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Everything posted by Vrakyas
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The "WATER" mod has fixed it: http://www.nexusmods.com/skyrimspecialedition/mods/2616/?tab=12&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrimspecialedition%2Fajax%2Fmodchangelog%2F%3Fid%3D2616%26v%3D&pUp=1 (see changes for 5.12) If you're using a water mod, put it at the bottom of your load order.
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I'd love to see a mod that enhances the carriage system. It should include the following features: * carriages in smaller towns and villages like Dawnstar, Falkreath, Ivarstead, Rorikstead, Shors Stone, Kynesgrove, Riverwood, ... * travel options to these smaller towns from every other town/village/city * include travel to/travel from hearthfire homes * nice to have feature: prices depend on the distance where you want to travel to * nice to have feature: travel even if you are overburdend (maybe for a higher price) There are 2 mods, that I use already, but they don't cover all towns and features: * Hearthfire Carriage Destinations: http://www.nexusmods.com/skyrimspecialedition/mods/2647/? * Expanded Carriage Service: http://www.nexusmods.com/skyrimspecialedition/mods/2241/? As a reference: There was a mod for old Skyrim (Skyrim Carriages: http://www.nexusmods.com/skyrim/mods/56705/?) which had nearly all the features.
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At least the flickering roofs (Z-fighting) where caused by an old version of the Unofficial Patch. So try upgrading to the newest version, if you use it.
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I already placed WATER.esp at the bottom of my load order - this fixed the seems on the water, but not at the shores. I think I have to wait until ENB supports a water shader for SE, like ENB did in previous versions for Oldrim. There was a [WATER]- and [uNDERWATER]-section in enbseries.ini and also lines for EnableWater and EnableUnderwater.
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You get this stutter because of your low VRAM (2 GB). The textures that have to be loaded, consume more VRAM than your graphics card has. So yes upgrading to a graphics card with more VRAM will possibly help. But if you have installed a bunch of HD textures (or even 4K textures), then you should rather upgrade to a graphics card with at least 6 GB VRAM.
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I use the latest version of SMIM (2.04). But I don't think it's related to SMIM, because SMIM affects statics and not landscape or water. I already switched to WATER instead of Realistic Water Two - but same problem here. Here another (better) screenshot of the issue (There should be no visible seams):
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I've found some screenshots of how it should look like:
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I've recognized seams between the water and the shores, like seen in the picture attached. (This picture is taken from http://www.nexusmods.com/skyrimspecialedition/mods/3820/?, but I have this seams everywhere.) I've installed "Realistic Water Two" and the 4K textures by Pfuscher aka Zerwas. And I've maxed out all graphics settings in the launcher and ingame. I remember having smooth transitions in Skyrim Classic. How can I avoid or fix them? Do I need other water textures? Do I have to tweak some settings in Nvidia Control Panel? Or can it be fixed with ENB? (I don't use ENB or any other postprocessing shader for now.)
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Some of the errors above come from morrowind.esm, tribunal.esm and bloodmoon.esm itself. There are missing meshes in the base installation of Morrowind.
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I don't have any big issues while playing. Sometimes I get CTD, while loading screens or low fps until I restart the game. But I think it's related to MGE XE with its HD resolution and dynamic lighting, because I don't have any errors/warnings in warnings.txt or programflow.txt But it's the CTD that bothers me - sometimes I forget to save my game and than some minutes of playtime are wasted. I think you're right, I should leave it be - and just learn to save my game more often.
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Or you can wait until Skywind is finished, then you'll have the Skyrim quest system with quest markers for Morrowind.
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The last 2 days I spent my time with extreme debugging and testing my Morrowind installation. I ran the console command "testcells" and checked the warnings.txt and fixed missing textures and meshes. I also ran the "tes3cmd.exe fixit" to clean my mods. I also used mlox for my load order. Now my warnings.txt is "nearly clean", when I run the "testcells" console command again. Only a few warnings (or errors?) remain: I know that I can ignore all these minor warnings like "Object reference xy missing in master file" and "Not able to find xy body part in..." and "Texture xy count #". But are these warnings quoted above somehow critical? Can I fix it? Should I fix it? Is there any possibility to increase logging level for Morrowind, MWSE or MGE XE? I've beaten Dagoth Ur, now I want to beat Morrowind on the technical side :-)
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Low FPS in towns when using MGE XE
Vrakyas replied to Vrakyas's topic in Morrowind's Troubleshooting
I tried to reduce ingame view distance and AI distance, but it didn't help - and I personally don't like the npc stuttering with low AI distance. But I finally managed to improve performance by following Hrnchamd's tips described here: http://forums.bethsoft.com/topic/1586344-shelter-from-magnus-blaze-19-mge-xe/page-2?do=findComment&comment=25019786 (turn off high detail actor shadows, setting "SSAO fast" instead of "SSAO HQ", reducing cell draw distance to 9 and mipmap LOD to 0). I also turned off 8xAA and switched to a FXAA shader (http://forums.bethsoft.com/topic/1462188-mge-xe-shaders-library-and-development/page-4?do=findComment&comment=23601028). Balmora silt strider ist still a mess in performance, but many other places got an improvement. -
Low FPS in towns when using MGE XE
Vrakyas replied to Vrakyas's topic in Morrowind's Troubleshooting
So I did some more testing: I reduced or disabled nearly everything: *all reflections disabled *distant statics far: 300 *distant statics very far: 400 *above water fog end: 5 *world detail resolution: 512 *world mesh detail: Medium *minimum static size: 300 *distant texture reduction: 1/2 *detailed land: include misc objects: disabled ...and I only could increase fps from 18 to 23 at the same spot (Balmora silt strider). So the different settings for distant land doesn't affect performance that much. But I'm still looking for some advise for increasing performance. Is there any possibility for multi-cpu support? MCP? MGE XE? External tools? Because I can see, that there 2 cores utilized at about 80-100% (I assume one core by Morrowind and one core by MGE XE?) -
Low FPS in towns when using MGE XE
Vrakyas replied to Vrakyas's topic in Morrowind's Troubleshooting
Update: I figured out, what causes the fps-hit: 1) lighting: When I toggle off the dynamic lighting, I have a significant increase in fps (~18 to ~26 fps). I only use the "new dynamic lighting", not the PBR-lighting. (I also use "True lights and darkness" mod) 2) shaders: When I toggle off the shaders, I get a slightly increase in fps (~18 to ~22 fps) (my shaders: SSAO HQ, Underwater Interior Effects, Unterwater Effects, Sunshafts, Eye Adaption (HDR)) Everything else like reducing details in distand land generator doesn't increase fps. my load order (from mlox): -
I use plenty of hires textures and detailed meshes for Morrowind (GOTY from Steam). I also configured MGE XE (v0.10) detailed terrain (with all settings maxed out; see attachments for detailed settings), I'm using Morrowind Code Patch v2.3 and I optimized morrowind.exe with ExeOptimizer. Ingame view and AI distance is maxed out. Out of town I usually run around with 30-40 fps, sometimes up to 60 fps. In dungeons mostly 50-60 fps. Everything feels smooth. But in some places like towns (especially at Balmora silt strider looking northward) my fps drop down to 13-18 and stay that low until I move away. I don't use any town extension mods. My system: *Windows 7 SP1 x64 *Intel Core i7 4770K @ 4,2 GHz *Nvidia Geforce GTX Titan Black (GPU usage is at 40%) *32 GB RAM *Asus Maximus Hero VI Mainboard *Windows on SSD; Games on another SSD I think it's because of the very high settings in MGE XE, that I used. Is there any possibility to increase fps in towns without decreasing visuals too much? Which settings in MGE XE have the greatest impact on performance? I already deactivated or lowered settings, where the tooltip says "heavy impact on fps" - but that didn't help.
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Releasing a modified version of another mod
Vrakyas replied to Vrakyas's topic in Morrowind's Construction Set and Modders
It's for Arukinns Better Banner Signs and Signposts. I made some other textures for the german version of his mod. So yes, the original mod will be needed. But I just saw, that the site/description was updated 15-Jan-2016 - so I think he isn't really inactive. And I don't really have any great texturing skills - just some basics in using different effects in GIMP :tongue: -
I made a modification of a Morrowind mod for myself some days ago (just a texture replacer, no feature changes). I thought I could publish it here on Nexus. And because I will only replace some textures, the original mod will still be needed. So I wrote a PM to the author of the original mod to have his permission. He didn't answer until now. I think he'll be inactive on Nexus. So what can I do now? Can I upload the new textures and credit him as the original author? Or should I wait until he responses to my PM - but perhaps he'll never do.
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Yes my settings in enblocal.ini are set correctly, but with slightly other values: [PERFORMANCE] SpeedHack=true EnableOcclusionCulling=true [MEMORY] ExpandSystemMemoryX64=true ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=1024 VideoMemorySizeMb=6000 EnableCompression=false AutodetectVideoMemorySize=falseThe high number for ReservedMemorySizeMb is based on STEP-Project: I searched the forums and found this similar topic: http://forums.nexusmods.com/index.php?/topic/1965654-skyrim-stuttering-2014/And there I found some tweaks for SkyrimPrefs.ini: [General] bUseThreadedParticleSystem=1 bUseThreadedBlood=1 bUseThreadedMorpher=1 bUseThreadedTempEffects=1 bUseThreadedTextures=1 bUseThreadedMeshes=1 bUseThreadedLOD=1 bUseThreadedAI=1 bUseThreadedMorpher=1 [NavMesh] bUseThreadedMeshes=1 [Trees] bUseMultiThreadedTrees=1 [BackgroundLoad] bBackgroundLoadLipFiles=1 bLoadBackgroundFaceGen=1 bUseMultiThreadedFaceGen=1 bBackgroundCellLoads=1 bLoadHelmetsInBackground=1 With this settings I was able to reduce this stuttering. It's still there, but it's occuring much less.
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I have installed a lot 4K and 2K textures, hires meshes, overhauls and ENB - about 12 GB of textures. When I enter a new area (mostly when I leave an interior) I have heavy stutter when I turn around the 1st time. I assume it's because all textures have to be loaded into the VRAM, because I can see VRAM usage rising in GPU-Z and there is high I/O on SSD. When I turn around a 2nd time, it's smooth. After that everything works perfect, until I enter another area (e.g. fast travel). My rig should be able to handle that amount of textures: *Intel i7-4770K @ 4.2GHz *Nvidia GTX Titan Black 6 GB *32 GB RAM *Windows 7 64bit on SSD *Skyrim on 2nd SSD After the loading screen finished, my VRAM usage is at about 2-3 GB, after turning around it's at 5.5 GB. So about 3 GB have to be loaded after the loading screen finished. Is there any way to fix that stuttering? e.g. letting Skyrim load all textures while in loading screen instead of loading them on demand? But important: While playing I have no stuttering. I can play smooth at 30-60 fps (depending on environment).