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  1. Yes Steam is posting and update on my system so it is not fake ..... just of limited scope and probably due to that I udpated via a game backup
  2. I updated on my laptop where I had unlimited internet, backed up and then used that to update my gaming PC ....... maybe that is why but the last update was 5GB not 337mb .... either way Im not updating unless Beth or Steam tell me what it is .....
  3. If you have a lot of mods and you load a save and use the coc command to go somewhere ,,,,, both your script latency and FPS will be messes up until you enter an interior and exit
  4. As far as I know there is only one OS dependancy ...... textures compressed 565 will CTD on Win7 and not on Win10 Sounds like you need to validate your game cache and test your system stability
  5. Validate your cache and run a CPU memory tester or your rig overnight ..... I use memtest PS .... Steam is just the messenger and Tod doesn't care ..... lol
  6. It is probably a good idea to use the Alternate ShowRacemenu mod to refresh your character and also reset Frostfall and Ineed using the MCM
  7. Skytest ..... they are not invincible but for all intensive purposes are unless you have the right character
  8. I agree about fps and stability and lack of stutter is key. Script load does matter as when it creeps up some mods lag or don't work ..... TK Dodge is one such mod as dodging 1 sec after you hit the dodge button is too late and when script load reaches over 100 there may be no dodge at all. With a i7 3770 and my load TK dodge is usable and reliable ..... even in the Riften Market with all NPC it works 9/10 times and doesn't lag too much.
  9. Updated ..... see bottom As a general statement yes it matters depending on which i5 and script load. I played SSE on an OC i5 2400 sandybrigde CPU from 2011. As long as shadows were not set to Ultra there wasn't much to complain about. It did struggle a bit in Riverwood with all NPCs present and my essential scripted mods, and latency would rise to 110ms+ and frame rate drop to the high 30s .... But all this really meant was that KSDragon Overhaul 2 and TK Dodge were not suitable for my load order along with most scripted combat mods. Really all I would have likes would be KSD2 because it adds a lot. I got a super cheap I7 3770 recently and dropped it in changing nothing else (except what Win7 changed automatically) I was wondering what effect this would have. With the i7 he only place FPS drops below 60 is the Riften Market with all NPCs, and outside looking out from the Hall of Elements because I have Winterhold Restored by Mannenyuki installed an that adds many NPCs. Script latency in Riften went up a little but rarely to 100. Note that for a LGA1155 motherboard this was almost the biggest upgrade possible and my system isn't GPU limited. Obviously this would be a waste on a GPU throttled system. Playing 1080p, 2k textures, hybrid CBP/HDT, shadows high, no ENB I still won't use KSD2 as the mod author themselves say it is script heavy but not how much. TKDodge works much better but I need to test a long time to say whether it is reliable in combat Results after more intensive testing: 1) With the i5 2400 I had noticeable microstutter in 2 places Riften Market and Winterhold Courtyard with the ICW mod looking out from the door of the HoE. Script lag was enough that TK Dodge was unreliable. With the same mods and the i7 3770 my script latency does not even rise in these locations anymore and TK Dodge is 100% reliable now. I have yet to experience any microstutter except for a blip when changing cells. 2) This combo (3770 and 1070) is suitable for the ENBs I tried .... but none I liked enough to keep. To me they looked different not better than Cathedral Weathers. Semirealis ENB had some good water effects but the nighteye was horrible. 3) TK Dodge is 100% reliable now. 4) Frame rates sometimes drop a little below 60 but who cares as long as Payarus latency stays at 80ms and there in no microstutter.
  10. *****************This post has been updated**************** Do you have the SSE SkyUI equipment slot bug caused by tempering, dropping, selling, enchanting an item favorited and occupying a place in a SkyUI equipment slot (F1-F8) ? It is also caused by ANY load order change that changes the mod prefix of any Favorited item assigned to an equipment slot....... Which means you can't safely install or remove ANY mod with as esp if it is before your equipment mods. If the mod load order for your favoutied item changes ..... your save is toast Tried fixing it in-game ? There is no way Tried making a "clean save" without SkyUI? Chances are your save is toast The ONLY fix is to revert to a save before the issue BUT it may take a long time to notice that you have this bug. Too bad SkyUI damaged your save WRT equipment slots and there is NO way to undo it. If the bug is associated with installing or removing a mod, ALL of your saves are affected even those before installing or removing the given mod However you can save ALL your saves from before you changed your load order ....... you just need to move all your equipment mods up or down in your load so that they have the same prefix in your load order before the change.... All saves after you installed or removed the mod are still toast
  11. SSE is actually very robust and doesn't really suffer from random CTDs or Infinite Loading Screens..... Every issue I have had has a direct cause and manifests consistently. This guide assumes you use Mod Organizer Soooooooo. 1) If you are getting random CTDs or issues it is probably your hardware, or SSE file corruption, or a improperly installed mod The first step here is to boot with a system disk that loads a diagnostic that tests how your CPU and memory work together and whether there are issues ..... These tests bomb your system with load and test every memory address ..... they need to run overnight and even one error means you will have issues. I use MemTest and Prime95. If your system passes use the Validate Game Cache in Steam to check for corrupt vanilla files. The next step is to use Mod Organizer to deactive/unload ALL your mods using the LEFT side of the panel. This doesn't uninstall them only refreshes them. Then reactivate and restore install and plugin order.. With Mod Organizer this takes only a few minutes. Given all of the above ..... and you have the Skyrim Unofficial Patch Installed, your SSE install should never CTD or ILS. Never. Given the above, even a heavy load order should never CTD or ILS. 2) The magic of Xedit/SSEedit. This utility is pretty much a necessity for SSE. Check every single mod you load up with this utility and there should be NO ERRORS WHATSOEVER unless it is a mod that is from an elite modder. Only elite modders know SSE better than SSEedit. Any SSEdit error can cause CTDs or issues but they do not necessarily. It is very important to check your own mods and patches every time you change anything in your load order including updates. Updates of mod X can mess up your merged patch or compatibility patch. SSEedit now also makes ESLs much safer because it will tell you if you are violating the FormID rules. SSEedit cannot detect the following ESL issues: a) Any mod with NPCs with facegen data can't be made into an ESL without using the CK b) Any mod with that comes with a SEQ file ..... Note it may be hidden in the BSA ... again requires the CK to make an ESL Note when making an ESL with SSEedit every mod related to it should also be loaded and SSEdit will update FormID changes for all of them. When making a mod an ESL and then opening it with the CK and changing it .... this can have issues that result in errors in SSEedit. Usually removing the ESL flag in SSEedit saving opening and recompacting fixes this. 3) Scipt/Papyrus Lag There is a tool called Elephants Script Latency Tester: https://www.nexusmods.com/skyrimspecialedition/mods/24124 that will measure your Papyrus Script Latency. For an unstressed Papyrus Engine, a good average value is 80ms indoors and out. Managing NPCs and creatures are the primary stress of Papyrus, so do one test in a isolated area and then one with NPCs (like Riften or Riverwood). With many NPCs script latency can rise to 100 to 110ms without obvious consequences except if you have timing sensitive mods like TK Dodge. Reducing NPC Fade seems to help with this but nobody knows for sure. Once your script latency hits about 150ms you will start to notice issues and above 200 you may even get CTDs as the Papyrus Engine falls apart under load. Note that if your have a modded Skyrim BOTH latency tests and FPS measurement tools will give invalid results if your COC directly to the test location. To test you must coc to an interior near the desired location or coc directly and find an interior and enter/exit. Many mods scripts get out of whack when using coc or cow. You might be able to use pcb but I haven't tested. When they are working properly, popular mods that run scripts often have little effect on latency unless there are many NPCs close. I find they will bump latency up to about 100ms with NPCs. For me these mods are Frostfall, DYNDOlod, Skybirds, iNeed. Previously I found these mods with Wet and Cold pushes latency too high (but WandC has been updated recently). Personally I use Immersive Citizens and its not a good idea to have other scripted mods changing NPC behavior like Arthmoor's "Run For Your Lives" as that can have unpredictable results. If you have a corrupt save or Frostfall/Skybirds/Ineed has invalid data due to improper modding practices ... these mods will bomb your latency to over 300ms and your save is toast. Nothing can fix this so reload before the mayhem started. 3) "I see holes in the Sea of Ghosts and other areas"..... Its the data culling glitch on Ultra. Easy to fix but requires knowhow. There is a mod called the Data Culling Glitch Fix that address this completely but removes occulsion everywhere...... Eventually Sheson will fix this with Dyndolod. My solution is to hack the Data Culling Glitch Fix mod to only have what is needed and patch/overrride that into Realistic Water mod or DynDOlod 4) Blackfaced NPCs Almost every time it is a mod with NPCs with Facegen data/Facegen NIF that is being "file overwritten" by another mod that loads earlier in the load order ...... or a improperly made ESL. Extracting all NPC BSAs and using the Windows tool Winmerge can really help with this if using Mod Organizer. 5) SkyUI SkyUI is a miracle but the Equipment Sets function that relies on favorites can get messed up by load order changes and dropping/enhanting/smithing/selling items that are still Favorited. After this loading equipment sets with a hotkey becomes a lottery and some items simply won't equip. The only way to fix is to use a savegame cleaner: https://forums.nexusmods.com/index.php?/topic/8384503-how-to-fix-the-skyui-equipment-slot-bug/ I un-favorite everything before changing anything in my load order and before removing/modifying 6) Lighting Issues Skyrim has serious lighting limitations that are easy to address with SSEedit by initially disabling lights, but with a heavy load this gets tiresome. The best rule is to allow only one lighting mod to set the lighting in a given cell ..... easier said than done ...... What happens is that mod adds a lightsource and all is well, but then another mod adds another one and this exceeds the limits of the Engine, and flashing light sources and black walls happen. When this happens use Jaronx Positioner to make every liightsource selectable as a Charus Egg in the console. Pick the light sources you like least and record the refids and INITAILLY DISABLE them in SSEedit 7) Navmesh Issues. This is perhaps the worst issue in SSE as any given cell has a Navmesh set by the last mod loaded. As modding a cell can change the navmeshes of all the cells nearby this is a compatibility nightmare. Any deleted vanilla navmeshes can cause CTDs also. Use SSEdit to fix any deleted navmeshes. When making mods and creating Navmeshes remember, for terrain the vertexes are important and should be close to the ground but not below. For navmeshes over NIFs triangles are important and none should intersect with the NIF or NPC hitching will happen 6 ) AI Issues If bandits, vampires, dragons attack an area where NPC packages are loading or running these NPCs may get stuck in the current package and just stand there...... To fix you need to startscene XXXXX", where the Xs are the package in question ...... ouch 7) Windows 7 and 10 Differences As far as I know there is only 1 ...... Win7 will crash on loading textures encoded 656.
  12. Lol.....all the mods I use are now working great with SKSE 2.0.17..... Time to lock down Steam updates
  13. PowerofThree update Papyrus Extender and FEC which was the last essential mod holding up my update.... My update was uneventful for the most part ....... and some of the dll mods got updates The mod makers made wine again .....
  14. The number of mods is pretty much irreverent .... much like the megapixel race in cameras If two mods make navmesh changes that are incompatible ...... even 2 mods are too much ..... and this is common If 2 mods have script collision ..... even 2 mods are too much With ESLs the number of mods that can be added is very high, especially if they are patches with <100 records and don't have NPC records and are not overwritten exterior cells. The number of objectIDs added by an ESPs is a hard limit ...... I have 565 mods loaded but most are ESLs and patches and i am no where near the esp object limit....
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