
linar9415
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Everything posted by linar9415
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SRLE Extended: Legacy of The Dragonborn
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Ok, so back to my original problem - i didnt install Better Dynamic Snow from Ruffled Feathers because there were no option in FOMOD, i am talking about v4.4 of course, v4.3 installation works fine. I had to manually install Suped-Up Stalhrim 2K and Better Dynamic Snow. Of course maybe the problem only on my end, but if not, it might be a good idea to update installation instructions. -
SRLE Extended: Legacy of The Dragonborn
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thanks, that helped. -
SRLE Extended: Legacy of The Dragonborn
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hello everyone, I have a little problem with merging. In Merges Page for "No Snow Under The Roof" merge one of the plugins used is "Prometheus_NSUTR BDS Patch.esp (No Snow Under The Roof)" which relies on Better Dynamic Snow that is part of The Ruffled Feather now. Is this plugin added by mistake in the merge or I am missing something? -
SRLE Extended: Legacy of The Dragonborn
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
A little typo in guide - "FOMOD Instructions Improved closefaced helmets - Patches - SRLE Extended LOTD" version is 1.00 and name is Improved Closedfaced Helmets - PATCHES v1. Could not find file for half an hour, i though it should have exact same name as in the guide. -
SRLE Extended: Legacy of The Dragonborn
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hello everyone! Why did we pull out Realistic Animation Project - Idles out of the guide? Were there some issues with them? -
Stutter on cell crossing may occur because of DynDolod, we discussed it here at some point, try lower your distant detail setting from ultra to high(in Skyrim launcher click advanced, view distance, Distant Object Detail), that may help.
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SRLE Extended Mod Suggestions
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
So it looks like Crash fixes by meh321 (https://www.nexusmods.com/skyrim/mods/72725) now includes fix for str count issue. Since it is just SKSE plugin I think we should test it and include in the guide. Reddit discussion - -
Darth, have you ditched SkyTest completely or just added Animal Tweaks on top of it? Edit: Nevermind ,didnt bother to look it up myself.
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Personally i like Warmaidian version more, she looks sexier
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Are you talking about general script latency or lag in skill menu?
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Have anyone tried changing papyrus setting to fUpdateBudgetMS=1.6 from 1.2, it helped me to increase script stability, everything a lot smoother in my game now. And i hope ESmfying some files will help to get rid of menu lag.
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Darth, maybe you should try to ESMfy interesting NPCs plugin in Wrye Bash. Just make a copy of a plugin beforehand.
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What do you mean under ESMisfying - Wrye Bash function that changes plugins parameter but plugin still has an .esp extension or manually changing plugin extension with Windows Explorer? Cause i heard when you ESMfy plugin you also should change directory to mod resources cause it will break dependencies. If it works correctly i think it may be a good solution.
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It will be much faster if you do it the way i described it. Activating one by one is painfully slow.
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Well you can try to disable half of mods, see if there is a menu lag, then activate half of disabled mods and so on(for example we have 100plugins, disable 50, see if here is lag, them enable 25,then 12.....) until you find the one that contributes to the lag the most.
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Changed papyrus setting to fUpdateBudgetMS=1.6 from 1.2. Seems that it improved script situation drastically but may be placebo, needs further testing, can someone check it out?
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I chose medium setting. Regarding DSR, maybe Neo can make a custom patch so that script would only apply to player or player and followers? All Geared Up is quite stable, it has a few bugs but nothing gamebreaking. Try to duplicate a profile and add to it AGU to compare performance with DSR. For dual sheaths it does require meshes from DSR.
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Regarding script lag, I also noticed that DSR patcher contributes to script latency. Without it my game run much smoother. As far as i know it applies cloak script to every NPC in area so that may be the reason. Would have been great if there was an option to use dual sheaths only for player character(for only the shield and staff). I now trying All geared Up as an alternative. Also i ditched INT NPC's, Loot and Degradation, follower mods and added Legacy of DragonBorn. Menu lag still present though i still use EBT and BFS, but that dont bothers me as much. Whats really annoying is little lag when i cross grids on worldspace. Did you make any changes to ini's or apply additional tweaks?
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SRLE Extended Mod Suggestions
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thats great! Also can you post the patches you chose for MLU and where you placed MLU and its patches in the left pane of MO. Are you planning on adding conflict resolution subguide for MLU? -
SRLE Extended Mod Suggestions
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Darth, have you tested the Unofficial Enhanced Lights and FX ELFX SMIM ENB fps performance patch(https://www.nexusmods.com/skyrim/mods/60603/?)? Seems like a good addition to increase FPS, but i assume it will require some conflict resolution with ELE. -
SRLE Extended Mod Suggestions
linar9415 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Seems like a cool idea to increase the size of the trees, but i would choose the lite version of Skyrim Bigger Trees (https://www.nexusmods.com/skyrim/mods/17168/?) because it doesnt change meshes but rather the size of the individual trees. Simply bigger trees changes the meshes and increases size of all trees so that may look a bit out of place in some locations, Skyrim Bigger Trees increases size of every tree individually. My biggest concern with adding this mod is that it may cause tree popping, which i think everyone wants to avoid. I haven't done any testing by myself yet, but SkulldozeR tried Skyrim Bigger Trees and said it worked fine(pictures on 2nd and 3rd pages - https://forum.step-project.com/topic/7935-srle-sample-images-5172015/page-3). -
SRLE Extended String Count Testing
linar9415 replied to linar9415's topic in Skyrim Revisited (retired)
Whetstone, that is a serious increase. I can make an assumption that this number would get even bigger if you made a circle over whole map. And after short time the saves would get corrupted. -
SRLE Extended String Count Testing
linar9415 replied to linar9415's topic in Skyrim Revisited (retired)
Whetstone, good table, thank you for that! So DynDolod is heavy hitter after all, we probably should measure hit starting a new game with 1.48 scripts. Aslo,Whetstone can you make another test? As i said higher i did test that constisted of me stealing the horse from Whiterun and riding it(not fastravel) to Windhelm through the geyser area(right corner of the map). I saved at Windhelm's docks and at that point my savehame was done, but i run a lot of additional mods from REGs. Just to compare how string count rises in pure SRLE Ext. -
SRLE Extended String Count Testing
linar9415 replied to linar9415's topic in Skyrim Revisited (retired)
Maybe it would be easier to test whole SRLE Ext. rather than adding mod by mod. We already know how much the vanilla+ DLSs + Usleep need. Neo probably can tell us how much SRLE base takes up. -
SRLE Extended String Count Testing
linar9415 replied to linar9415's topic in Skyrim Revisited (retired)
Also we should learn how much string values increases over time, of course everyone going to have individual results, but someone can check string values of the saves based only on SRLE Ext. but of course ot will take time just to simply play the game. Judging by jones177 twelfth post in this thread (https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/page-2) it might even possible that we only need like 3 to 4k in reserve for long playthrough. Heres part of his post:"My character at level 1 has 41165 strings.The same character at level 46 has 42171 strings.My oldest & heaviest save at level 77,28mbs has only 42489 strings.Going by the dates on my saves I have been in the 41000 to 42000 since the middle of 2013 or since the time that I have had 250+ mods." The only way to know for sure is to test. As i said someone should build SRLE Ext. profile and play for a while. By comparing the data from values we probably would be able to determine "save" amount of strings and base our load orders from that.