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Lord Garon

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Everything posted by Lord Garon

  1. Random stuff - Skyrim checks all esp's and esm's in your Data folder when loading. You could try removing all inactive plugins. It also reads all savegame files in your Saves folder when you click LOAD; might try deleting some old savegames if you have a lot. I had a disk error once which caused Windows to retry file loading many, many times and caused some load delays. Might run chkdsk, just to be sure. I also had an anti-virus once which scanned EVERY file extracted from a bsa(!). Make sure your A/V isn't over-protecting you. Speaking of savegames, how big are your current saves? Very large savegames will take a while to load.
  2. I still do this; using symlinks and/or re-named folders so the registry entries are always "valid". Yeah, I know MO has profiles, but I had this setup for games long before MO came out and it works and I am used to it. The core game \Skyrim (except for cleaned plugins) is vanilla and a Common File System is used for all the differently modded "setups". I guess you can get "used" to MO, but my setups let mod utilities (bash, xEdit) work normally without any "executable setup" or "overwrite" issues. Each setup is totally independent and that just seems cleaner to me. There's some pitfalls, ie, different programs read files differently and you need different type symlinks in places, and keeping several hundred mods across five setups all updated is a real pain, but, all-in-all, its much more complicated, confusing, and inefficient than using MO profiles. :wink: EDIT: I have to add that testing mods during a playthrough (the primary use of my setups) is also very easy with a cloned setup of the current game; you have to be pretty stupid to mess up both game setups. However, it CAN be done. :wallbash:
  3. Well, we don't know how he/she did it. Many people try to copy installations because D/L from Steam is slow on their ISP, etc. I've just seen it more than once, so I ask.
  4. Not much info, click on the How To Ask For Help link in my sig. How did you get Skyrim from the Win7 to the Win8 computer? Just copying files probably won't work; installing from Steam creates needed Registry entries. I don't think Win7-->Win8 breaks Skyrim, many people here run Win8/8.1.
  5. Yeah, my mistake. Sorry about that. Clicked on a wrong link. Good luck, in any case.
  6. You're probably better off asking this in the FNV forums. Flash is a version of Bash modified for the Fallout games. I'm not sure how the changes affect Skyrim patching/merging. In general, Bash plugin patching and merging is hard-coded and/or controlled by Bash Tags provided by mod authors. In Skyim, at least, the "intent" of the Bashed Patch and merged plugins is pretty well supported by the default settings. Do you have a question about specific patch or merge options? EDIT: Ummm, minor mistake; I'm in the wrong forums. Sorry for the spam.
  7. Completed Skyrim several times, vanilla and modded. The way I do it is mostly in my sig. The STEP website has good advice on modding Skyrim. It can be a challenge to get a lot of mods working together, but a vanilla game + DLC + Unofficial Patches + SSME should be relatively trouble-free and run on modest hardware. If you have problems, come here, or go to STEP, and ask; a lot of people are willing to help and, admittedly, some issues with Skyrim are not obvious.
  8. Okay, lets clarify something then. It has become popular to refer to an enbseries+ENB preset install as "ENBoost". Technically, that is incorrect; there is a specific enbseries mod called ENBoost which was specifically made by Boris back in 2013 to implement the memory support routines he coded into his enbseries, without any graphics processing support. The mod consists of a single enblocal.ini file tailored for specific video cards which overrides a normal enbseries install enblocal.ini file. For an actual ENBoost mod install, the enblocal.ini has UsePatchSpeedhackWithoutGraphics=true, which disables graphics processing. In this case (actual ENBoost mod installed), you will NOT receive the error: "bFloatPointRenderTarget=1 is not set in SkyrimPrefs.ini or you have multiple copies of the file" If you are just running an enbseries install in ENBoost mode (No ENB preset installed and UsePatchSpeedhackWithoutGraphics=true in your enblocal.ini file), you will NOT receive the "bFloatPointRenderTarget=1 is not set..." error. If you are referring to an enbseries plus an ENB preset install as "ENBoost", then your problem is valid. Note that the enblocal.ini file is common to all three of the above scenarios (Actual enbseries+ENBoost install, an enbseries only with enblocal.ini set to ENBoost mode, or a full enbseries+ENB preset install) and often gets overwritten when installing new enbseries or ENB presets. After saying all that, I originally assumed that you have an enbseries + ENB preset (Like RealVision) and it is not working because of the bFloatPointRenderTarget=1 issue. So, I need to ask; Are you trying to get a full enbseries+ENB preset for graphics working, or do you want an actual ENBoost/ENBoost mode (without graphics processing)? EDIT: If you just want ENBoost (no graphics processing), go to your Steam\SteamApps\common\Skyrim directory. Find the enblocal.ini file and open it in Notepad (or whatever). The following are default (AMD) entries from ENBoost 5.0. The main entries to check are under [GLOBAL], [PERFORMANCE], [MULTIHEAD], [MEMORY], and [FIX].
  9. Try a Verify Game Cache from Steam. It won't mess with your mods, but it WILL restore (D/L) any game files you cleaned with TES5Edit. A "1 file unverified" error is actually normal, more than 1 indicates Steam found a problem and will D/L replacement files.
  10. I assume you mean "symbolic" link. My entire set of six Skyrim game setups has evolved into a spider web of hard and soft symlinks which change game folders and file locations, as well as third party utility data directories and files, whenever I switch game setups. NMM works fine for me. You're probably better off asking in the Nexus Mod Manager forums, where your "experts" more commonly reside. I think NMM has some error logs which might help, but I've never had occasion to look at them.
  11. CTD: Without a BOSS/LOOT mod list, I can't tell if you have the following or not. Skyrim has a memory allocation "bug" which causes random CTDs. One or the other of the following will fix that bug (but may not fix your specific CTD): SSME - Follow the install directions on the Nexus mod page. DON'T install like a regular mod. SKSE 1.7 - Get the Installer version for easy install (again, its not a regular mod). You HAVE to set the ini file to get the memory patch to work. Watch the video link on the SKSE page, or follow camaro's advice here on the skse.ini entries. Note that SKSE changes how you launch Skyrim (via skse_loader.exe). SSME is drag and drop.
  12. This guide has a lot of the ini entries.
  13. If you use Mod Organizer(MO), it keeps its own copy of SkyrimPrefs.ini and that file should be modified via the MO ini editor. If not, make sure the ini file you are modifying is [YourUserName]\My Documents\My Games\Skyrim\SkyrimPrefs.ini. If the above two are okay, open your ini file in Notepad (or whatever) and Search for that entry; there may be more than one and the entry later in the file will take precedence. If all else fails, check for ini files in your Skyrim\Data directory. There may be a [someModName].ini file which sets the entry and overrides the default setting.
  14. Sorry for the delay... Never messed with see-thru "sights" on a weapon and there may be NiAlphaProperty issues , but the plain purple display is a missing texture. In NifSkope, expand your tri-shape nodes and look for the BSLightingShaderProperty-->BSShaderTextureSet node(s) for the tri-shape in question. Select one and in the Block Details pane, make sure all the listed textures actually exist in the (Skyrim\Data\)Textures directory tree, or that you didn't forget to re-install a bsa file containing those textures. If not a bsa issue, just copy the missing textures from the bow pack to the place(s) listed in the BSShaderTextureSet path(s).
  15. Go to the Animations mod page and scroll down to Troubleshooting. The mod author has a couple recommendations that might help.
  16. Don't quite understand. How did you create your mesh? How does it look in Nifskope? Did you set the texture path there? A little more info on HOW you built your bow would probably get more responses.
  17. Well, interesting post, but "immersion" and "role play" are not objective definitions with defined prerequisites. They are a subjective experience of the player. Some players (me) like and expect the unknown. Exploring is just that; finding out what lies below with only the barest of expectations, or none at all. I'm not sure I agree with what I can only call "hand holding" of players in an open-world game. Personally, I like surprises, good or bad. EDIT: (RL interruption) Journal entries aren't my favorite, either. I'd much rather be "led" to content via clues and dialogue. But a "distressing" aspect of Skyrim, for me, is the leveled world. That's not consistent with my experience of reality, which is part of the basis of my concept of "immersion". As an adolescent, I stumbled into a small recess amongst the large boulders in the foothills outside of Albuquerque, NM. It was a den of rattlesnakes and they were not happy with me being there. I banged myself up good on the rocks backing out as fast as I could (I wasn't as close to the snakes as the terrifying sound made it seem at the time). I wasn't "prepared", so I beat feet. Same thing in a game. That rattlesnake incident prompted me to learn about rattlesnakes before I kept exploring the foothills. An uber-ultra-mega-Deathlord at the entrance of a mine shaft prompts pretty much the same reaction in a game. Knowing I need to "prepare" for something is a "hook" for me and part of role playing. I don't want to be held back so that when I find that mine shaft and the UUMDeathlord its just a "meh" experience. I want to be scared, run away, work towards a goal instilled by that encounter, and return. Maybe, several times. Just my opinion.
  18. There are utility programs, like LOOT, which will sort your load order automatically. Some modding practices depend upon which mod manager, etc, you are using. I would recommend some videos by Gopher to get you started off modding Skyrim. Most mod authors will list major compatibility issues on their Nexus mod page Description; make sure you read those before installing mods. But, watch the videos first. Gopher gives good advice.
  19. With no info, its hard to guess what your problem might be (see the How To Ask For Help link in my sig). Shot in the dark: sounds like a faction issue. Alternate Start, OBIS, etc., mess with factions. Make sure you have the latest versions and patches of any mod impacting global faction changes. If the mods have an MCM option, see if you can Stop-Restart them.
  20. With Sneak Tools and Face Masks, make sure you don't have a sneaky face mask, cowl, or Dragon Priest Mask on while trying to talk to someone; they won't know you are there.
  21. Sorry, RL keeping me busy lately... Okay... I understand that a save game or new game still has the framerate issue, but there are no "dumping stack" entries in the Papyrus log. Correct? Let's hit it with a bigger stick. We want to try disabling all mods again (DLC and UOP's are okay), then go into your Skyrim\Data folder and rename the Scripts directory to something else. (Right-click-->>Rename-->Scripts.bak (or whatever). Important: fire up Skyrim from Steam or by double-clicking on the Skyrim\SkyrimLauncher.exe file. We need to fire up Skyrim with no mods, no Scripts folder, and no SKSE. Try a coc riverwood at the Main Load Screen and check for the FPS issue. I can't imagine that it would be present at this point. If I haven't lost track of everything you've done so far, it looks like a bad script, probably a modified vanilla script. If a mod installed a bad or incompatible script with the same name as a vanilla script into the Scripts directory, the game will use it, no matter what. If we rename the Scripts directory, a vanilla game should fire up normally using the scripts in vanilla bsa files (There is no Scripts directory in a vanilla install). If the framerate issue is gone, you will need to UNINSTALL mods to find the suspect one. Uninstalling will actually remove files, simply disabling mods doesn't. Don't forget to rename your Scripts folder back after testing and BEFORE uninstalling!! I would also uninstall the oldest mods first while checking for this. Its pretty much standard modding practice now to NOT modify a vanilla script, not so much a couple years ago. If/when you find the suspect mod, check out that mod's Nexus page and see if there is a way to safely uninstall it. If there is, make sure its installed and enabled, load up your save game normally, do the safe uninstall procedure, then uninstall the mod. If a safe uninstall exists, you should be able to keep playing on your "fixed" save game.
  22. Yeah, the UOP guys/girls and a few some dedicated programmers are all we have left regarding bug fixes. Bethesda will not be releasing any more Skyrim updates. The last official patch was, literally, the last official patch. Support your local UOP Team!
  23. @chevyowner - I've never seen a generated Skyrim.ini with 800 millisecond loop times. The numbers on the CK Papyrus Ini Settings Wiki are, in fact, default. 800 ms entries won't necessarily "hurt" things, as Papyrus will usually just stop when its finished doing its thing. I'm not sure how a script error might impact the system, though, if it is allowed 800ms per loop and actually uses a large chunk of that time. An entire frame at 60 FPS is less than 17 ms and the game engine has a lot more to do than just dispatch running scripts. But, usually, Papyrus doesn't even need the whole default 1.2 ms time period to complete its per frame processing. I think the OP might have a script intensive mod load. His [Papyrus] block makes larger than default stack allocations, but allows twice as much memory for them. If a much larger stack memory space doesn't help (assuming everything is normal), I would guess a mod script issue is at fault. @garbonshio - It could be a mod, or mods. Simply disabling mods for testing script issues won't always work as expected since the game engine embeds running scripts in the save game itself. You would need to test on a new game. If you disable a mod, the save game still has access to scripts from that mod since they are embedded in the save game itself. That's the reason I asked you to test with a new game (coc riverwood) previously. Your current mod load seems to cause a stack dump immediately on a new game so that stack dump can be used as a test in finding the suspect mod. The idea is to find which mod might be causing the issue, check its mod page and ensure you've installed it correctly and that its compatible with your other mods, fix any issues, then, possibly, re-install it. You could, for instance, disable half your mods, fire up a "coc riverwood" game, quit, and see if there are "dumping stack" entries in the Papyrus log. If there are, the problem is in the still active mods and you can disable half of them and test again. If the error is not present, one of the mods you disabled is the culprit. Enable half of them and keep going. Its a P.I.T.A. to test an entire mod load. The way to avoid this is to install and test mods one-at-a-time. Another P.I.T.A., but slightly less painful than the first.
  24. Both games are exhibiting stack dumps. Usually, I see that caused by "bad" [PAPYRUS] block edits in Skyrim.ini. Your ini is not default, but doesn't look as bad as some I've seen. These changes are just "back to default" and I would recommend them first. In Skyrim.ini: --------- [Papyrus] fUpdateBudgetMS=1.2 ; yes, 1.2 800 is way excessive. Put it at 2.0 if you must fExtraTaskletBudgetMS=1.2 ; make same as previous entry --------- A stack dump happens when the script engine runs out of stack frame memory. I suspect a mod, either wrongly installed or broken, is causing the issue, but a stack dump contains all running frames. IF its JUST a huge number of scripts running normally, you can change a Skyrim.ini value that I usually tell posters to NEVER touch: ---------- [Papyrus] iMaxAllocatedMemoryBytes=153600 ; try doubling this, or more. I wouldn't exceed 1228800 or so ----------- Crank up Skyrim, do the coc riverwood thing, stumble around a little, quit. See if the stack dump messages in the Papyrus log goes away. If they do, I don't think the above max value is harmful, but there may be something still amiss. If they don't go away, you may have to start disabling mods and testing to see which one(s) are causing the issue. EDIT: RE - 99% That's "good". You want your hardware utilized as efficiently as possible. Fully utilized hardware is what you want.
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