Jump to content

Rebel47

Citizen
  • Posts

    209
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Rebel47

  1. When I start it I export the head and eyes as obj forms in Nifskope and then change the hairstyle making sure the paths stay exactly the same, I do the ctrl + F4 export in Creation Kit and then load it all back up in Nifskope and import the 2 obj files from earlier, but in doing that I always get the black face, I'm sure it's something simple I'm missing but I can't figure out what it is.
  2. So I have been trying for almost a week now to change the hairstyle of the custom follower mod Recorder, I've even followed the guide found [urhttps://www.nexusmods.com/skyrim/mods/61348/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D61348&pUp=1]here[/url] under miscellaneous for doing so which has worked for others yet every time I attempt it and get it working right in Nifskope and in the CK when in game Recorder always has a dark face, I am at a loss here and was hoping that someone would have some insight that I clearly lack. I have made sure that all textures are pointing to the correct place in Nifskope too so I can't see if being a problem, but if you have any ideas I would love to hear (read) them
  3. This is the news I have been waiting for since forever. It'll be a great boon to the continued enjoyment of all DX9 games.
  4. Is CDKeys a legitimate website for buying games from, I'm not sure on them to be honest and won't purchase anything until I'm sure.
  5. I've just recently found this song, But I've been a fan of theirs for a while now. and everytime I listen to them I'm amazed that the songs are literally just done vocally.
  6. Non contiguous mods means that the mods as they are in your load order are not directly placed one after the other, thus it's giving you that error, you'll likely have to place the mods together in this manner to proceed further.
  7. Since Bethini removes erroneous tweaks and generally makes the game more stable I would say not using it in the F&L guide would be a mistake. Since your using it with a guide I'm going to assume that it's on a brand new save since half of Bethini's settings won't work on an old saved game due to the way that Bethesda games bake some if not most/all ini settings into your save game.
  8. I run an enb preset and crash fixes and have zero issues opening the in game gui, but I have to ask, since your using an AMD card are you also using AMD's Overwolf because that can and does cause issues with ENB gui overlay in game, I had to disable it to get the gui to show up right. if it isn't that then I'm not sure how much more I could help. In case you were curious here is mine [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=sweetfx_d3d9.dll
  9. Skryim, if your refering to the 32 bit version and not Special Edition does not work well with (if at all) SLI or X-Fire setups and depending on your windows version will ultimately determine exactly how much memory you can use in your game, that being said, trying to run the base game without mods on the resolutions you mentioned is going to be slow, but running it with SFO and any other mods you may or may not have in your game will just exacerbate this issue ten fold, basically if you want to mod Skyrim 32bit then reduce your screen resolution by a good chunk, maybe try 2560 x 1440 and see if that increases your fps, you may if you run heavy mods need to drop down to 1920 x 1080, but that's the limitations of Skyrim.
  10. This is exactly my point, if your testing with the ENBoost then it is altering your results and this is why this discrepancy exists that we are discussing now, ENBoost allows you to get up to an extra 1GB roughly before Skyrim complains (maybe a little more) so to see that without any outside influences the game crashes at 3 - 3.5GB is perfectly normal and fully supports everything I've been saying.
  11. Is that taken with an ENB active in your game, if that is the case then that would probably explain the overshoot on the VRam limit. That's my only explanation at this point, have you tried that test without the ENB patch or the SKSE patch included ?
  12. The first time I was made aware of the 4GB vram limit as it's become known was when Boris of Enbdev made a complaint to NVidia thinking it was an update on their behalf regarding the limits, I did some preliminary research back then but with so little information about this available it's not an easy thing to comment on wholly, I tested it as much as I could and despite how much I loaded into my game it never seemed to go above 3.5 - 4GB at it's maximum, I'm looking at upgrading my gpu again soon anyway, possibly moving up to a 12GB+ card so I guess we'll see if this is a persistent issue or if it is indeed tied heavily into the amount of VRam made available at the start of the whole allocation of memory. Not sure it's now worth the heavy investigation that we are considering since in all eventualities most people will be switching up to SSE before too long, but it's definitely something noteworthy that could be looked into more deeply, although saying that I wouldn't fully trust the numbers that ceom from Skyrim Performance monitor when using ENB since it can produce somewhat exorbitant numbers, much like VRam size test.
  13. Do you have hard unequivocal proof that the game will not suffer ILS if you exceed the memory cap of 4GB ? In all the testing I've seen done it has been shown that this limit is existing now but only for Windows 8 and upwards. I don't use VRam size test since I know it can give off exorbitant values, but I know that with my game I don't ctd very often and if I do it's user error, but then I also run with Crash Fixes which I switched to recently since it comes with the approval of Sheson himself. SKSE.ini DefaultHeapInitialAllocMB can be set up to a maximium of 1024 and with that I've heard many say that you should not increase the scrap head size past 256. Obviously this is all down to the individual user to decide if they want to make those kinds of changes within thier games. Try suggestions out and see what works for you but don't take anyone's word on what works on their systems as gospel since what works on mine or Ilkob's would not work the same on yours, it's all about testing and retesting until your happy with the end result
  14. It's accurate, considering that MS themselves have acknowledged that this is a thing, they haven't provided a solution/answer and likely won't since DX9 games are becoming less widely played in the grand scheme of gaming now. If your doing that testing while using an ENB then the data your seeing is falsified greatly since ENB will increment the pool of memory used by double what can be used but it's only Virtual memory and not actual physical memory so while it says your using over 4/5GB your actually using 3.5GB of system/VRam and the rest is what ENBoost allocates. Skyrim will crash at 3.5GB ram if you don't run ENBoost, SKSE or Crash Fixes. Something to note is that ENBoost comes with every ENB preset and can be disabled and enabled manually, but usually ships enabled by default on most/all enb presets. SKSE is all but required now, and Crash Fixes is a good alternative if your going over your memory limits.
  15. I don't think the individual letters have anything particularly pertaining to them, but I know it is a shorthand version for FallOutMod Archive
  16. I know it's a few months late but how would go about disabling auto ghost (where is this setting) also is it still safe to create bashed patches while recieving this message. I've been using WB for bashed patches for a while now but I've only just got this message, I run 223 plugins but I have mods that I haven't installed, could this adversely affect WB in some way ? **EDit** I just noticed that If I disable/Uninstall my merged mods and run with the original plugins (which equals a higher number (209 merged vs 223 non merged)) Wrye Bash/Smash does not complain anymore
  17. I found some errors with this through XEdit even with 2.02 Here is the ironic part, after checking the nexus page for this mod, I noticed that Nebulous112 also posted this same error as I'm confirming here, but I checked it out upon reading another users comment and if you check for errors without the ashes plugin the main plugin has no errors listed, it is however when you run the integrated ashes module as well and then scan it it shows the main file as having errors but the ashes plugin as being clean. I'm not sure what I should be doing about this if even anything is needed to be done, but I thought since it is relative to this mod I should at least bring it up here as Neb has brought it up on the mod page itself.
  18. Ok so editing above is a no go, but I cleaned the mod out and loaded my save (outside Leaf Rest) and got a crash in loading, so something tells me that cleaning it made it worse since before I cleaned it I could at least load the game up without issues. I might just restart without that mod installed since it seems to cause nothing but problems for me.
  19. Leafrest is a fairly heavily scripted house and most things have activators although considering 90% of them don't seem to have any valid reference points none of them are likely to work anyway, I'm gonna try repairing it with your instructions, and if it still gives me grief I'll drop it like a hot potato.
  20. So all was going well until I had a crash loading into Leaf Rest again, and when checking the mod for errors in XEdit, well judge for yourself I'm not sure if they're there for a reason or not, and I want to clean it up so I reduce the risk of crashing but I don't know if I should or even if it would break the mod and game if I did so. I've messaged the author what to do with them all, but I thought I would bring it up here too and open it up for discussion if need be.
  21. I did that but for some reason the MFG console was not playing nice with me and only showed the object as being linked with Claralux, so unable to fix it the way I wanted to, I installed Jaxonz Positioner and moved it to where it was supposed to be initially, which was on top of the barrel that is now out the front of the gates.
  22. I'm not 100% sure if this is even in the right area but I seriously need some advice here, I've spoken with Icecreamassassin on this, but I'm coming in at a loss right now On the entrance to legacy, after going through the gate, you've got Erikur's house door on your right, but since I'm using Claralux as well, I now have an unmovable and even undeletable lantern hovering above the stairs just past the door, I've checked in console, XEdit and Creation Kit but I've no idea what to do, anyone here have any inclination on how to solve this, I have a picture if this would help you to better understand my issue. Here is the image in case it helps If this is in the wrong place feel free to move it to the correct area, Thanks in advance.
  23. Since I started this ball rolling, it's only fair that I also throw my hat in with everyone else here and say, I am among the company tjax keeps in loving your mods, I've had the pleasure of interacting with you in some small ways on this forum and while you may appear a little on the eccentric side, I actually think that's a very unique and characterful thing to be since I myself am also eccentric Keep on keeping on, enjoy your time out and enjoy your holidays.
  24. I only run an AMD R9 280 3GB and I have mine set to VideoMemorySizeMb=4064 ResevedMemorySizeMb=64 AutodetectVideoMemorySize=false I run about 200 mods with some retextures and I never drop below 30fps at the lowest even with an enb from Slothking But try both ways as either way can work just fine for you, the STEP recommendation is to get reserved as low as possible for Skyrim, so you have more memory available for VideoMemorySizeMB Personal testing on your own system is way more valuable than anything any of us could offer as each system is so radically different.
×
×
  • Create New...

Important Information

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