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There is a very similar effect when you use the smelters in third person. I think this is because CCOR is adding a second smelter in order to get around some issue with experience from smelting in the third person. I think the overlapping items cause this intense bloom. (You can tell it's a second item because sandboxing NPCs can come up and use the original smelter while you are still using the copy added by CCOR.).

 

Given that these duplicate smelters cause the bloom when first invoked I thought it might be a similar process occurring with carriages causing the bloom as you approach the outskirts of the towns.

Statmonster i have come to the conclusion that your first thought on the  flashing bug thing is correct i was in dark water cross and i got the bug and it seem to come from the smelter, and not a light source (which was my first thought) i hope the mod author can find a fix of this cos it is quite annoying. but what i get and i noticed it today really bad was i get the flash the my FPS drops to like 3 FPS and goes back up so in other words i get a massive stutter.

Edited by Darth_mathias
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Statmonster i have come to the conclusion that your first thought on the  flashing bug thing is correct i was in dark water cross and i got the bug and it seem to come from the smelter, and not a light source (which was my first thought) i hope the mod author can find a fix of this cos it is quite annoying. but what i get and i noticed it today really bad was i get the flash the my FPS drops to like 3 FPS and goes back up so in other words i get a massive stutter.

Are you ONLY getting this effect when your character is using the smelter?  Try turning off the experience gain for the smelter in CCO's MCM and see if that fixes it.

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Are you ONLY getting this effect when your character is using the smelter?  Try turning off the experience gain for the smelter in CCO's MCM and see if that fixes it.

no it happens when at distance. eg when i am in dawnstar i get flashes when i'm at the inn and the flashes appear to be coming from the smelter by iron breaker mine. Experience gain is alright off in CCO's MCM menu on my game. i actually do think it is the ENB cos i turn off the ENB and it doesn't occur.

 

just been doing some testing and the flashes occur when the smelter pops in (so when it is being loaded into the cell)

Edited by Darth_mathias
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no it happens when at distance. eg when i am in dawnstar i get flashes when i'm at the inn and the flashes appear to be coming from the smelter by iron breaker mine. Experience gain is alright off in CCO's MCM menu on my game. i actually do think it is the ENB cos i turn off the ENB and it doesn't occur.

The extra smelter that CCO is adding is only there while you're using the smelter and should be deleted again as soon as you exit the smelter, so it doesn't sound like that's the issue.

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The extra smelter that CCO is adding is only there while you're using the smelter and should be deleted again as soon as you exit the smelter, so it doesn't sound like that's the issue.

just been doing some testing and the flashes occur when the smelter pops in and out (so when it is being loaded into the cell) but the flashes are differently coming from the smelter.

 

I am not convinced that CCO is the cause of this issue it is my believe that it is indeed the enb

 

I can confirm that the enb is the cause of the issue the flashes occur when the smelter is loaded. (turn off enb and the flashes don't occur when the smelter is loaded, turn back on then they do).

 

i tested by repeatedly walking over the bridge at dark water crossing while looking at the smelter and getting the smelter to pop in and out both with enb on and off.

Edited by Darth_mathias
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So I came back from a Skyrim hiatus and reinstalled this entire pack from scratch... and everything appears to be working with acceptable performance...

 

However, from brief testing, if I pick the property owner start -- Shoal's Farm, go outside, save the game, fight the bandits by the cart and die, I CTD on reload about 99/100 times. 

 

I saw in the notes that if you die you should completely exit the game (ugh) before reloading a save, so should I consider this a 'feature' or is there some way to fix it?

Edited by Azum
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You are more likely to CTD on a reload from a death, but that's not the reason to exit the game upon death and start again from desktop.

 

The problem is that when you die and reload in game (or really anytime you reload a saved game while already in game) Skyrim has a chance to bring some of the data from your previous game with you into the new save you are loading - this is rare but can fatally corrupt your new save - at least as I understand it.

 

Note that I am by no means sure about this, it's in the more likely to be true than not category. But it costs little to do this as a precaution. Plus it makes death enough of an extra hassle that I try harder to avoid it...

Edited by statmonster
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The extra smelter that CCO is adding is only there while you're using the smelter and should be deleted again as soon as you exit the smelter, so it doesn't sound like that's the issue.

There are two distinctly different things happening:

 

One is that when you use the smelter in third person with experience turned on you get a bright flash for 1-2 seconds. I assume this is from loading the duplicate smelter.

 

The other is that when you approach a town from certain angles you get a flash roughly from where the carts are. I get it approaching Solitude from the road to Dragon Bridge when I am still south of the turnoff to Katla's Farm and the port. There is no smelter in this area but there is a cart by the tower. I also get it approaching Whiterun along the main road from the west when the cart just comes into view. I do not get it coming from the east but I suspect this s because the cart is behind the hill when that cell first loads - again no smelter in the area.

 

Given the similararity of the phenomon I wondered if the second type of flash is due to Better Fast Travel loading the carts.

 

I also assume that it is a combination of the ENB (or other graphical effect) and one or more mods, it's not just a single mod alone causing the effect.

Edited by statmonster
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There are two distinctly different things happening:

 

One is that when you use the smelter in third person with experience turned on you get a bright flash for 1-2 seconds. I assume this is from loading the duplicate smelter.

 

The other is that when you approach a town from certain angles you get a flash roughly from where the carts are. I get it approaching Solitude from the road to Dragon Bridge when I am still south of the turnoff to Katla's Farm and the port. There is no smelter in this area but there is a cart by the tower. I also get it approaching Whiterun along the main road from the west when the cart just comes into view. I do not get it coming from the east but I suspect this s because the cart is behind the hill when that cell first loads - again no smelter in the area.

 

Given the similararity of the phenomon I wondered if the second type of flash is due to Better Fast Travel loading the carts.

 

I also assume that it is a combination of the ENB (or other graphical effect) and one or more mods, it's not just a single mod alone causing the effect.

i've never had the issue on carts only on smelters. have you tried without Better fast travel installed. if it is that mod i would be happy to just drop it from my load order

Edited by Darth_mathias
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I get it when I get close to Solitude.  It happens without fail as soon as I round the bend and the cart comes into view.  I also have it happen when I'm crossing the bridge into Dragon Bridge.  I do use ETAC and BFT.  Sort of a square, bright glow that goes away after 2-3 seconds?  I'm sure it happens other places as well that I can't think of, though it did happen when I was above Solitude's main door, up on the wall, and was looking into Solitude.  I'll have to do it again to see if there is a smelter or cart there.  I'm using JK's main cities so maybe that puts something there, IDK.  I thought it might be due to my card being OCed too high, which didn't make any sense to me, so I'm happy to hear others are experiencing it as well.  :P

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When i was using step i was using bugs, got random ctd which were fixed with removing this mod. Were they fixed?

I've not had a ctd in relation to this mod and I've had it installed for weeks.

 

So I came back from a Skyrim hiatus and reinstalled this entire pack from scratch... and everything appears to be working with acceptable performance...

 

However, from brief testing, if I pick the property owner start -- Shoal's Farm, go outside, save the game, fight the bandits by the cart and die, I CTD on reload about 99/100 times.

 

I saw in the notes that if you die you should completely exit the game (ugh) before reloading a save, so should I consider this a 'feature' or is there some way to fix it?

Exiting to main menu and loading last save works fine for me. Never had to exit to desktop also game does crash from time to time when loading saves

The reason the exit and reload is there is due to the fact merchant inventory/gold (confirmed) and possibly other data can persist between reloads. It's a better safe than sorry way of operating. Failing to do this may or may not kill your game but it's recommended all the same. Here is the merchant exploit:

After buying/ selling whatever you need to with a particular merchant, save your game, kill the merchant and then reload your save. The merchant's inventory and their available gold will be refreshed, while you keep the gains from the save you made before reloading.

As far as your reload ctd, check your memory blocks and verify ENBoost is working. I'll give this a try tonight and see if I can replicate.

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I've been using had 101 Bugs for a couple of years and don't seem to get CTDs from it. The issues it brings out are:

 

1. Unbalanced alchemy ingredients, but I sort of like them. They add greater variety to potions and poisons.

 

2. Increased actor count (I think). This mod spawns a LOT of insects which can just sit there stupidly on their spawn point (or may cause other actors to loose their AI routines). To combat this (and my propensity to add lots of NPCs via things like Inconsequential NPCs and increased spawns via ASIS) I crank up the AI counts and Combat AI counts to 100 and 50 respectively. I'm only 75% confident that this mod's bugs are affected by this AI count (their routine may be too simple to qualify for the Complex Actor AI limits), but I do seem to get more dynamic insects after I increaased these count. (Vanilla AI counts are 40 and 20 if I recall correctly.)

 

I can't recall, but I think I went with lower resolution bugs here (and almost certainly not with the increased spawns option) because there can be a lot of insects generated and with small objects high resolution seemed overkill. In any case they look great - especially with Vividian's saturated colors.

 

I've not had any CTDs I can trace directly to this mod.

 

I have had a PC too busy chasing butterflies that he got eaten by a wolf - maybe more than once!

Edited by statmonster
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