
Kudara
Citizen-
Posts
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Everything posted by Kudara
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blocksparkles.esp is from improved weapon impact effects.Ah thank you...and bleh because I was really hoping. I don't suppose anyone knows a mod or command to cut down on the spell glowing.
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Regarding making patch files for NPC mods, when it comes to perks should I just include the requiem perks for a given npc or merge the vanilla and requiem ones? I'm asking because my patch file I created is causing the game to crash out at startup and I wondered if it perhaps had something to do with perks.
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Hmm I didn't think about the leveled lists question with a bashed patch, so just to clarify we shouldn't be doing leveled lists when we do the bashed patch?
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Conflicts is my homemade conflict file that makes sure everything is exactly the way I want it. Just out of curiosity what is the blocksparkles.esp ? I've looked for it but can't find anything that matches on Nexus. I'm hoping it's a way to get rid of spell effects because I really dislike the base healing spell effect. It does help and gives me an idea at least of what to look at and try and figure out even if I ultimately decide not to mess with things.
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A question now that I've finally got my base requiem working correctly. How do I go about checking for conflicts before adding a mod from the extended pack like for instance Birds and Flocks? I'm running a Requiem/Survivalist playthrough with Frostfall/Wet and Cold/RND/Hunterborn. Do I just open up the mod in question as well as the requiem mods and look for red?
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It's not Unknown Enchants but now I have no idea what it could be because I've taken out everything I can find related to books...still getting the instant ctd when I mouse over a crafting book. *facepalm* nm I'll just take this as a cautionary tale about why you don't grab a bunch of new mods when your tired and have been enjoying a Rogue Chocolate Stout in the large bottle. Installing the original Requiem mod correctly would have helped everything.
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I'm getting an instant ctd when I mouse over the smithing crafting books, would Unknown Enchants cause this? This is my current load list.
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Just loaded most of STEP 2.2.8 and tried to load the patch only to get puzzled at the requirement for ads.esp. What mod is this? I tried looking though the core mods but nothing really jumped out at me that would fit those letters.
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Ok a question on XPMS it has different choices for 1h weapons and daggers? Those aren't in the same location? It makes it seem as if you can make two different choices for them.
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Yea after reading the posts I see that I will have to decide which placement I want as I can't have both...oh well. I'll have to think on this some. Thanks for the comments everyone I now feel as if I have a much better handle on what is going on. This is the first time I've used any mods that change the vanilla animations. Now to just remember which mod changed those....
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Alright I'm not quite sure where I went wrong of if what I have was the intended result. I started a new build using your revisited guide and MO, which is indeed a very nice utility, and ended up with an unexpected animation result. I like the idea of dual weilding from the back but not so much for one handed weapons and uses. I'd like for my character to have her one handed sword on her hip and her shield on her back. What I have now (no shield yet I need to make one to see where she stores it) is that her scabbard is indeed by her side but the draw animation is from the back. What did I do wrong and which animation mod of the multiple ones I loaded do you think is the culprit?
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Bleh the thread value in Performance Meter isn't rising...something which I suspected it might not as it's actually measuring the usage of the Skyrim program usage and not really that of the number of script threads running in the program. That means I'm back to square one in some respects thought I do have a nice rebuild out of the deal and am using Mod Organizer for the first time. Oh and I wasn't implying that iHUD was a thread hog I was just mentioning it because I knew it had scripts running in it.
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Added in Rainbows and Minty's Lightening (using for the first time and really liking the lightening) and used the Lightening mod to force a thunderstorm. Memory still 21 MB VRAM average now 1950 MB with burst of 3221 MB Threads still 2
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Alright, that only took about forever, I've finally got my Skyrim Revisited Basic done and started a new game with it while Performance Monitor ran in the background. The only script intensive mod running that I know of is iHUD. Basic is a relative term as I'm already running 132 mods...but I've left out every one that I thought would run a number of scripts. Mostly its a majority of of Revisited's Texture and Patch mods including Alternative Start so I could begin in Whiterun. This is the data from running around in Whiterun. Memory 21 MB VRAM average 1891 MB Burst 3124 MB (Not quite sure that's accurate as I thought the game would crash it if ran that high? I'm running all 1024 texture options.) Threads 2 No FPS data but I had absolutely no issues with stuttering or even a slow down in my panning speed.
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I suspect just like in most software development it takes patience and know how to really clean up your programming and make sure it finishes cleanly. How many programs these days have memory leaks which is a sign of just that type of problem. I'm making a fresh install as this is really bugging me and going to try the new Skyrim Performance Monitor on Nexus which has a thread monitoring function. I'll stop at the textures, general fixes and UI elements and see where I am performance wise and then start adding in the suspected script hogs and see how things go.
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I'm sensing there's something I'm not understanding here, I thought I would have to redownload the mods through Mod Organizer and then reload them to use it?
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I downloaded BSAopt since I use Wrye Bash as my mod organizer. phazer11 do you know how papyrus runs? does it assign a thread to each script in the game or just assigns a thread when the script is initialized? I suspect Hunting in Skyrim might actually be the issue as it has a huge number of scripts in it but if those scripts aren't active/assigned a thread then they shouldn't be an issue.
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Ohh I just discovered TES5Edit and started tentatively using it to make some override patches for Skyre reproccer... So I'd guess google might tell me how to extract a bsa.
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Anyone know if When Vampires attack or Run for your Lives are script heavy mods? Their nice but not must haves for me.
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what is STATUS? The Papyrus log helps but by no means does it seem to have information on what mods exactly have scripts. Instead what I'm getting are what mods that have good documentation and do compatibility checks and such along with errors and warnings.
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Actually after reading that papyrus is the scripting engine it seems rather obvious that turning back on logging, which I had turned off in case it was contributing to the problem, and seeing exactly what the logging says is running is something I should do to see what changed recently. I was running both Frostfall and Wet and Cold successfully but then I added in a few programs. Without a doubt Wet and Cold is as script intensive as Frostfall from what I saw in the old logs, but I think I must have added in a third script hog to tip things over :) I'll turn it back on tonight and see what shows up because I really did like the added immersion Wet and Cold gave.
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What I really need I guess is to figure out which scripts are constantly running...because I know Frostfall and RN&D are running all the time and taking up a fair share of the available resources. Since those are musts for this playthrough I need to figure out just what else I can fit in there. Is there anyway to see whose threads are running? maybe turn on debugging and look?
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Hmm actually I followed most of the STEP guide when I setup my current survivalism based game so I don't think it's that thats an issue, I don't really have problems with lag. The issue is that Frostfall won't work unless its scripts can complete their work within 20 seconds. It's a papyrus issue really but it occurs from what I've read when you have a few too many script intensive mods or more likely from what i've read mods that aren't as tightly scripted as possible. Which seems to be entirely too easy to do with papyrus...with all the excellent scripting languages out there why they went to the bother of making a poor one I don't know.
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LOL I'd like to kick Player Headtracking to the curb but when I tried it corrupted my save game. I'll have to look at Extensible Follower Framework. I was just looking for something to make my followers more user friendly. As for the guides where would I find them? Actually for now things are working as I decided that getting rid of Wet and Cold would most likely solve my issues. I'd love to get it working again but from what I read in a few places it is a resource hog with all the constant checks and actions occurring. Certainly just turning off the cold and shelter checks changed Frostfalls script notification from over 90 seconds to 29 seconds.
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I've run into an issue with too many script heavy mods running...and I do have quite a few. My issue is how do I figure out which mods are using the most scripts so I can figure out which ones I can do without and which are necessary. SkyRe, Better Vampires, Moonlight Tales, Deadly Dragons, Frostfall, Realistic Needs and Diseases, Hunterborn and Climates of Tamriel are core mods for me, now what I added in this last time that seem to have tipped over the camel are Player Headtracking, the Run for your Lives mods, the Unknown Enchants, Ultimate Follower Overhaul, Wet and Cold (i suspect this is the main culprit), Enhanced Lights and FX (is that script intensive?), Dwemerverse (not sure if this is script intensive..) Part of my problem is of course figuring out which mods are script intensive before I just start getting rid of mods in a blind attempt to lighten the script load for Frostfall. Also does anyone know how to get rid of Player Headtracking? I tried uninstalling it but that corrupted my save game and I had to reinstall it.