the dll and ini when I look in c:\games\ModOrganizer\mods\Skyrim -Community- Uncapper\SKSE\Plugins\ Have I misunderstood how MO works? The large majority of the mods installed are certainly visible when I play so something is certainly working.
  11. Hello folks, I have an issue with the Community Uncapper that I hope you can assist me with... I have followed the large majority of the latest STEP guide and have got an issue with Skyrim -Community- Uncapper not being used when levelling. I should state up front that I have SkyRe and other Immersion mods installed as it is very much part of my preferred playstyle. In my load order in MO I have SkyRe at position 229, the main Community Uncapper at 255 and a small "Install from file" package containing just my own preferred settings for the Uncapper at 256. I did it this way so that if the Uncapper is ever updated on the Nexus then my ini is preserved. I made sure that the path for my own version of the ini in the .rar goes Data/SKSE/Plugins/ and the only file is SKSE_Elys_Uncapper.ini. The only version of the Uncapper dll is the one from the Uncapper download itself. In MO data conflicts I can see that there is an entry for the ini as expected and the one used is listed as my own package. I can see that both SkyRe and the default Uncapper are in the "Also in..." tooltip so I know that my own version should be the winner. When I level up, however, I just get the one perk and the default HP/Stam per level instead of the values specified in the Uncapper file. When I start the game I see the game version reported as 1.9.32.0.8 and SKSE 1.6.13.rel41. I also briefly see the Uncapper popup screen as it checks for an updated dll. When I level I only get the vanilla perk and hp because I tested it with temporarily high whole number values in of SkyRe's copy of the ini, the Uncapper's own ini and my custom ini. Instead of any of the values I had set in those files, I just got the vanilla single perk (and the standard +10hp for levelling). This is obviously a show-stopper as the Uncapper is not being run. Is it perhaps something to do with the way MO registers that dll? I really hope I can get some quick help with this as I really do like the way MO handles the virtual directory so cleanly compared to the mess that you end up with using NMM and this many mods. == Daniel.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.