
FCqt
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Everything posted by FCqt
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ENB Recommendations and Framerate Suggestions
FCqt replied to phazer11's question in Post-Processing Support
Winner, winner chicken dinner. Seam is in Vanilla with HRDLC and USKP, UHRP Oh the horror I forgot HOW bad the farmhouses and wood poles looked *shudders*. Save me. All this testing has made me curious. Vanilla with Optimized HRDLC, USKP and UHRP ran between 900-1250 MB of RAM and about a constant 1000-1350MB VRAM the VRAM was always higher so my question is what causes the RAM to bloat so much is it a script mod or just the textures (I realize it's more of a combination but which mod contributes the most). I mean fully modded I use about 2600-2850 RAM with optimized textures and about 2250 VRAM. There seems to be a significant disparity here. The textures, scripts and possibly meshes contribute towards high memory usage. I figured this out recently as I was re-doing my setup for a ctd free experience.I stripped all the fluff that I didn't consider crucial for myself to reduce high memory usage... i.e high quality world map, loading screen, etc. I was able to run with Hi-Res optimized and all the other texture at their full 2k glory and I was still at about 2.4gb of ram. Then I started activating a bunch of script intensive mod like RND, Frostfall, Footprint, Dual Sheath, Wet and Cold, etc. The memory usage sky-rocket to the point I was CTD'ing on entering Candlehearth Hall in Windhelm. A simple SRO normal map optimization to 1k gave me 400mb room to play with. :) Basically, every single mod you add have a high chance of adding to the memory usage so in my opinion you should ask your self "do I really need this" and not install every single mod because "you can". EDIT: It's hard to tell which non-textures mod contribute the most to high memory usage unless you test them out individually or know how the mod work internally. -
ACCEPTED Superior Lore-Friendly Hair - HD textures (by skyrimaguas)
FCqt replied to FCqt's topic in Skyrim LE Mods
In almost all cases, 1k is better for textures. Why? Because it doesn't use up that much VRAM. I'd use 2k mainly for textures used on large objects, like structure, or giant creatures. That's debatable depending on each setup. Of course, if you are tight on VRAM you wouldn't want to waste ressource on small thing like hair, clutter or any other minor stuff. But, if there is no vram/ram issue, 2K textures for hair would definitely have a high position in my I want list. -
I had problem since 1.7 with the XP32 Installer so from now on I always manually install it. Inside the XP32 archive, the Belt-Fasted Quivers animation are in the folder 01 BOLT1 or 01 BOLTC. If you are using Frostfall... you need to use BOLTC. And if you are NOT using Frostfall... you need to use BOLT1. Try this. Hopefully it will fix it. If you want to fully install manually, you need the files within 00 Skeleton Rig and either BHD B1HS Chesko (If you are using Frostfall) or BHD B1HS.
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ACCEPTED Superior Lore-Friendly Hair - HD textures (by skyrimaguas)
FCqt replied to FCqt's topic in Skyrim LE Mods
Superior Lore-Friendly Hair and AOF Hair only consist of 2 file which are Hairlong.dds and Hairlong_n.dds. They both overwrite More Realistic Hair for these files but More Realistic Hair cover additional hair dds also. So basicly the debate would be AOF Hair vs Superior Lore-Friendly Hair since they edit the same exact file. AOF Hair have the same resolution as original Beth texture while Superior Lore-Friendly Hair is at 2K. EDIT: The author also uploaded a 1K version today, 2K all the way though. :) -
Skyrim Revisited Pre-Release Feedback
FCqt replied to Neovalen's topic in Skyrim Revisited (retired)
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ACCEPTED Superior Lore-Friendly Hair - HD textures (by skyrimaguas)
FCqt replied to FCqt's topic in Skyrim LE Mods
2K Texture as stated in his file description. I think its more then any current vanilla hair re-texture. -
Skyrim Revisited Pre-Release Feedback
FCqt replied to Neovalen's topic in Skyrim Revisited (retired)
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ACCEPTED Superior Lore-Friendly Hair - HD textures (by skyrimaguas)
FCqt posted a topic in Skyrim LE Mods
Discussion thread: Superior Lore-Friendly Hair by skyrimaguas Wiki Link New mod added today. It's a re-texture for the vanilla hair and on a quick look at the screenshot it looks pretty neat. NOTICE: Preference is entirely subjective, and the poll results do not determine what we will use in STEP. We simply want to understand what the community likes in the event that we cannot decide between two or more options. -
Make sure you ran BOSS. If you did: Open Wrye Bash through Mod OrganizerCheck if there is any .esp/.esm that show up in dark orange or red.If there is, single click on them and check the "Masters:" square in the right-pane and check if there's any master missing for it.If everything looks good in Wrye Bash, CTD might be caused by "bad edit" when you followed the SR step. You could try disabling all SR patch temporarily and try to launch Skyrim.
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wanted Installing ASIS and SkyRe with some additional stuff
FCqt replied to Iroha's topic in Skyrim Revisited (retired)
Hmm, I'm pretty sure the best option would be to rename it to SkyRe Script Fix.esp and use it instead of the old one. The effect would be the same as when you first applied the SkyRe Script Fix.esp in a currently existing game. I don't think it will break any script. Only fix them. You could also open SkyRe Script Fix v1.2.esp and SkyRe Script Fix.esp with TES5Edit and forward the new change from v1.2 to the original file. But, that's the same as the first suggestion. Just done in different way. :P -
Skyrim Redone and warning: xxxMagicSneak
FCqt replied to FCqt's topic in General Skyrim LE Discussion & Support
I missed three property for the spell Frostbite, Fireball and Flames. New version here. Thanks to Epothos for the feedback. It might not fix all issue related to SkyRe but hopefully it will help. -
wanted Installing ASIS and SkyRe with some additional stuff
FCqt replied to Iroha's topic in Skyrim Revisited (retired)
SkyRe Script Fix update: I missed two property for the spell Frostbite and Fireball. New version here. I also received report that a "Flames" spell might still give this error but I checked them all in TES5Edit and they were OK. Thanks Epothos for feedback. EDIT: I fixed the remaining "Flames" node. I think at the time of doing the initial patch I might have "hardpatched" it into my SkyRe_Main.esp and forgot about it afterwards. Anyway new fix here. -
ENB Recommendations and Framerate Suggestions
FCqt replied to phazer11's question in Post-Processing Support
Good to hear you that you got ride of some of your freezes, I had this dilemna about ENB not so long ago because I didn't want to loose my 50-60 FPS. I ended up using the one on Iroha guide. (at the bottom of his thread) But I removed all the "fluff" from the enbseries.ini to maximize performance. Check it out here if you want. I simply disabled SSAO, BLOOM and DOF... And quite frankly the performance gain is huge from disableing those versus the esthetic gain in enableing them. I get 50-60 FPS average with a 7950 oced at 1100mhz. -
Mod Suggestions for SR - Post in STEP Mods Forum
FCqt replied to z929669's topic in Skyrim Revisited (retired)
For alchemy my most wanted feature would be balanced over-time health potions. -
As of now, I have never done it and not sure how to do it exactly.
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Apparently I had some node in my VIS-RLO Patch.esp that I forgot to mention about when I wrote the step for VIS-RLO Patch.esp. Go to "EMCompViljaSkyrim.esp \ Cell \ Block 1 \ Sub-Block 9 \ 00054B6F" Should also have been included in the VIS-RLO Patch.esp. With this node in place, creating the VIS-RLO-SoS Patch should go as expected.
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wanted Installing ASIS and SkyRe with some additional stuff
FCqt replied to Iroha's topic in Skyrim Revisited (retired)
I sent him a PM the day I created the fix and he didn't seem too worried and stated it was the smallest possible error in papyrus log.He know his mod better then anyone else. However, in my opinion, 3 warning every spell cast is more on the bad side of thing then the good side. -
Updated main post with SoS - Dungeons and RLO conflict. I'm not sure why the XCLW value have been changed to 0 for the node 0005DE24. In UKSP, this value is still -2147483648.000000. I've noticed this pattern in other nodes also. Hopefully it should not be a huge deal. If it is a problem, maybe SoS would need a patch with the UKSP to revert these XCLW value.
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wanted Installing ASIS and SkyRe with some additional stuff
FCqt replied to Iroha's topic in Skyrim Revisited (retired)
As Iroha said, I don't mind at all.Use at will. -
I updated the main post with the couple issues you guys spotted. Sorry for the confusion. Select SoS - Civlization.esp, all Realistic Lighting Overhaul ESPs, EMCompViljaSkyrim.esp, VIS-SoS Patch.esp then click [OK]. should have been: Select SoS - Civlization.esp, EMCompViljaSkyrim.esp, VIS-RLO Patch.esp then click [OK]. (don't need RLO files since we are only using nodes from VIS-RLO Patch) (damn copy/paste) An instruction line was missing for the logics: Drag the "XCAS - Acoustic Space" from "SoS - Civlization.esp" to "VIS-SoS Patch.esp" Drag the "XCAS - Acoustic Space" from "SoS - Civilization.esp" to "VIS-RLO-SoS Patch.esp". and I forgot to mention a node for VIS-RLO Patch.esp: Go to "EMCompViljaSkyrim.esp \ Cell \ Block 2 \ Sub-Block 2 \ 00016776" Hopefully that's all. :D For the multiple patches count: Ideally you can create the patch separately and afterward combine them in a single VIS Patch. This way, if you remove a mod included in the combined patch, you still have the singles one as backup.
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Skyrim Redone and warning: xxxMagicSneak
FCqt replied to FCqt's topic in General Skyrim LE Discussion & Support
I sent a message to T3nd0 about it, He basically said it was the smallest possible error in Papyrus unless it is triggered extremely frequently. (like, 20 times per second). Although I agree its a small error, for anyone using a large base mod with several script oriented one these small issues can really stack up. If you are fighting 3+ caster, it can get really ugly considering the issue affect every single vanilla damaging spell. Add Wet and Cold, Frostfall, RND, companions and yourself spamming spells on top of that and I'm pretty sure the engine will beg for mercy. :P EDIT: By the way, I took a look at the v1.3 change log on the mod page and I did not see this issue addressed. -
wanted Installing ASIS and SkyRe with some additional stuff
FCqt replied to Iroha's topic in Skyrim Revisited (retired)
Here's another fix for SkyRe: Basicly every single damaging vanilla Spell would cause this issue when casted: Because the property name didn't match the property referenced in the xxxMagicSneak.psc script The property name was xxxsneak* but should have been xxxSNE* instead. This should greatly improve SkyRe performance in combat. Download the Script Fix here (see edit) BUM Setting: "BOTTOM" -> SkyRe I would not recommend using ASIS Automatic Spell with it as it might use the SkyRe_Main.esp setting and overwrite the patch. I did not test with ASIS Automatic Spell but it's what I assume it will do. EDIT: I missed two property for the spell Frostbite and Fireball. New version here. I also received report that a "Flames" spell might still give this error but I checked them all and they were OK. EDIT EDIT: I fixed the remaining "Flames" node. I think at the time of doing the initial patch I might have "hardpatched" it into my SkyRe_Main.esp and forgot about it afterwards. Anyway new fix here. -
I don't think Automatic Variants conflict with anything in Skyrim Revisited. Maybe with ASIS, if not installed properly. On the other hand, when did you install the simple borderless window mod? I had some weird freeze with it so I decided to get rid of it for now. Might have no link, but worth a shot. EDIT: If you are using SkyRe you might want to check this out: SkyRe Script Fix.
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Anyone who use Skyrim Redone must be familliar with this papyrus warning log: It get spammed A LOT when fighting casters and in my case I have found that it can easily cause a CTD. This is when I decided enough is enough and decided to hunt the bad boy at his core. I spent 2hour trying to find any reference to these in the SkyRe .psc/.esp: xxxMagicSneakxxxsneakArcaneAssassinxxxsneakTouchOfCalamityxxxsneaktouchofcalamitysneakmessageI literally found nothing that reference these file AT all.Except the xxxMagicSneak.pex and xxxMagicSneak.psc. But it contains the xxxSNE* properties and not the xxxsneak* one. They seem to be old propreties that got renamed to xxxSNE* and the old one are still getting called by something, somewhere. But... Where? Is there any tool I can use to search more deeply in the .esp or something like that? TES5Edit and Creation Kit dont seem to cut it. EDIT: After some perseverance I finally found the issue! Basicly every single damaging vanilla Spell would cause this issue when casted: Because the property name didn't match the property referenced in the xxxMagicSneak.psc script The property name was xxxsneak* but should have been xxxSNE* instead. This should greatly improve SkyRe performance in combat. Download the Script Fix here (see EDIT EDIT) BUM Setting: "BOTTOM" -> SkyRe I would not recommend using ASIS Automatic Spell with it as it might use the SkyRe_Main.esp setting and overwrite the patch. I did not test with ASIS Automatic Spell but it's what I assume it will do. EDIT EDIT: SkyRe Script Fix update: I missed three property for the spell Frostbite, Fireball and Flames. New version here. Thanks to Epothos for the feedback. It might not fix all issue related to SkyRe but hopefully it will help
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wanted Installing ASIS and SkyRe with some additional stuff
FCqt replied to Iroha's topic in Skyrim Revisited (retired)
To be safe, I just copied the HLE value because Cloaks of Skyrim isnt supposed to make "AI" change anyway. It's a gear mod afterall. From what I understand in the page Neovalen linked, The higher the value, the more "Aggresive" the mob will be. EDIT: Or maybe it's just junk too