
MKIIV
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Everything posted by MKIIV
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Random objects get mismatched Texture mapping
MKIIV replied to MKIIV's question in DynDOLOD & xLODGen Support
Hmn. So those rockpiles and one cliff didn't like being mapped to an lod texture i guess. I changed them to landscape snow and landscape volcanic dirt and now they are fine. Should have tried that first but other objects use those same lod textures and work fine so i thought it must have been a path i missed somewhere. -
Random objects get mismatched Texture mapping
MKIIV replied to MKIIV's question in DynDOLOD & xLODGen Support
i get what you are saying and why you would think that but it's not that. still investigating. for the record i uninstall and delete all files each time. the timestamps are correct the paths in xedit and textures are there, it sees the texture and happens even if i manually force the texture. it is only on a few objects, the smallest rockpiles which are used the most and only on the base of the pile, not the rocks. other objects from that texture map are mapped correctly, and then the base of those rockpiles will be mapped across the entire 8k texture. the lod texture is located on that dds. anyway, still investigating. -
Random objects get mismatched Texture mapping
MKIIV replied to MKIIV's question in DynDOLOD & xLODGen Support
Nah it's not that, i use it all the time and am opening the btos after i install them. I'm thinking it can't handle mapping the polys or multiple large texture maps. My objects map is two dds worth, one 8k one 4k, and one of them gets mis-mapped. I've ran dyndolod probably over a thousand times by now (no exaggeration) and i just have finally finished redoing almost all the lod models for landscapes and lod textures, all by hand, so i been building the big final builds recently and looking for errors. Previously all my lods all fit on one dds as i was doing quick a low quality.. Anyway it's really all i can think of since in game it's fine. -
Random objects get mismatched Texture mapping
MKIIV replied to MKIIV's question in DynDOLOD & xLODGen Support
Eh posting is almost therapeutic. So i think it's actually an issue with nifskope. It might have been doing this all along. I check my btos when i build, but usually the same few. I recently been checking others and that's when i noticed it. But i can't see it in game from any distance on my lods so i can only assume it must be nifskope, i don't know. -
I can't figure out why this is happening. I've checked and re-checked every mesh and texture path a dozen times over. I've got no texture errors in my build log. When i did have them i've tracked them all down and fixed them thinking maybe that was it, but i still get this. If anyone has any idea why this might happen i'd appreciate it. I've spent hundreds of hours trying to make sure everything is on point thinking it's something i'm missing or doing wrong but just can't figure it out. For context most of my lods are custom re uv'd and most all mountain trims rocks and cliffs are full models - or the best lod models forced for all levels. Full models i've stripped of decals and bloat, cleaned and removed unused strings and such ( i could double check that for the trillionth time) and forced in an esp for building lods so i'm not quite doing everything vanilla here so certainly something on my end. I'm just am out of ideas what it could be. Thanks to anyone who has any ideas at all.
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Is there any way to save a plugin without having to exit
MKIIV replied to MKIIV's question in xEdit Support
Thanks! -
Is there any way to save a plugin without having to exit
MKIIV replied to MKIIV's question in xEdit Support
That's what i thought and but it it's not working like that. It saves it to a temp timestamped file when pressing Ctrl+S the same as using the drop down menu save. Also in the log it only reports it is saving to a temp/timestamped file and the timestamped file is in my data folder. I just did it 3 times to be sure i'm not tripping and i have 3 temp timestamped temp files in my data folder ( not backups in backup folder), and my original esp modified time is not updated. Then i read step guide as i was sure i always did it like that before, and it basically confused me more because just how the sentence seems to be written is what is actually happening. "Using Ctrl + S will save the work done during a session without exiting xEdit. This is useful for long sessions.Saving won't actually save the plugin with it's modification, but create a "backup" of the plugin with the changes, following the same convention as the backups created when exiting with the "create backup" checkbox ticked." Second part "saving won't actually" sounds like that they are still talking about ctrl+s the entire section. But now i see it's in two parts. Thing is how i interpreted it is exactly what is happening on my end. Crtl+S saves exactly the same way as if i pressed the save from the drop down, or pressed the close button and saved then. They all save to a timestamped temp file and only when i unload the program does it actually merge to my esp. That's why i was confused and asking, i thought maybe it was a change in a newer version and now required a switch or something. At any rate it doesn't work like that on my end. I'm using 4.0.2 -
xedit. I could have sworn it used to do this. i keep saving and then going in game to see my changes and forgetting i have to exit xedit so it unloads the temp save it makes, but it sucks to have to do that all the time. i though the backup plugins check mark used to make it save directly if you didn't have it checked.
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I've decided to stick with NMM, it's just what i expect for my workflow. Thanks!
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Hi. So, i just decided to jump to Se since my Oldrim was far too memory intensive to run any more stuff. I been modding the same install for 5 years. I used a non updated version of NMM the entire time, but i basically used it only for complex optional mods. And mostly once i got my base mods and fixes installed i just edited meshes and textures manually from my data folder. Personally i find this a lot less cumbersome than what i'm experiencing with MO, having to navigate to a bunch of different folders for assets and such. It's an awesome tool, but i really won't use it much once i get my base game and patches installed because i don't really uninstall mods and reinstall stuff after that. Basically i want it to install to my data folder like NMM used to do, and manage the rest myself. So, is there any way i can force it to install mods directly to my data folder so i can manage it like this?
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Anyone know why f3 Shortcuts wouldn't work in xedit?
MKIIV replied to MKIIV's question in xEdit Support
That did it. thanks! -
I recently realized there is supposed to be a world browser and other hidden panels with f3, crtl f3 etc, but none of these key combos open anything in xedit. I'm using 3.1.3..am i missing something? I been digging through this thing like a monkey. ...I thought maybe those hotkeys might be allocated to some other program i have but none that are running in the background use any of these combos.
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Just had to find a balance. I was able to max everything since my build was so light prior i had maxed grass. Just had to make some compromises. Got a few 3d trees in there to flesh it out. Still on the bleeding edge being Dx9 limited, but looks really good. Thanks
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I did all that. My mods are clean, I use NMM, think i said that. Well in my late night loopy long ass posts sorry. I'm off work on a hurt shoulder and on meds and can't sleep, which is why i'm awake all night and loopy. I was up 24 hours eh, 25 hours yesterday :| I did watched GP video a few times actually, and others, read and read, but honestly the way everything is named, i'm dyslexic and Dyndolod to me looks like Dogonalog. So imagine xlodgen tes5edit xedit 0908833241 is just not easy to digest. So i just go at it. hands on. I successfully generated a full lod the first time i tried it, just the 3d trees started to mess me up. I didn't think disabling non graphical related mods during generation and then enabling them after would be a problem. I've seen people ask if they can install mods after dyndolod is ran without any problems and the answer was always yes, downside would be only lod for it might be missing if it has any lod in it so i was disabling Sky UI and Status and things that have nothing do with graphics or lod and then enabling them after. I see if Dyndolod is looking for explicit load order Id's. Anyway, i'm not doubting the program. It has worked th efirst try and a bunch of times. Until 3d trees, and once i got that nif thing figured out I have built 3d trees and successfully half a dozen times, but with huge objects output and it is choppy just crashes out of memory. I got sloppy and annoyed and just had to go to bed, lol. I'll try dropping to 512k tree billboards, no 3d trees at first and 256 atlas lods but with full load order during generation and see how it goes, then go on and try maybe just a few 3d trees and lower tree texture resolution see where the limit is. Thanks again for the replies.
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Bah. I did the thing with the most basic settings, 2d trees and 256 max atlas it's just being finicky. Got the 2d billboards sticking in the loaded cell thing happening for the first time, everything looked amazing otherwise. 3d trees no go on my setup. Out of memory crash and Memory Blocks Log highest recorded is 85 8 still. I do have it set to log only max usage, but even when i coc to whiterun with a forest of trees it never goes or logs higher than that. Weird thing is when i ran it early on trying to do 3d trees and came with all those missing nifs, but found 1 and only it made 1 3d tree on high settings. In the forest mod in Tundra i flew all around the thing and it never ctd. The only thing i added was the SFO lod files for ferns and whatnot that is different that the one time it seemed to work and run. Could be that. But it looks like i would probably end up with problems with memory over time. Likely just need to move to SE to run this. Something for another day and another million hours. I'll just go with Xlodgen output for now. It looks freaking awesome though with the 3d trees or even without them for the few minutes i am in game before it crashes. Amazing work what you did. Thanks for everything.
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Yeah i'm sure it's something you are saying that happened. I wasn't trying anything to advanced at that stage, I just ran Xlodgen a few times for tree billboards stand alone, but i checked the "objects' thing once maybe twice to see what it did. All the output seemed to run fine. With Dyndolod and 3d trees the output is huge and it memory crashes. Weird this is memory blocks log is running but it stops logging apparently, with or without dyndolod. It looks normal in the console, but it never shows above about 56% and at about line 36 is never prints anything into the console anymore even if i coc to another location. In the log.txt it only ever shows two lines 85 and 8. Settings are 512 /256 all default normal suggested. Enb memory allocation and settings are normal Step settings. I just took all the inins and rules settings from the fresh Dyndolod archive and installed them again, deleted all cache and ran Dyndolod straight from the wizard at medium settings no 3d trees with my normal load order. The Tamriel BTO output folder is 2.62Gb, so that's a pretty massive reduction. Still large apparently, but significantly smaller. I just noticed though that my Tree atlas now only contains 21 trees, so no idea there. Have to look at the log now. As far as memory, probably that my total custom textures accumulation, even though i tried to keep them at 1k or 2k max is just too much. Plus, LOD terrain and it's meshes that i ran in Xlodgen are just too large, terrain is all 512 with 256 normals. Compounded by all my custom textures plus the LOD textures i made and placed into the Dyndolod LOD folder and the large cards for tree billboard creation at 1024. My atlas looks beautiful, but I did a bunch of them in photoshop so they match with the textures i have in game for some objects like imperial towers etc, so they blend when they fade in, it looks awesome in that aspect. It's hard to tell what is lod any more. They are all mostly Dxt1 1 bit alpha since that's what the base files were already, and the few that are terrain type textures just Dxt1 no alpha. The rest that came with Dyndolod like the main buildings and such are the defaults or color corrected in photoshop 256x256 and compressed in the same formats. Any idea why Memory Blocks Log would be stalling like that? I checked the memory blocks log.txt file modification date and time and it's being updated is to the minute, but just only prints two lines and stops at 58 8. Certainly coc to a new location should be loading into memory and printing to the log?
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Oh wow, didn't think Dyndolod was that old. All i can say is, as far as the passthru nifs, the only way i installed them is if they came in EVT. Besides uninstalling downloading the newest version and re installing EVT, dyndolod and Whiterun Forest Hold i haven't installed any other mods in years and i've never installed any tree mod but EVT and SFO way back when it first came out version 1. something and that's the same thing i have installed to this day. I never used the trees. Only the foliage. I only have 100 mods basically, and most of them are UI, tools, armors or followers and animation, weathers and lighting. The biggest mod i have is probably SMIM. Of which i mainly just use the nifs, i replaced a lot of the textures on each of them and don't even even have the esp installed so it can never be uninstalled by accident. Only by hand manually by me because i changed so many of the files. So i am in full control of this install and what i am doing and not doing. It has basically been an ongoing file folder for 6 years, some things will never will be uninstalled and are just part of my base game now. When i build a new pc i literally install Skyrim and drag a copy of my modded Skyrim folder all 32 Gb of it over a fresh install and overwrite and add everything to it in one swoop. Then i sort my load order manually, run finis and it works perfectly every time. So while i don't have a ton critical stuff i need to use a manager for i do use it for some stuff with a lot of options. Like EVT trees. I just decided this last week to try dyndolod and these 3d trees for the first time. Before that the only tree mod i ran was the same install of EVT basic vanilla option for years now and only thing i did is download the newest one uninstall the old one and install the new one, all with NMM. I check every file i download and i know what's in them. If its textures i place them by hand. If it's complicated or has a lot of options i usually use NMM. The EVT i downloaded contains 107 passthru nifs for dyndolod. Before that i never had a single passthru nif on my pc, nor a dyndolod folder. I haven't installed any mods in to this folder for years now until this week i installed EVT, Dyndolod and The Whiterun Hold Forest, the last of which which contains zero passthru nifs. Only Dyndo lod, and the only ones affected or duplicated somehow are the EVT ones. Removing them caused no error in Dyndolod, it's true Dyndolod didn't even know they were there. However, fact remains out of nowhere 600+ more than the actual 107 passthru nifs contained in the EVT archive named srg_treepine XXX passthru with ID numbers that point to nothing. No one else has touched my PC. I understand you get a lot of ridiculous questions. But this is fact. I did NOT install these files. They were created somehow, a few days ago, they did not come out of any archive or mod i installed. The 107 that come with EVT did, the 600+ duplicates with different IDs did not. I also know this is fact not only because i've spent 5k+ hours over the years in this folder structure but before i decided to try xlodgen and dyndolod i dragged a copy of my Skyrim entire folder to another drive for backup. And that entire game folder contains No Dyndolod folder and no passthru nifs because the EVT install in it is from years ago and the install is the most basic non enb, non dyndolod vanilla install option you can choose. I never heard of or saw a passthru nifs until a few days ago in my life. The file creation date on all these 600 errant duplicate srg_treeXXXpassthru_XXXX.nifs is a few days ago. March 24th, 2019 1:31 am. Which was exactly in the middle of the days i stared doing this trees stuff, first testing out in Xlodgen generating billboards to take into photoshop, and then taking the leap to Dyndolod to try the 3d tree option. So i was running xlodgen or possibly dyndolod by that time, but all within the last week. Before that i never ran any lod program for Skyrim. My thought was no that xlodgen "created" the passthru niffs because i know they are 3d models, but that it somehow "duplicated" of the 107 actual nifs from EVT and then added different IDs to them in some process. But then Dyndolod doesn't even see them. That's why i brought it up really, there's no explanation to where they came from. I open and have checked every single mod i've ever downloaded before i installed them, if not even sometimes install them by hand because i know what i have and what needs not to be overwritten. Half of it i created or modified so whats in there was place by me specifically and i am very careful not to overwrite any of it. If a mod has something that overwrites something i made, i take that part out and install the pieces i want or whatever. That's why i don't use NMM that much. I know what i have and i pretty much know it like the back of my hand. Anyway, not trying to argue, but it is what it is. 600 files appeared out of thin air, that i have proof of them not existing prior, and i did not copy and rename 600 nif files with 8000 hash numbers in my sleep. But anyway. I did re run Dyndolod with almost all my esps unchecked, even though most of them are having nothing to do with LOD or meshes, just the main Skyrim and the official content, srg trees (EVT), water, and waterfalls, whiterun spruce and whiterun mansion. I turned off the Forest Mod too, ran Medium settings, no glow or windows or extras, select a few trees to be 3d, the rest billboards. Tamriel Objects folder output now at 7.38 GB down from 10Gb. Just for the hell of it i tried xlodgen separately just see see the difference and it is at 244 Mb Objects output lol. I realize it should be smaller, but just though it funny. So still a fairly high BTO output. My lod textures are half and half 512 or 256. Vanilla 256 lods for the buildings, all of what is provided in the Dyndolod and some 512 customs on a few wall textures and foliage etc. They all fill a single 4k atlas for Tamriel perfectly and that is a 10.6Mb file.
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Yes, thank you. I have been re reading it again. Takes multiple times to sink in. I been modding games for 21 years and this game is/can be so frustrating. Too many digits. Kudos to you for this though i can't believe you sorted it all out, let alone wrote such thorough documentation. I think i'm more impressed with the documentation and forethought as people don't even know what a massive task that is, and you basically thought of everything. Seriously, impressed. :D Alas i still have no idea how those Extra passthru files got there. I do not have on my machine any mod that has any extra "Srg_ passthrough" files in them them except for Enhanced Vanilla Trees, which only contains 107 in the zip install. Let alone 600+ more. I had 700 plus "srg_" passthrough files. They were just copies of like, srg_treepineforest04 passthru XXXXXX.nif, all with different ID numbers at the end. So like 10 treepineforest04 with these ID numbers match nothing. Something created them and it wasn't from any mod archive i installed, that is a fact. I mean i only have two things that have trees at all ever installed on my system and this Skyrim is the same Skyrim folder across 6 years, and that is SFO from years ago before Dyndolod existed ( i only use some of the flora) and EVT, which is the only trees i use. Before that i use no tree mods. The only thing i can think is that Tes5xLODGEN created them? I don't know, but i was using that before i decided to take the leap to dyndolod, and i tried the process trees as Object option once or twice just to see what it was. Could that have created them? I didn't install them and i didn't add them manually so there is no explanation how they got there. I have every mod and the archive i have installed over 6 years. Some of them date back to 2013. There are no srg trees included in any of them except EVT. I only run about 100 mods and most of them are the basic ones, smim and such and the basic fixes. A lot of the stuff i have i installed manually, just textures that i've made or my weathers and lighting stuff i've done in CK. I usually just drag and drop them manually as they will never be "uninstalled" once i'm happy with them. Just always have done it that way. I've installed this same copy of my main Skyrim folder with all my mods and inis etc in it by drag and dropping over a new Skyrim install and overwriting everything across 3 systems over 6 years. I sort my load order manually, run finis, and it's always worked. So that's how hands on i am about what is installed. I've also never ran any LOD thing other than Xlodgen, and i only started using that like 2 weeks ago. My original evt was installed before dyndolod was created i think, and i just reinstalled the newer version with the passthroughs in it. 107 of them. And that's the only mods or anything i've ever done having to do with trees save for trying SFO many years back and sticking with Skyrim default vanilla trees until EVT came out. And the only mods i've installed in years now is i reinstalled updated EVT for dyndolod, and Whiterun Hold Forest. That's it, and there are no passthrough nifs included in Whiterun Hold Forest. I even extracted the BSA to see what was in it and i don't even use the BSA or any of the files in it, only the .esp. Black Magic i tell you. So anyway, i did remove all the passthrough files and install only the ones from EVT and Dyndolod resources again, and just copied and renamed all the missing passthroughs by the missing IDs in the log and i got 3d trees... aand, it took a huge dump on my system, lol. Of course i kind of expected it, but hey that first minute or so looked glorious. Question: How big is normal for Objects generation output? Like the whole Objects output folder? If i use high settings it tops out about 10GB. If i use medium settings and custom 3d tree profiles ( some static, mix with some billboards) it still tops out about 9Gb. With no 3d trees ( well one 3D tree ) it tops out at 7GB. I crash out of memory with more than the one 3d tree. It might just be too much for ENB boost and the memory patches to wrangle. I am running a highly modified LTSB windows system pre creators update so i am limited with Dx9. Thanks btw. I cracked up when i got in game and saw the easter egg. A good one.
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Ugg, always when i get to wits end and finally ask a question, which i hardly ever do, i always find the answer right after myself. Not that i haven't read and read and read, but i think i just need a break, lol. I was thinking before maybe i could just rename the passthroughs with the id in the log, and re reading the trees manual, it says exactly that. :|
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Yeah i reinstalled it a few times now. I just don't get where the other srg_ nifs could have came from unless dyndolod creates them on demand, or xlodgen did as i was using that previously to using dyndolod. I have installed Great Whiterun Forest, but that file doesn't contain any passthru meshes, so it's just mystifying how they go there and with different form id's.
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Hi, So i been trying to run 3d ultra trees on Oldrim. I run Enhanced Vanilla Trees, which is last in my load order. I have installed Indistinguishable Vanilla billboards with srg over it with the corresponding billboards with the exact same options as the main core install. After trying to run dyndolod with ultra trees option i get in the log a bunch of 3d lod not founds for most trees except for aspens and treepineforest01. Dyndolod finishes without errors basically and i run the plugin and have all tree billboards and treepineforest01 is a 3d tree. Never checked the Aspens, but assume they are working. But the rest of the passthru nifs are not found. After investigating, the weird thing is, in the Enhanced Vanilla Trees archive there is only one folder with 107 passthru .nifs, but in my lod folder i have 742 srg_names passthru .nifs. I have no idea where they came from or does dyndolod generate them? I've been at this for 3 or 4 days and i had looked in this folder before but just didn't realize that EVT only had 107 passthru nifs in the archive when i decided to try to manually install everything just to see what was up, then i realized all the extra passthru nifs in my skyrim/date/ dyndolod /lod/trees folder. I have all the default dyndolod nifs that come in the dyndolod archive in that folder as well as verified out of the 742 the ones that actually came in the EVT archive are also in there. At a loss as to how all the extra ones got there, but also why dyndolod is looking for nifs with the same name, but the _9absdf3 whatever hash number at the end of the missing 3d lods in the dyndolod log do not match with the passthru nifs i have in my folder. Like what is that number at the end of the nif it is searching for mean and how do i not have the right ones when i installed everything in the order that the videos and manual etc showed? Also as i was writing this i tried a few times with dyndod and no 3d trees and now all of a sudden it gives an error with a plugin and same load order i've ran it a dozen times successfully, except for the trees. It begins to hurt my brain.
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CTD and Performance patch ENBoost (by Boris Vorontsov)
MKIIV replied to EssArrBee's topic in Skyrim LE Mods
Oh really. Ok, didn't know that. Most the recent talk on it people were still running ugrids 7 with Dyndolod. Well i planned on getting Dyndoload installed but basically the last thing as far as graphical tweaks after i decide exactly on what graphical mods i will for sure be sticking with. I also figured out for sure that if using the Injector version of Enb Boost, you do need to have the Injector running in your task bar for it's features to work. Which makes sense, but really all the stuff i read and videos i watched this was never mentioned. Or i missed it in the many hours reading and watching them. But it was simple really to figure out, and it actually came to me remembering alt tabbing years ago when i was using an actual enb and seeing the enb stuff in Task Manager *derp. So yeah, If you do not have the Injector loaded then Enbhost.exe will not be running in task manager, and using one of the various fps/memory OSDs that work with Enb running you can see if or not that it is managing the memory. Whereas without it i am using 2.2 ish Gb in game, and with it, it is showing 700ishMb in game and enbhost.exe is holding 1.5Gb in task manager. A lot of the guides and recent very through videos don't mention this, or again else i somehow missed it. A lot of them will say all you need to do is add the lines in the ini and you are set, but most are probably using the wrapper version so it makes sense they would say that. The whole thing arose as i decided on using Sweetfx for Smaa ( 0 fps hit literally for me ) and features of Enb Boost. But i also wanted to get the Riva statistics OSD working, which it will not do with enb injector or dll version running regardless anyway, but i found a mod for that last night which works great and it started to make sense what was going on. Thanks Again for all your comments and help. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
MKIIV replied to EssArrBee's topic in Skyrim LE Mods
So, the difference between the Bethini Ultra ini with recommended tweaks vs my ini settings in my "worst case scenario" locations. The difference is between 3 - 6 fps give or take, but the visual difference is massive. Again it trades what are imo not worth it settings for settings that make a huge impact in overall image quality. IE: Skinned trees @ 200 while reducing overall lod and tree distance is a waste and not necessary compared to Skinned trees 20 with higher quality and distance. It also trades down grass density and grass distance but raises max particles to 6000 from 750 which is not a worthy trade (imo). Shadows no contest. Distant view quality no contest. It also turned off Sky reflections on water which in my testing was not much impact vs visual quality. Mostly a lot of the rest of the settings were similar to mine, but some are just plain bad for a few fps which if you are already in the 30ish range make little to no difference in play ability but looks wise is quite clearly degraded. Especially if you trade that for the areas in the game even outside that actually do get 60fps with the better image quality. In both cases though i disabled AA and AF in game and use Sweet Fx for Smaa and video card driver for AF. Edit: Added full res links as it's much more apparent. Bethini Ultra with recommended Tweaks. Full res https://imgur.com/rMRC265 My ini's - 6fps at best difference but fluctuates - i tried to get the highest of both. Full res https://imgur.com/o6jbiY0 Bethini Full res https://imgur.com/sNhlndQ My inis 3fps difference at best Full res https://imgur.com/SKyByDQ -
CTD and Performance patch ENBoost (by Boris Vorontsov)
MKIIV replied to EssArrBee's topic in Skyrim LE Mods
Thanks. Yeah did that long ago. And re-looked it over many times before ever posting. Most of my ini's setting are even annotated exactly from STEP guide. They are really the same exact basic ini settings and video settings as i had on my gtx660. I normally wouldn't even post, i've read everything under the sun about it. But i was just frustrated as i know i am running a pretty lean setup compared to most as far as mods and just bought about a 2000x better video card than my last one and figured it should run better with all these patches and fixes. I don't have ctds or shadow issues or any of that. Just lower than expected framerate with a new video card. My shadows are actually pretty much flawless however they might be cranked a bit high ( 4096 resolution) with tree and land shadows enabled. My memory usage here is only because i have CK running in the background a bunch of folders with dds thumbnails loaded and probably photoshop and youtube, but not when playing. My skinned trees are only at 20 though, there doesn't seem to be any noticeable visual difference to have them at 200 unless for some reason it actually improves performance. I turned of all of my puny 80 mods and put all of my sliders on 0 and while some things cannot be "turned off" like smim meshes or some textures ect for the most part it's vanilla at that point, and yeah i get 60 fps, but still not constantly in every single spot. With all my setting how i prefer them or less like not even all sliders maxed ( just using sliders for in game testing ) like items or actors at 50% and Object lighting at 100% and mods on i can get 40ish fps on the road to Whiterun. With everything maxed it's like 20 fps, even 18 or 19. With just COT and Lanterns of Skyrim it seems it drops 4-6 fps straight away, then enabling grass and trees takes about another 3fps, it's more just the grass though. Trees is really about 0 fps hit. Textures don't really make any difference, i have no 4k textures and i'm not anywhere close to 3Gb video memory usage in normal play. I did get the Enb Boost injector and Sweet Fx working together. Smaa from SweetFx is 0 frame hit. With Enb boost injector int he task bar loading times are longer and there is really no difference in performance, perhaps worse - more stutter when loading a cell. Thinking i don't even need it as i'm not even close to hitting the 3gb v memory, anyway, i just wanted to test how the occlusion worked in the outside cells or if it was indeed working. Doesn't seem to make a difference - if it is in fact working right. Inside dungeons of course i get 60 fps solid. But outside and in towns it's anywhere from 30-60fps. I think my biggest "settings" hit outside is probably Ugrids at 7 - which i think is pretty common? I've had it set to 7 for years, and 4096 shadow resolution along with land shadows and tree shadows, the later two of which i did not have on when playing on my 660. But i ran the rest basically exact same settings on my gtx 660 , ah except i was also just running FXAA then from my video card, and yeah fps was a little worse but i guess the difference before is i was on an fw900 crt and it's much smoother and much more clear in motion where anything under 60fps on lcd is seizure inducing eye torture to me. And therein might be my real problem. Lcds are crap. I just started using them for the first time in 20 years a few months ago and i've always hated them. If i think about it it seems to be the source of all my various woes lately not only in this game but in pretty much just using my pc. Will try that Benthini just to see what it suggests and how much it differs from my settings though. Sorry for my ramblings. Thanks Again. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
MKIIV replied to EssArrBee's topic in Skyrim LE Mods
Thanks. Yeah i had read that just before posting. I had actually just tried what you said about vsync after posting, i think it worked as far as enabling vsync. It doesn't seem as smooth though or at least not any better - maybe i'm expecting too much. I'm not using the compression - but i'll keep tweaking and try to enable the proxy. That guide seemed to be more aimed at using an ENB and Sweet Fx. I'm not using enbs nor do i want to i just want to memory part and the occlusion culling if possible. The reason i didn't use the wrapper version is i always understood that it conflicts with programs like Afterburner, and i run that 100% of the time for my fan profiles and monitoring ect. But yeah the Riva Tuner OSD doesn't work anyway once i enable the enb injector, even with compatibility mode for thrd party d3d dlls enabled. So it's just injecting enbseries.dll. No d3d.dll. And then Sweet Fx is using it's d3d.dll. That's how i figured i could use them both together. I actually though of it before i even read that reddit post, but again, i'm not trying to run enb. Just the boost feature and culling.