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TonyOQuinn

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    Skyrim
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    Skyrim

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  1. I agree with Algabar, after looking again more closely. This dev mode setting is in Skyrim.ini [Display] bShowMarkers=0 http://wiki.step-project.com/Guide:Skyrim_INI/Display#bShowMarkers
  2. Regarding the screenshot: Conflicting meshes and textures from different mods, or textures haven't been optimized for SSE so they're not showing up on screen (Win7 issue). Large number of mods with LOOT: After I played through once or twice, I quit using LOOT. I've found that LOOT only catches about half the load order issues when I have a large list of mods. And it doesn't help at all with loose file conflicts. This may be the issue: *Unmanaged: Open Cities Skyrim" I would remove that mod from SSE\Data and install it with MO, and place it low on the list.
  3. Explain... Well, I don't think I can explain it better than you did yourself. The GPU load drops when you see micro stutter, so it seems like the CPU is busy running scripts, or not running scripts but spewing errors, or decompressing files, or something, leaving the GPU with nothing to show on screen. Does that make sense? How does the CPU utilization look when that happens? My first intuition is the update caused some script problems. I would revert the update to the previous version and disable updates.
  4. It looks like some textures are missing. An Oldrim mod with textures that aren't compatible with DX11 looks like that. Is there a "Meshes" or "Textures" folder in your SSE\Data? If so I would rename or delete it. The vanilla game doesn't have those. Are you using a mod manager? If so, did you disable the mod folders as well as the plugins? As a last resort I would suspect your vanilla textures were corrupted when Steam downloaded them. In your SSE\Data folder, delete Skyrim - Textures*.bsa (9 files). Re-verify integrity in Steam Library.
  5. Obviously the new mods are suspect. They could have introduced new problems while fixing others. Also, could be several scripts have accumulated during your game play. I suspect some other process is causing lag, which has nothing to do with graphics, and is actually leaving the GPU with nothing to do.
  6. I recommend switching to Mod Organizer 2 if you're using more than a few mods. Here's a guide for MO.
  7. I crank the challenge level all the way up, and still would like a higher level of challenge from the vanilla game. Even at the highest challenge many mobs are squishy with paper-towel armor. Wrye won't fix this. But if you ever have technical problems with your game that Wrye could actually fix, you might follow gromulos's guide (link which is missing from his siggy ). I don't think it applies here.
  8. There's no teilling, so many variables. To get a new character up and ready for mods, I recommend disable all except these. When you get through the intro quest and exit Helgen cave; save, exit, and enable a batch of mods. As you enable each mod, you might read the mod's description page to see if you missed special instructions or patches.
  9. Your textures mod looks good to go. You're all set.
  10. It sounds like dns is failing to resolve files.nexus-cdn.com or Premium-files.nexus-cdn.com. You may be able to fix it by adding a static dns entry. <windows>\system32\drivers\etc\hosts 185.180.13.131 files.nexus-cdn.com premiumfiles.nexus-cdn.com If it's not a dns problem, I recommend switching to Mod Organizer 2. I've never had problems downloading mods with mo, even if I try to download Africa through a straw.
  11. In I recommend create a meta entry In LOOT for CRF, require Verdant to come first. If you use a mod manager like Mod Organizer, move Cutting Room Floor down below Verdant. If you don't use a mod manager, I would reinstall CRF. Ehm... i'm fairly new to LOOT and META entry things, how do i do this? cause i manualy changed their position in the other and that fixes it Glad you got it fixed. The next time you're in LOOT, see the far right side and there's an icon with three vertical dots beside each plugin. Click the dots for the plugin you want to edit, and select Edit Metadata. Meta data tabs pop up at the bottom. One tab is Load After, where you can add one or more filenames this plugin will be sorted after by LOOT from then on.
  12. Are you using a mod manager? I recommend Mod Organizer 2. I recommend using a guide to set up Skyrim for modding. I use STEP, which was written for Oldrim but I adapt it to SSE easily enough. I just avoid mods mentioned in the guide that haven't been ported to SSE. Which version of Skyrim? I guess you can't get into the game to see the version at the system menu, so in case you didn't know instead you can right click SkyrimSE.exe in the game folder, click properties and details. Are you using SKSE loader to launch the game? If so, I recommend launching the game from Steam Library once. Let the vanilla launcher initialize settings, then use a tool like BethINI to tune the settings, and from then on use SKSE loader. Is your SKSE the right version for Skyrim? If your Skyrim is 1.5.50, SKSE should be 2.0.8. If your SSE is 1.5.39 (like mine) then SKSE needs to be 2.0.7. Have you cleaned vanilla masters? There's a small chance that dirty masters could cause this if the mods you're using have conflicts.
  13. I recommend create a meta entry In LOOT for CRF, require Verdant to come first. If you use a mod manager like Mod Organizer, move Cutting Room Floor down below Verdant. If you don't use a mod manager, I would reinstall CRF.
  14. I suggest use one of the popular guides like STEP in my signature, to walk through setting up the game running smoothly and ready for mods. I can suggest a couple other things, but mind I'm only guessing. Only about 599 things have to work together for Skyrim to even run. But I think it's worth the trouble to get it working. Try launching the game once from Steam Library with only DLC and USSEP enabled. Click play and let the launcher initialize everything. Next run the launcher once in MO. Make sure vanilla SSE is running fine with only USSEP before adding any other mods. When the game is running fine, make a backup. Backup everything, steam, mo2, %UserProfile%, %ProgramData%. Then add only a few mods at a time. Read each mod description and doc.
  15. When FNIS is finished updating, are there any warnings or errors in the text field? If so, I think you can copy the whole text field and paste it here. If there are no FNIS warnings, post your mod list. Some folks here may wish to see your plugin load order, too, but I'm mainly interested in the order in which your mods were installed/virtualized. If you use Mod Organizer, see your current profile's modlist.txt. yes there are two warnings 1.>>Warning: Custom skeleton found. Select SKELETON patch.<< 2.>>Warning: Generator not run from a legal (Steam) Skyrim installation directory. If you use SKSE, this can be fixed by starting Skyrim once through Steam.<< these two warning is found 1. That one probably is causing the problem, and it's easy to fix. When you run FNIS, before you click update, check the box for Skeleton Arm fix in the bottom section. 2. I would fix the startup path in Mod Organizer, or the link used to launch FNIS. The path should be SSE or the data folder. For me, the startup path is "D:/apps/Steam/SteamApps/common/Skyrim Special Edition/Data," and I don't see this warning. If you use a mod manager, FNIS needs to be executed within the manager.
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