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Everything posted by OLtos
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9 months ago I had this fixed by setting uExteriorCellBuffer=0 AND bPreemptivelyUnloadCells=1 Many updates late and a new video card, radeon7850 OC 2gig from Gygabyte. and I am sorry to say this fix no longer works. I can get the most wonderful animated tree effects up in Riften you could ever want to see. Even using UGridstoLoad=7. But even when my fps is over 45 the tree animations now choke out and stop after less than two minutes. Only two things work to get the trees moving again. Manually enter PCB in the console, which does not restore full movement but gets a lot of it back, or exit the game entirely. Gentlemen there is a choke point somewhere in here but I'll be dogged if I can find it. My tree animations choke out and die even when my FPS is over 45. Now since the Cell Buffer seems to be the culprit can anyone tell me how to turn it OFF. The above fix used to do this and all was right with the world. Now that tweak no longer works to shut down the cell buffering, which given the state of memory and GPUs these days, hardly seems necessary anymore.
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Hi, We have the same problem but we do not have the "Recruit More Blades" mod. All we have is UFO. So I am thinking that this problem is not related to that blades mod. However, more of the problem we are having is like this: When Delphine says she will give the oath later, we get the message, "Follower has left your service.", then we get confirmation from the game that this quest is completed, and we are given the quest to go and find another recruit. But follower does not leave. If you then dismiss the follower they go away! They don't stick around the temple. We are testing the following: 1. Trying a different follower to see if the problem is related to a specific NPC, which may differ from player to player or save game to save game. Our problem seems not to be NPC specific. When we get the dialogue from Delphine that she will give the oath later, the follower does not automatically leave our service. 2. Tried dismissing all other followers before taking that one to Delphine. At that point Delphine did NOT say she would administer the oath later. And, the process went normally. The follower left our service and walked off into the temple. That was where we stopped. A further test might be: 3. Recruit follower to blades, get appropriate confirmation from Delphine. (In our case the game gives us the confirmation that the follower was recruited and to go and get another one.) Then dismiss the follower. Follower will leave the temple. Maybe Delphine will go and find her later and administer the oath like she says. The problem seems to be related to the dialogue about giving the oath later. If that happens then weirdness results. If I get to this point again I will test this third option.
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Like so many people I have had a miserable time with the AMD 7850 2g OC video card from Gigabyte while playing the game Skyrim. After a week of beating on it here is what I found. I found that there were three seperate problems. 1. The game would outright CTD after less then 5 minutes of play 2. Screen flicker. That annoying off in the distance flickering crap. 3. Screen shear and tearing. Here are the solutions I used that worked for me. I do not know if they will work for you, but at least here is a place to start. 1. CTD in 5. This is problem with the minimum voltage of the card. The stock minimum GPU voltage on the GIGABYTE 2G 7850 OC is 1.138. This minimum voltage APPEARS to be the same thing people post about when they talk about the 2d voltage. Finding a way to change that was a misery of searching the web for crap I just barely understand. MSI Afterburner did not work. I could not figure out how to enable core voltage adjustments in it. I finally found that Gigabyte has their own little OC front end that has the GPU min adjustment. It only adjusts up to 1.225, but that seems to be enough. Now in the VISION Engine Control Center in the Overclock page their is a slider for "power". There is NO explanation of just WTF they specifically mean by "power" but sliding that all the way up to +20% seemed to help. At least it did not hurt. So get the min GPU voltage up to 1.225 and the AMD VECC overclock power all the way up. This got me into Skyrim without CTD every 5 %^&* minutes. 2. Screen Flicker. This miserable mess has been bugging Skyrim players all along and the solutions vary. None of the solutions I found worked. This iswhat I found and did about it (For the AMD 7850 2gig OC card from Gigabyte. The problem appears to be a bug in the settings for the AMD 7850 OC 2g card from Gigabyte. My guess is that it may be a problem elsewhere with cards of other brand as well. What has happened has to do with what you see in the Vision Engine Control Center under Performance>AMD OverDrive. In ther you will a slider for the GPU Clock and the Memory Clock. The clue is at the top end of the sliders. Notice that GPU Clock is a smaller number than Memory Clock. That is as it should be. In every spec page I have ever seen GPU Clcok is smaller the Memory Clock. The problem is at the other end. The minimum end. You will notice that the GPU Clock is 300 and Memory is 150. This is bad. The reason that this is bad is that AMD Overclocking is not static. AMD has designed their chips, even the main CPUs, so that any overclocking only happens when there is an actual demand for it. When the demand deminishes the clocks drop back lower. If that lower setting is dinked and set wrong, you wind up having problems when the card is actually not under any strain at all. In my case no matter how I tweaked Skyrim's ini files I got no where. To change it you have to create preset in the Vision center for skyrim. Documentation sucks so you have to figure it out. When you make the preset you have to have the pages open that you want the new settings to appear in OPEN. Then you have to fine the profile page and edit that fool thing. Now that file is HIDDEN. It's at C:\users\*your user name*\AppData\Local\ATI\ACE\Profiles. The AppData folder is hidden you need to change the view settings for your to even find this POS. (yes I'm still mad and sleep deprived.) In the profiles folder you will see xml files that contain the code for your profiles. Find the one for skyrim, right click, choose edit FOR ME, by default that xml file was opened by notepad. In there, if you had the overclock page open when you made the preset you will find the following lines. <Featurename="MemoryClockTarget_PCI_VEN_1002&DEV_6819&SUBSYS_25531458 &REV_00_4&22E940E&0&0010A"> <Property name="Want_0" value="15000" /> <Property name="Want_1" value="120000" /> </Feature> AND <Featurename="CoreClockTarget_PCI_VEN_1002&DEV_6819&SUBSYS_25531458&a mp;REV_00_4&22E940E&0&0010A"> <Property name="Want_0" value="30000" /> <Property name="Want_1" value="97500" /> </Feature> You may very well see a ton of other crap in there but these lines are what you want. You edit the Property name lines for MemoryClockTarget that says <Property name="Want_0" value="15000" /> And you want the line from CoreClockTarget <Property name="Want_0" value="30000" /> The 15000 and the 30000 are where those miserable settings 300 and 150 come from. I have no idea why each one has extra zeros, but just in case they are important make sure you leave em in when you change the numbers. In my case I went with Core clock 80000 and Memory Clock 110000. The only reason I chose those numbers is that recalled that stock settings look like that on many cards and since this thing from Gigabyte comes pre overclocked from the factory I guessed that Core 800 mem 1100 would get me something useable. It did. I finally got rid of most of that lousy flickering. But not quite all of it. To get the rest you need to make sure that when you overclock from the factory settings you maintain the same percentage of change for both Core and memory clocks. I have gone all the way up to approx. 7% above what the card starts, 1045 core and 1285 mem. This got the rest of the flickering unless I am actually panning around from a view point with my mouse. Yes it really is that much of a pain in the BUTT to deal with. And lastly 3. Screen Shear or Tearing. This is a seperate and nastier issue from screen flicker. In skyrim it is a conflict between skyrims Anti Aliasing(AA), Anisotropic Filtering (AF), and possible FXAA as well. For the MD 7850 that I am using here turn all of these OFF in the Skyrim options. If you want them turn them ON in Vision Engine Control Center. This journey has been a real XMas misery. Thank BABY JESUS that I bought this dam-ned card on Black Friday, and have fixed my problems before XMAS actual. Once set up this thing is pretty cool. I am on a DELL XPS studio 7100 with a 6 core PhenomII that is now two years old. The card, well you know that by now. I am running Skyrim with all the bells and whistles up to Ultra High, minus the AA,AF, and FXAA. AA and AF are handle by the VECC. In addition I am running the following tweaks: Skyrim.ini UgridsToLoad=7 (this allows for the loading of water falls a greater distance from my character, LARGE hit to Frame Rate and the main reason for this oddessy into OverClocking) SkyrimPrefs.ini ShadowDistance=12000 (Trees wave in the wind so far away from my character now that I have to zoom in with console FOV command to see the movement) fLightLODStartFade=75000 (because I like to see the lights of Dragon Reach in the dark from a long way away) fGrassStartFadeDistance=8000 fGrassMaxStartFadeDistance=12000.0000 (Nice not to have to watch grass fade in half way up the nearest hill) bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=60 bForceFullDetail=0 bEnableTreeAnimations=1 bEnableTrees=1 (TREES! Those damnable trees. My trees would NOT blow in the wind. These settings enable them. If a tree is going to animate I think it has to be a rendered tree. So at any given time I can have 60 trees in one state of animation or another around my character. Oh yeah. One more thing on trees. Tree animation depends on what it loaded into any given set of cells. Well even after getting the move at all they would always stop after time. That is because of this line in Skyrim.ini. uExterior Cell Buffer=36 But guess what. It's a buffer. Buffers fill up, and when they do stuff stops happening. So I tried this line after the ugridstoload line. bPreemptivelyUnloadCells=1 That made it better but the buffer still filled up eventually. So I went with uExterior Cell Buffer=0 bPreemptivelyUnloadCells=0 apparently to keep the trees moving that second line has to be there even if its set to off (0). My Frame right is a healthy 41 to 59 except in one or two small spots on the North Riften Road where I drop down to 26. I am pretty happy with that. Cheers, OLtos
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Hi, I was fooling around with the tree swaying animation. My problem was that it would work, for a while, but would choke out and stop. After several weeks of messing with settings I got my frame rate up high enough to get the tree branches moving, but that movement would stop after a while. I figured something was getting full and when full the animations would not play anymore. The culprit was the cell buffering code. Cell buffering is there to ease up on the "stuttering". I thought that maybe I had enough system that the stuttering cause by cells loading might not be that much of an issue anymore. So I set that to 0, essentially turned it off. I do see a very minor blink of a stutter from time to time, but that solved the issue with the tree animation. So since cell buffering is asking you system to do something extra, and you want to cut down on that, try setting Cell buffering to zero and see it if helps. Have Fun
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Hi, I spent a couple of weeks, real time, galloping along the East West Road out of Riften. It's a beautiful place but those trees simply would not sway correctly. Either they would not sway at all, or they would sway for a while then quit, and at times they would go into a stop action movement that was truly annoying. I installed FRAPS to check my frame rate. And true enough at a certain FPS, for me slightly above 26 FPS, those tree animations choke out. I believe the ini file calls them "LeafAnimation". So I messed with my settings trying to get my FPS up. Succeeded in doing so, but that did not solve the entire problem. I did get the trees to sway for a longer period of time, but after a few minutes they would always choke out and die. I began to suspect some kind of memory leak, but that was not right. So my guess was that something was filling up and when it got full things quit working. On a lark every time the trees stopped I ran "PCB" (PurgeCellBuffer) from the console. That would get them moving again, but never for long. So then, I tried this command in the Skyrim.ini file bPreemptivelyUnloadCells=1 to turn on a feature where skyrim would automatically "try" to purge the cell buffer. But,... this command works on an algorithm that only clears out stuff you are not using. It prolonged the amount of time my trees would sway, but after a while they would still choke out and die. Then I had an epiphany. It now appeared that the choke point was this "cell buffer". Well that has been around in the elder scrolls ini files since god drew up the spec for dirt, way back when you didn't have gigabytes worth of memory on your system and video card: back when a fast computer was a Pentium II. Maybe, I thought, I had enough system resources that I didn't need to buffer anything. So I went to the SKYRIM.INI file and set this command to 0 uExterior Cell Buffer=0 0 apparently turns off cell buffering entirely. It worked. My tress no longer stop animating unless my FPS drops below 28 FPS, which with a four year old video card happens from time to time. I have the following system. This is probably not the weakest system for which this solution will work. ------------------ System Information ------------------ Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120503-2030) Language: English (Regional Setting: English) System Manufacturer: Dell Inc. System Model: Studio XPS 7100 BIOS: Default System BIOS Processor: AMD Phenom II X6 1035T Processor (6 CPUs), ~2.6GHz Memory: 6144MB RAM Available OS Memory: 6144MB RAM Page File: 2738MB used, 9546MB available (Note: I keep all my virtual memory on a dedicated partition) --------------- Display Devices --------------- Card name: ATI Radeon HD 4800 Series Manufacturer: Advanced Micro Devices, Inc. Chip type: ATI display adapter (0x9442) DAC type: Internal DAC(400MHz) Display Memory: 3318 MB Dedicated Memory: 503 MB Shared Memory: 2815 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Acer E211H Monitor Model: Acer E211H Monitor Id: ACR0101
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It seems that the new patch has changed where it looks for "Skyrim.ini" and "SkyrimPrefs.ini". Those files in their old locations under Mydocuments/MyGames/Skyrim library folder are no longer in effect (it appears). To effect changes to these files you need to go to the data folder in your installation directory for Skyrim.ini and to the (now this will look odd) Skyrim\skyrim folder for your SkyrimPrefs.ini folder. Unless I am wrong on this, these are now the two files to alter. Changes to the old ones don't work anymore.