Neovalen Posted January 29, 2013 Author Share Posted January 29, 2013 Hey thanks for the quick response. Have you checked out these mods?: https://skyrim.nexusmods.com/mods/8429 Interesting NPCs by Kris TakahashiI haven't tried this one yet but it looks promising. https://skyrim.nexusmods.com/mods/3646Duke Patricks - Archery And Heavy Weapons Combat by Duke Patrick aka SpookyFX-comThis might not be for everyone, as it slows down the combat pace significantly, but it feels real and the author has much actual experience with medieval weapons combat. It seemed slightly buggy when I used it before, but I also don't have your knowledge regarding the cleaning/compatibility/patching end of it. Also, have you considered making some kind of "theory" guide on how you are evaluating these mods and finding the compatibility or dirty issues, so others can learn from this? Or what resources did you use to learn this stuff? I have both of those mods on my evaluate list but have not tried them yet. As for learning... for the ck there are a lot of tutorials at creationkit.com and of course the learn by doing/seeing what others have done. Open up a mod in the CK and look at its guts essentially. Many mods include the script source also so you can learn from those as well. TES5Edit has documentation but is mostly related to previous games though some of it holds true. For this one I mostly learned-by-doing and fixing broken mods I really liked by trial and error. I am not a Guru or anything of the sort... just an advanced mod user that knows quite a lot by tinkering and helping mod authors fix bugs. Unfortunately, some mod authors take offense to any suggestions of fixes/improvements/disagreements but most are actually quite gracious about it. I'm always willing to listen to constructive feedback from each Author even if they tell me I'm way off base as long as they tell me where I went awry. Unfortunately some mod authors are no longer around to provide such feedback. Link to comment
toshaka Posted January 29, 2013 Share Posted January 29, 2013 Hi Neovalen, I am following your guide and I notice that Silly Level of Detail - Potions and Poisons is set redundant in MO with that order.Will check tonight when home. I'm fairly sure not redundant on my machine. Will check ordering.I have no clue why it says that either.Cos I do it after the one it should overwrite, so no idea why it say that.Every other mods goes perfectly except that one. Edit: Hmz.. ok now I am confused lol, now it went to overwrite files all of a sudden :P Link to comment
Kelmych Posted January 29, 2013 Share Posted January 29, 2013 @Neovalen I'm not sure if this has been asked before, but how do you tell if a mod is not in 1.8 patch format? Sorry if this is a repeat question.Open the ESP in TES5EDIT and go to the "File Header" entry. If in the "HEDR - Header" record the reported version is 1.7000, then its in 1.8 patch format. If its something else, load the ESP in the Creation Kit and save.I checked the mods I have, and a large percentage of the STEP mods and a number of the non-STEP mods in Skyrim Revisited have version numbers of 0.94 . I also noticed that the patches created by TES5Edit (e.g., AS-GDO.esp) show version 0.94. By the way, a while ago I checked my Creation Kit and found it was an old version even through I had recently used Steam to verify the integrity of the local game files. I had to open the Tools menu in Steam and run "verify integrity of tool cache" to get Steam to update the Creation Kit. Link to comment
Neovalen Posted January 29, 2013 Author Share Posted January 29, 2013 @Neovalen I'm not sure if this has been asked before, but how do you tell if a mod is not in 1.8 patch format? Sorry if this is a repeat question.Open the ESP in TES5EDIT and go to the "File Header" entry. If in the "HEDR - Header" record the reported version is 1.7000, then its in 1.8 patch format. If its something else, load the ESP in the Creation Kit and save.I checked the mods I have, and a large percentage of the STEP mods and a number of the non-STEP mods in Skyrim Revisited have version numbers of 0.94 . By the way, a while ago I checked my Creation Kit and found it was an old version even through I had recently used Steam to verify the integrity of the local game files. I had to open the Tools menu in Steam and run "verify integrity of tool cache" to get Steam to update the Creation Kit. The format is really only important when editing certain record types. For example body data is now BOD2 instead of BOD and there are now camera data in world spaces... etc. Just stuff I learned by looking at multiple mods and experimenting/saving in the CK. Link to comment
Satyre Posted January 29, 2013 Share Posted January 29, 2013 Could part of the problem with the CTDs that I'm experiencing when loading all of the mods simply be the fact that my graphics card is running out of vram? Running the optimized Skyrim, HRDLC, Dawnguard and Hearthfires at 1920 x 1080 on a GTX680 2GB my VRAM usage according to GPU-Z logs peaks at 1275 MB for the intro sequence. Benching the intro sequence with the same system settings running optimized vanilla + unofficial patches, fixes from section 4.2 plus the foundation, section 4.4.1 (with Skyrim HD, SRO and Serious HS all at 1024), my VRAM usage peaks at 1550. Adding the remaining mods pushes vram usage to the maximum. I'm going to experiment with adding mods and bench what happens. I know that the spot in Whiterun that causes my game to crash is some kind of loading transition after crossing the bridge past the meadery. There is always a slight stutter at this spot. Link to comment
Neovalen Posted January 29, 2013 Author Share Posted January 29, 2013 Yeah that spot by White run is definetly a congestion spot. Its been mentioned here and also on other forums not related to SR. As far as VRAM using max size textures unoptimized I have hit over 3gb usage. Not a problem for my powerhouse 4gb card though besides the occaisional load stutter crossing cell boundaries(thinking about moving my mods to my SSD) but its not bad or often. Some tweaks I'm trying include disabling vsync and using inspector to cap fps and also the sound tweak. Others I haven't tried yet include going to border less window. Link to comment
Satyre Posted January 30, 2013 Share Posted January 30, 2013 Once I finish beating my head against the table I'll upgrade to a GTX680 4GB card. Since I'm cooling my current graphics card with a big prolimatech mk-26 and 2 x 140 mm fans and my entire rig is almost silent even under max load. A GTX690 is probably more than my PSU can handle. I knew I should have spent that little bit extra on a 4 gig card. Link to comment
JudgmentJay Posted January 30, 2013 Share Posted January 30, 2013 Could part of the problem with the CTDs that I'm experiencing when loading all of the mods simply be the fact that my graphics card is running out of vram?I don't think hitting a VRAM cap will cause crashes, but hitting ~3gb+ physical RAM usage can lead to instability. I know my game is much more likely to crash if I go over that number. Some tweaks I'm trying include disabling vsync and using inspector to cap fps and also the sound tweak. Others I haven't tried yet include going to border less window.Sound tweak? Link to comment
Neovalen Posted January 30, 2013 Author Share Posted January 30, 2013 Yeah tweaking sound output to 44100 16bit. Beth said they fixed it but you never know... hence the test :) Link to comment
Neovalen Posted January 30, 2013 Author Share Posted January 30, 2013 Once I finish beating my head against the table I'll upgrade to a GTX680 4GB card. I knew I should have spent that little bit extra on a 4 gig card. I couldn't be happier with my 4gb card. I knew that advanced skyrim modding would blow past 2gb pretty quickly. My 670 4gb still puts out 60fps in most scenes with SLI disabled and fully enabled ENB on top. Link to comment
JudgmentJay Posted January 30, 2013 Share Posted January 30, 2013 Yeah tweaking sound output to 44100 16bit. Beth said they fixed it but you never know... hence the test :)Well they didn't fix everything because I get sound cut out unless I set my sound output to 44.1k, so yeah. Link to comment
Neovalen Posted January 30, 2013 Author Share Posted January 30, 2013 Yeah tweaking sound output to 44100 16bit. Beth said they fixed it but you never know... hence the test :)Well they didn't fix everything because I get sound cut out unless I set my sound output to 44.1k, so yeah. JJ I see your running a SLI system as well... I disabled SLI for Sky rim to get HDR/ripples to work since the 3d trick doesn't appear to work anymore.. you find a better way? Link to comment
JudgmentJay Posted January 30, 2013 Share Posted January 30, 2013 I don't bother with it. I don't care for Skyrim's HDR and I play in first person so the water bugs don't bother me much. Link to comment
thalastwon Posted January 30, 2013 Share Posted January 30, 2013 So far Ive been able to get 60fps in all areas except ones with lots of grass. Its goes down to ~45 then. I was having an issue where it would load forever when going into bleak falls barrow. ATTK fixed it for me. Now when I walk from Riverwood to Whiterun I get a crash going into the farm where companions take down the giant. Link to comment
Nyven Posted January 30, 2013 Share Posted January 30, 2013 Hey Neovalen, Under the mod Enhanced Blood Textures you have instructions to clean 'dD - Enhanced Blood Main.esp' but it looks to be clean already. I noticed the first item in version changes on the mod page is '-Cleaned main' as well. Really liking your Skyrim Revisited page! :D Keep up the good work! Thanks, Nyven Link to comment
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