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mwpeck

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Everything posted by mwpeck

  1. As someone who never went too mod heavy (1080p modded Skyrim on it's default engine with only a GTX 770 didn't not have much for performance, upgraded to a 1070 but haven't modded Skyrim heavily yet), I have Skyrim w/ the STEP baseline mods installed and Skyrim SE installed. Taking screenshots between the two, the textures, character models, shadows and lighting are all better with Skryim + STEP than with Skyrim SE. However, I feel SE has more potential....I noticed a bunch of other shadows being cast in SE that were not present in Skyrim + STEP (shadows were more realistic looking in STEP but there were missing shadows when compared to SE). I feel textures and character models were a moot point as it's something that could relatively easily be ported to SE. Shadows and lighting are a bit different, it appears that modders may have more to work with in regards to the upgraded engine to make lighting and shadows that could look way better with less performance cost than what we have in the old engine. Best of all though, even compared to stock Skyrim, SE definitely feels smoother with fewer performance hitches (I didn't notice any, though I only tested it for a few minutes...even stock Skyrim in such a short time just felt less optimized). I think for PC players, if you had performance issues before with a lightly modded Skyrim than SE will already be equal or better than your previous experience. If you modded heavily before with no performance issues, you may want to wait until the primary mods you use are ported over and keep an eye out for new and better mods.
  2. 1) No specific reason, just haven't gotten around to cleaning them yet. 2) After posting the above, I backed-up the configs I was running and replaced them with ewi's configs which get rid of some of the absurdly high values and may be overall more stable for me (I think the ones I was running were someones modifications they had made to ewi's configs, as a lot was the same but with some potentially important differences). 3) I'm sure it's better off, I just hate how long it takes Skyrim to launch and load back into the game.....though with dual monitors there is a bug where when I maximize the game, I have to click back off onto my second monitor then back onto the full-screen game window to get the game back into focus. I also tend to minimize to check up on things (which I could probably do through the Steam web browser while in-game) or sometimes take care of something over my network (which only takes a minute or two). I'll give it a try with my recent changes, and do my best to minimize as little as possible and see how that goes, if it still doesn't work I'll revert my configs back to the basics and see if it helps. Thanks.
  3. I stated the bit about cleaning wrongly....what I meant is all of them that BOSS said had dirty edits and needed cleaning (with the exception of the two I listed), have been cleaned.....I did not go through and just randomly clean every single ESP. One specific case where I know I wrongly cleaned a file is Guard Dialog Overhaul, I cleaned it before the author added the bit about not cleaning the file despite BOSS flagging it dirty, and just never reinstalled it. 1) 2) They can be as common as 20 minutes after I start playing, to 2-3 hours after I start playing. It seems a lot of them happen when I am in the Skyrim exterior cell, but that could be coincidence (and maybe even a consequence) of it being a much larger worldspace than interior cells. As most of the crashes happen outside, they tend to happen when I am traveling either on foot or shortly after fast traveling.I have had a few crashes that happened shortly after fights, but I can't recall any specific times that it has happened during a fight....most recently it crashed right after I killed a dragon, but it has crashed shortly after killing random cultists or bandits, and other times where it has crashed and I haven't fought for quite awhile.3) I did make some tweaks, I used someones pre-configured INIs, modified for my system, I may change to EWIs INIs and see if they work better. Skyrim.ini skyrimprefs.ini
  4. Initially posted this in the Mod Troubleshooting forum, but that may not be the right place, so here goes: Long story short, I've had random CTDs for quite awhile with under 80 mods (I've read of people having 100+ and no issues). I am new to troubleshooting Skyrim issues (not new to modding, just fed up with the issues that can arise from it) so I don't know if this can easily be fixed or anything. Installed Mods IN INSTALLATION ORDER: Here's my ESP load order, ordered by BOSS (except for 'Hothtrooper44_Armor_Ecksstra.esp', as BOSS doesn't know the file so I decided to load it right after the other Immersive Armor 7 ESP): After finally figuring out how to enable Papyrus logging and inspecting my log after a crash (played for about 2 hours off and on, minimizing and maximizing the game a couple times over the play session), here is the result (or at least the actions that happened right before the CTD): From my experience/knowledge with modding, I know all the SkyRe scripts/formIDs/etc are prefixed with 'xxx'. What I do not know, is if this error is the cause for the crash, considering other similar errors (Unable to call <function> - no native object bound...) happen further up in the log without crashing the game. Is there any way I can further diagnose and/or fix the issue? Is there something I'm missing? I have not tried checking for conflicts with Wrye Bash, but from reading the mods I have, none of them should conflict each other.....all but two of the ESPs have been cleaned with TES5Edit, they are 'Extra Encounters - Dawnguard.esp' and 'Sneak Settings.esp'.
  5. Long story short, I've had random CTDs for quite awhile with under 80 mods (I've read of people having 100+ and no issues). I am new to troubleshooting Skyrim issues (not new to modding, just fed up with the issues that can arise from it) so I don't know if this can easily be fixed or anything. After finally figuring out how to enable Papyrus logging and inspecting my log after a crash (played for about 2 hours off and on, minimizing and maximizing the game a couple times over the play session), here is the result (or at least the actions that happened right before the CTD): From my experience/knowledge with modding, I know all the SkyRe scripts/formIDs/etc are prefixed with 'xxx'. What I do not know, is if this error is the cause for the crash, considering other similar errors (Unable to call <function> - no native object bound...) happen further up in the log without crashing the game. Is there any way I can further diagnose and/or fix the issue? I've been thinking of doing a playthrough without SkyRe (using other mods that change perk trees and what not) but have not yet done so, would that be my only hope to fix this CTD? Or is there something I'm missing?
  6. If you use software to manage your mods you may be able to use that software to pull a list of your installed mods (I know Mod Organizer can do this, not sure about NMM). Another way that can get most of what you have installed is to open up plugins.txt located in "C:\Users\<username>\AppData\Local\Skyrim" (on Windows 7/8) and it will have a list of all the ESMs/ESPs you have enabled (in their load order too), but this excludes any mods that do not need an ESP/ESM (such as texture mods and what not).
  7. In short, my game seems to crash to desktop every 30-45 minutes (sometimes it happens in 5-10 minutes, but not too often). It seems to happen at very random times, it can happen while loading, it can happen just after leaving a cell through a load screen, it can happen when a dragon attacks, it can happen when I loot something, etc. It is an instant crash, no dialog or anything, game just goes from whatever I was doing then instantly to the desktop. I also have a few slight performance issues. Occasionally the game will stutter when turning around (I don't mind this too much, pretty sure everyone gets it from time to time to some extent...but if this can be improved than even better), sometimes after going through a load screen my game will lag like crazy at like 1 FPS or some crap, alt-tabbing out then back in fixes it (oddly enough, the menus don't lag at all, only when the games renderer is redrawing or w/e). On top of that, the one that annoys me possibly the most (given the amount of crashes and how many load screens Skyrim has), load times are fairly slow. Not as bad as some other people have it, but on average I would say my load times are probably around 20-30 seconds per load screen. My system is as follows: i7-970 3.2Ghz 24GB DDR3 RAM EVGA GTX 580 I play at 1920x1200 and run the RealVision Nova - Performance ENB (I was running a Project ENB - Fantasy preset but got tired of the bloom and felt Project ENB had a higher performance cost than RealVision). My configs are as follows (basically ewi's V21 ugrids 7 config with changes made for my system) - skyrim.ini skyrimprefs.ini Here's a list of mods I have installed in installation order: Here's my load order (managed by BOSS): Any help is greatly appreciated.....I mostly want to fix the crashing and potentially improve performance where possible. Maybe it's because I added uGrids 7 that's causing all the crashes? I haven't tested without it but I didn't think it would be that bad.
  8. It's more due to what the effect does than me hurting my follower. To be more specific I use SkyRe, and playing an unarmed character I have the Monkey's Trickery style perk (basically it lets you steal a shield from an enemy if they have one, followed by a weapon, but only once for each item type per respawn). It's only a 25% chance to happen, but the problem is I would occasionally hit my follower instead of the enemy, and strip them of their weapon. It's more or less a bug that needs fixing in SkyRe, so I decided to take it upon myself to fix it. That being said, GetPlayerTeammate seems to work as you might expect it to, after intentionally smacking my follower to the point of defeating her 3-4 times I did not steal her weapons at all. Thanks, granted my method appears to work fine, that sounds like it would be a better method to use.
  9. I want to modify a magic effect to not affect followers of the player (and them only), because I sometimes accidentally hit them in combat (we are both melee based). Looking through the condition functions right now...hopefully I'll find it, but does anyone know off the top of their head the proper function to check for this? EDIT: Think I found it, GetPlayerTeammate? There's no page on the wiki about it, but it sounds right and the SetPlayerTeammate sounds like something that would be run on an NPC to turn them into a follower. Sound about right?
  10. Anyone have any ideas or things to check that might help?
  11. So here's the story....I added a bridge across a small stream in an external cell, then navmeshed over the bridge and cleaned it up so the navmesh went under the bridge but not through the bridge. I finalize the navmesh and load the esp in-game, everything works perfectly, I drag my follower across the bridge both ways on both sides of the bridge to ensure she can get across and she has no issues. I go back into the creation kit, tweak the navmesh in some adjacent cells that come nowhere close to the earlier area, and decide to do some balance optimization, cover generation, error checks and finalize once I make sure everything still looks okay. Back in game I go, and now all of a sudden my follow refuses to cross the bridge. She gets to the first small area of the bridge, then attempts to run off the side onto the adjacent ground, only to be blocked by the wall of the bridge. I run all the way across the bridge and she runs off the bridge, around it, through the water and up to me. She does this both directions on both sides of the bridge. I tried placing her at my character in the middle of the bridge, then continuing to either side of the bridge and she runs off the bridge in the opposite direction, through the water, over to me. I have since deleted the entire navmesh over the bridge, in the water next to the bridge, and a bit around the edges of bridge and re-created it from scratch, finalized it (without all the other steps) and she still does not cross the bridge. Any ideas what I'm doing wrong? Short of starting over with a new ESP and not running any error checks or cover generation I can't think of any way to fix it or even find out really why the game is behaving this way.
  12. The issue is on female characters with glass armor, the first-person glass cuirass has a large piece right in the middle that sticks up in your vision when you look down, and every time you land from jumping (it actually clips through the camera when you land from jumping). There is already a mod that works around the issue by changing the first person model for glass armor to that of hide armor. I would love to see a proper fix so I can still admire the look of glass armor between the upper arm and the glass gauntlets, and have attempted to get the tools to do this but I was unable to get them all to install properly (couldn't get the scripts to load into Blender). But as I have virtually no experience modelling or working with Blender and the .nif format, there's a chance I wouldn't even be able to do it if I could get it working. Anybody willing to edit the first-person female glass armor cuirass to fix this issue? I wouldn't suspect it would be difficult or take much time for someone who knows what their doing.
  13. In short, I have discovered that the GetWorldspace() function does NOT return the worldspace the object is in, but instead the cell it is in....how did I come to this conclusion? In short, trying to troubleshoot a Recall ability in EnaiSiaion's Aurora Doomstone mod. His recall script uses a simple if check statement that compares this: TargetBeacon.GetWorldspace() == akTarget.GetWorldspace() TargetBeacon being a marker placed by the Steed Stone active effect and akTarget being of course the player. Basically my testing went like this: 1. Step to edge of Riften cell, and use the Steed Stone active effect (which in the above mod sets a recall location). 2. Walk to opposite side of cell and use the Recall Ability (works properly and takes you back to the previously set location). 3. Repeat step 1, now walk outside of Riften cell and use the Recall Ability (does NOT work properly, the if statement fails and it says I am too far from the recall marker, even if I am standing right next to it, much closer than I was in step 2) 4. Repeat step 1, walk outside of the Riften cell then back into the Riften cell and use the Recall Ability (works properly and takes you back to the recall location). Is there any way to properly fix this? I know I should probably wait for the author to fix it (if possible), but I like getting my hands dirty and digging into the guts of things but I simply do not know enough about Papyrus scripting and its functions to easily fix it myself. I would like to keep his original functionality in that you have to be in the same worldspace, as it makes perfect sense to check that (and I don't know if it would break anything if you didn't lock it down to the same worldspace), but GetWorldspace most definitely does not return the actual worldspace, but the cell you are in, otherwise running from 1 cell to its adjacent cell would not affect the workings of the script. Thoughts on this? Thanks. EDIT: Every time I say "Riften cell", I am specifically talking about the exterior cell, the one that has the stable and what not, not the interior Riften cell that contains all the Riften NPCs.
  14. What is the best way to manage this? Obviously the easiest would be version control with locking the file, that way it cannot be modified while one person is working on it. But without access to a server, what is the best/easiest way to manage multiple people working on a single .esp file? Are there any easy ways to merge .esp files (such as people working on their own .esp, then merging changes into a single .esp)? EDIT: Actually, I found two pretty decent methods (FO3Edit and FO3Plugin)....did a search earlier and didn't find anything but another search brought up some decent results.
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