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Naoko

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Everything posted by Naoko

  1. Haha, this is strange, I somehow got Performance Monitor working with my wrapper version of RealVision ENB installed, in-game OSD and all. No idea what I did differently though other than try enabling and disabling the "support custom d3d9.dll", so I can't reproduce it, but at least I know it's possible now.
  2. The thread starter gets to choose the "Mark solved" post :) no idea why I chose that one, other than that it has more details. I'll change it. Hmm... I can live with those seams, especially if there's no way to fix them at all. I'm just glad my grass isn't flickering anymore. I appreciate it!
  3. Just tried it out! The grass itself is totally fixed, it doesn't flicker nor have any blurry overlay anymore. :) There are still seams between the grass and the stone areas though, and the stone areas still have that blurry overlay on the edges, which turns into the hi-res DLC and/or SMIM meshes further down. I also tried out Enhanced Distant Terrain, it looks great! The mountain seam is still there, extending all the way down to the farm, though >_< edit: whoops, forgot to include pics: https://imgur.com/a/jfpOy And I totally love the water textures included with the Ruffled Feather collection. It looks way more realistic than my unmodded water.
  4. Whoa, thanks!! I had never even heard of that, even though it has 85k endorsements o_O I will try it out soon. Does the "Enhanced distant terrain" mod affect mountain seams at all? edit: Oh, I'm using SFO summer edition - should that be loaded before or after Grassias Fixas, or do they not clash at all? And hey, nothing wrong with a little self promotion
  5. I had been running Skyrim with a few dozen mods for a while now with minimal issues, but recently noticed that certain areas (especially places like the grass beside the steps of Jorrvaskr) have a flcikering grass texture with seams - when I'm viewing it, a large part of it (mainly close to the edges of the area) flickers very rapidly between blurry, normal, and a mixture of blurry and normal with black lines going through it. At the same time, the grass only a few meters away from my character is quite blurry and low-detail. A few screenshots: https://www.use.com/C8jMD Also, there is a mountain right outside of Whiterun with an enormous seam running down the middle of it basically separating it in half, with either side mismatched to the other. But at least that doesn't flicker :) I use Mod Organizer and tried disabling a bunch of different mods in different combinations, but nothing seemed to affect it. I'm almost certain it's either an NVidia setting issue (MSI GTX 970) or a RealVision/ENB issue, or a combination of both. I'm using the hi-res DLCs, all the unffocial patches, SMIM, Skyrim HD (2k), ELFX + its SMIM meshes, Skyrim Flora Overhaul summer edition, and RealVision ENB performance. Any ideas what might be causing this? edit: I just tried removing basically every graphical/visual altering mod I have, including ENB in entirety, and the flickering/blurry grass texture overlay is still there. o_O
  6. Hi! :) I noticed that when I have ENB installed and try to run Skyrim Performance Monitor with its ingame on-screen display (via Mod Organizer > SKSE), the on-screen display/OSD doesn't work at all. I've tried it with both the "Attempt support for custom d3d9.dll" and "Combine TESV and ENBHost system RAM" checked and unchecked. I also noticed that it says right on the mod's main page under Known Limitations and Troubleshooting that: "The in-game counters display currently has a compatibility issue with certain mods like ENB Series, Realistic Colors and Real Nights (RCRN), and a few others which employ a custom D3D9.dll file. If you happen to use a mod like the ones mentioned here, the in-game counters in the monitor might not work. However, all of the other graphs in SPM like Memory, VRAM, Disk I/O, CPU, GPU, and Threads should still render correctly though (minus the FPS graph, will which display either "0" or "n/a"). I'm currently researching on how to resolve this. Please note that this is a limitation with SPM." However, the entire OSD simply doesn't appear at all ingame (it does without ENB installed), so I don't have a way of seeing at least Skyrim's RAM/VRAM usage to check how close to 3.1GB different areas get to. (it probably does work with the ENB injector version as some people have said, but I'm kind of averted to having to start the injector prior to running Skyrim every time) Is there a different method for seeing Skyrim's RAM/VRAM/various other stats that isn't so clashy?
  7. Edit: After more research and testing, I realized that the bug involving damage not updating correctly with forge-improved weapons is actually a very widespread base vanilla problem, and doesn't necessarily have anything to do with any installed mods. And, with the in-menu armor textures being distorted - this also existed in a clean unmodded vanilla install that I tried (certain leather boots/helm/armor menu textures were stretched and/or thin, for example, in exactly the same way that the ringmail armor was in the modded game). Although I don't know how to fix those (I'm surprised they weren't addressed in the Unofficial patches), at least I know they probably aren't caused by mods now, so I consider it solved. (: _______________________________________ Hey :) So, I know that these mods aren't part of STEP or officially supported, but I feel like asking here because there are so many modding veterans. I hope this is appropriate to post here. I've been enjoying Skyrim for a while now after learning how to use Mod Organizer and various utilities on a basic level (LOOT, TES5Edit, etc.), and it's surprisingly pretty stable - but I've run into two minor-ish issues with two (or possibly more) mods I have installed: Immersive Armors and Immersive Weapons. With Immersive Weapons (https://www.nexusmods.com/skyrim/mods/27644/?), when I load a saved game, my equipped weapon will have the proper listed damage but with a green (+x) after it, indicating that if I equipped it, that much damage would be added (but it's already equipped!). When I unequip and re-equip it, the damage is corrected and there's no more green (+x damage). But basically whenever I load a game (and possibly when I do certain things ingame), the effective damage is much lower than it's supposed to be because Skyrim isn't registering the actual damage, making re-equipping it necessary. With Immersive Armors (https://www.nexusmods.com/skyrim/mods/19733/?), the in-menu textures (not the on-character ones - those are fine) for many items are distorted, including even things that supposedly aren't added or modified by it. For example with my character's Ringmail armor, in-menu the textures are almost 2-dimensional (when I rotate them, they are flat and squashed at certain angles). Yet this also is happening with things like Novice Robes, even though that's a purely vanilla item. Screenshots of the bugs: https://www.use.com/C30Ka I do have some mods installed that overwrite/are overwritten or possibly conflict with them (Weapons and Armor Fixes Remade (and its Immersive Weapons patch) and Complete Crafting Overhaul Remade), although I think my mod load order and plugin load orders are pretty immaculate and follow the mod author's inter-compatibility instructions correctly, and I haven't encountered any crashes yet. WAFR is fully compatibl with IA, and I have IW and IA loading after them, and the WAFR+IW patch loading after that. I was using the "sort plugins" masterlist LOOT load order at first (that was when I first noticed the bugs), so I then went and manually sorted both my mod load order and the plugin load order in MO, which (surprisingly, lol) caused no crashes or additional glitches at all, but still had the same IW equipped weapon damage bug and IA in-menu texture distortion. Here's my Mod Organizer Plugin load order as of right now, which does run everything fine except for the above bugs: [spoiler=Mod + Plugin load order] Mod load order (left pane of Mod Organizer) 0 Cleaned Update ESM 1 Unofficial Skyrim Patch 2 Unmanaged: Dawnguard 3 Cleaned Dawnguard ESM (double-cleaned) 4 Unofficial Dawnguard Patch 5 Unmanaged: Hearthfires 6 Cleaned Hearthfires ESM 7 Unofficial Hearthfire Patch 8 Unmanaged: Dragonborn 9 Cleaned Dragonborn ESM 10 Unofficial Dragonborn Patch 11 Unmanaged: HighResTexturePack01 12 Unmanaged: HighResTexturePack02 13 Unmanaged: HighResTexturePack03 14 Unofficial High Resolution Patch 15 SKSE - Scripts (1.7.2, installed through Mod Organizer) 16 PapyrusUtil - Modders Scripting Utility Functions 17 Stable uGridsToLoad 18 Distant Decal Fix 19 Mfg Console 20 SkyUI 21 RaceMenu v3-2 22 VioLens - A Killmove Mod 23 IMAGINATOR - Visual Control Device w MCM - Beta 24 Weapons and Armor Fixes Remade 25 Complete Crafting Overhaul 26 Immersive Armors 27 Immersive Weapons 28 Complete Crafting Overhaul - Hotfix 29 Statis Mesh Improvement Mod 30 Skyrim HD v1 5 FULL - Landscape 31 Skyrim HD v1 5 FULL - Towns 32 Skyrim HD v1 5 FULL - Dungeons 33 Skyrim HD v1 5 FULL - Misc 34 Enhanced Lights and FX 35 SMIM Meshes (for ELFX) 36 Project Reality - Climates of Tamriel-V3 37 True Storms - Thunder and Rain Redone v1.5 38 Skyrim Flora Overhaul Regular Edition 39 Skyrim Flora Overhaul - Dragonborn addon 40 Jaxonz Archery Util 41 Auto Unequip Ammo 42 Better Jumping 1.3 43 Pretty Jump Animations 44 RealVision ENB 279b 45 SkyTweak 46 Unmanaged: Bashed Patch, 0 LOOT load order (Plugins, right pane of Mod Organizer) 0 0 Skyrim.esm 1 1 Update.esm 2 2 Unofficial Skyrim Patch.esp 3 3 Dawnguard.esm 4 4 Unofficial Dawnguard Patch.esp 5 5 HearthFires.esm 6 6 Unofficial Hearthfire Patch.esp 7 7 Dragonborn.esm 8 8 Unofficial Dragonborn Patch.esp 9 9 ClimatesOfTamriel.esm 10 a HighResTexturePack01.esp 11 b HighResTexturePack02.esp 12 c HighResTexturePack03.esp 13 d Unofficial High Resolution Patch.esp 14 e SkyUI.esp 15 f RaceMenu.esp 16 10 RaceMenuPlugin.esp 17 11 VioLens.esp 18 12 Imaginator BETA.esp 19 13 Weapons & Armor Fixes_Remade.esp 20 14 Complete Crafting Overhaul_Remade.esp 21 15 Hothtrooper44_Armor_Ecksstra.esp 22 16 Hothtrooper44_ArmorCompilation.esp 23 17 Immersive Weapons.esp 24 18 WeaponsArmorFixes_ImmersiveWeapons_Patch.esp 25 19 SMIM-Merged-All.esp 26 1a EnhancedLightsandFX.esp 27 1b ELFX - Exteriors.esp 28 1c ELFX - NoBreezehome.esp 29 1d TrueStorms.esp 30 1e TrueStorms-ClimatesOfTamriel.esp 31 1f Skyrim Flora Overhaul.esp 32 20 SFO - Expanded Diversity.esp 33 21 SFO - Dragonborn.esp 34 22 JaxonzArcheryUtil.esp 35 23 Auto Unequip Ammo.esp 36 24 SkyTweak.esp 37 25 Weapons & Armor_TrueWeaponsLvlLists.esp 38 26 Bashed Patch, 0.esp Any suggestions would be awesome! (: edit 2: Also, when in the smithing menu, I noticed that the weight and value sections for all gear just have a - (dash) through them, without any numerical value. And, there is no way to sort by weapon or armor (the options are greyed out), but only by accessory and crafting material. This is kind of annoying because the only option then is alphabetical order, and with the Immersive mods as well as Complete Crafting Overhaul, there are literally hundreds of items to choose from, making scrolling through them to find a specific item tedious. Another thing is that when my character goes into the smithing animation, the bar of metal he's supposed to be working on teleports into (literally) his arm, and he holds it that way poking through his arm the whole time so it's totally out of position. I'm not sure what causes these bugs >_<
  8. (super late reply) Thanks a bunch! I ended up cleaning it and everything (at least, in terms of ingame lighting and the mod itself) works beautifully.
  9. *nod, nod* Hmm, interesting! So it's a bit more complex than I thought. Would you say they're ok to clean, in that case? I did read about another person who cleaned them, in the comments section for the mod back in 2014 and it seemed to work fine for them. I don't really have enough experience with the utilities to fully understand what everything specifically means in this case. Would it gimp anything to just run the "Remove ITM" function over them?
  10. Hey again :) So, I've finally installed most of the mods I'm going to be using (yay). I just ran LOOT via Mod Organizer for the first time after adding about 2 dozen graphical and gameplay changing mods to make sure everything is correct, and thankfully it only discovered 2 dirty plugins, both from the Enhanced Lighting and FX mod and its optional ELFX - Exteriors aspect (https://www.nexusmods.com/skyrim/mods/27043/?). As the screenshot shows, the main mod has 12 ITMs and the Exteriors has 6 ITMs - I did a bit of research with google but couldn't find much mention of whether this one is safe to clean (remove ITMs) or not. It's also not mentioned anywhere by the author on the main mod page that the dirty areas of the plugin are intentional, so I'm guessing it IS pretty safe to clean. But, I just want to make sure before I do it so as not to break anything. Does anyone have any experience with this one? (I know it was mentioned by zilav and Kesta in my other post that cleaning is basically safe, but I'm a bit paranoid after reading this page's TES5Edit section, haha: https://steamcommunity.com/app/72850/discussions/0/619573787397876592/)
  11. Thanks so much! That answers everything.
  12. So, after reading/watching tutorials for TES5Edit and using it to clean my main .esm files, I got the impression that I should use it to clean pretty much everything except skyrim.esm, the unofficial patches and a very small number of mods that contain intentional dirty edits. I'm wondering if there's a comprehensive list of things I should definitely NOT clean (in order to avoid breaking them or creating conflicts where there would be none, etc.), or if that list is so small that it shouldn't be a problem? I've read through several places/guides already, like here https://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit#Quick_List_of_What_Not_to_Clean and here https://www.creationkit.com/Skyrim_Dirty_Plugins_List#Mods_You_Should_NOT_Clean but the number of things really does seem quite small. Also - I understand that it's usually very important to clean mods in order to avoid conflicts and potential in-game wonkiness/CTDs, but although I just started attempting to mod Skyrim for basic stability/bug-fixes, I did end up with a bunch of stuff in my Mod Organizer folder that I'm not sure should be cleaned or not. There's an SKSE-Scripts mod, as well as PapyrusUtil, Distant Decal Fix and Stable uGridsToLoad in MO so far, and I don't know if they require cleaning. *the mods in the screenshot haven't really been organized yet, as I'm still in the process of installing new ones and figuring out what to clean or not. Apologies if this was explained elsewhere and I missed it >_< I just want to make sure I don't break something on my first attempt, before continuing. :)
  13. Perfect! That's so helpful - I never realized there was such a page. Slowly getting the hang of this...
  14. One more question: in the video, Michael says we should clean Dawnguard.esm twice because it was "mangled" in some previous process. Does he mean clean it once, and then clean the already cleaned version again? How would I go about doing that? And, how did it end up getting gimped in the first place? Thank you :)
  15. Wow, thank you!! That answers it exactly. Onwards!!
  16. Hello :) (I hope this is the right subforum to post in) I just installed Skyrim yesterday, but after getting CTD right after I finished creating my character appearance for ~30 minutes, before a chance to save it, (apparently it doesn't like alt+tab), I realized I was going to have to mod it with at least the most basic of stability fixes if I wanted to actually enjoy playing it. So, I stumbled on the STEP project, researched stuff for hours, and here I am Right now I'm in the process of cleaning my files, but there was a slight hiccup in the process - in TES5Edit (run through Mod Organizer), I just finished cleaning my first file (update.esm - I'm following the TES5Edit: Cleaning Mods + video on youtube: ...but in the Overwrite mod directory I ended up with both the backup folder with the backup update.esm in it as seen in the video, AND an additional update.esm directly in the Overwrite folder which I didn't intentionally create, and I have no idea if it's the original or cleaned version :/ Mod Organizer had an alert in the top right (!) (There are files in your overwrite mod) (No guided fix). I want to do all this flawlessly the first time so I don't have to redo entire portions of the mod utilities+installation process, but I don't know how to proceed. I copied the duplicate(?) update.esm into a backup folder, and also left it in the Overwrite folder. If I remove the duplicate backup.esm from the Overwrite folder, it removes the entire backup.esm option from Mod Organizer itself and comes up with a different alert (Missing Masters - no guided fix), as it's not present anymore. I'm using the latest Mod Organizer (v1.3.8, non-beta), the latest TES5Edit, and a couple other things that I don't think affect this particular process. It did say in the TES5Edit walkthrough video that newer versions may do something similar to this in the annotations. If I was more familiar with all of this I would probably be able to easily tell what to do, but I'm a total newbie at it all, and I've just accepted that there will be a steep learning curve :D Any suggestions?
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