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asmox

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Everything posted by asmox

  1. According to the description on the Dynavision mod page, you can use it alongside ENB's so long as you disable the ENB's DoF. Nobody can tell you what kind of performance impact this will have on your particular system. It would take you approximately 5 minutes to find out though - just install Dynavision, disable RealVision's DoF, and see what happens.
  2. Yeah I configured the XPMSE styles and whatnot via MCM. This problem has actually gone away on its own. I didn't do anything specific to fix it - just seems like over the course of playing the game and equipping various types of weapons, the draw/sheathe animations have settled in and are playing correctly. Skyrim sorcery™
  3. This is common as not all environment texture packs provide the same textures - for instance, I use Skyrim HD alongside Tamriel Reloaded, Noble Skyrim, Vivid Landscapes, and a few other mods as they don't all provide the same assets. Layering them means more coverage and doesn't cause any issues so long as you're smart about parallax. Including the vanilla HD textures provides even more coverage for anything that your custom HD textures might have overlooked.
  4. What exactly are you adding to your AV exception list? Just d3d9.dll? If so, you may want to try adding all of the SKSE binaries and libraries as well.
  5. Are you sure you're using the latest versions of both OSA and the 0Sex plugin? Looks like you're missing some stuff there. Make sure you have XPMSE installed as well. I'd probably suggest asking over in LL's official OSA thread - they have installation guides and advanced users who regularly answer questions.
  6. This is not a very good approach IMO. I'm sure it's possible to run many mods without strictly following the author's instructions if everything just happens to fall into place for you. However, that's basically the equivalent of gambling and I would never recommend using somebody else's experience of installing a mod incorrectly as justification for installing your mod incorrectly - your game may work fine or it may crash and burn. The first step to troubleshooting any mod is ensuring that you've installed it per the author's instructions - adapting anything that is clearly and undeniably out of date (such as BOSS vs LOOT). This is especially true for complex mods like CWO. Also, since you stated that you've no idea what the unofficial patches are, I wouldn't be surprised if that's causing issues for you. Pick this up - http://www.nexusmods.com/skyrim/mods/71214. It fixes an innumerable number of game bugs.
  7. Might be a physics issue since it happens with all mods and plugins removed. Make sure your framerate isn't going too far past 60 - use a frame limiter or vsync (preferably through your GPU). If that's not your problem, then maybe it's excessive script lag... though not sure why you'd have that with no mods or plugins running unless you've massively screwed with the Papyrus settings in your ini's.
  8. Damn, all 205 mods... This is gonna suck You don't have to do this one by one. You can enable mods in chunks and, once you hit a chunk of mods that triggers your issue, go through that chunk one by one. Much faster and that's typically what I do when trying to figure out what mod is causing a particular issue.
  9. I think the impact of the 4GB VRAM limitatiion is somewhat overstated. I'm currently on Win10 running with around 410 mods (230 plugins) and my crashes, while generally present, are very few and far between. My mod list includes many texture mods, though mostly 2K as I find the performance vs. quality tradeoff of 2K and 4K+ not worth it at 1080p for all but a few select texture types. If you're crashing every 5-10 minutes with crash fixes installed (and UseOSAllocators enabled), then you may want to look at your load order rather than blaming the VRAM limitation. Make sure you have no mod conflicts or incompatibilities, make sure you're using merged and bashed patches, make sure you're not using any known oudated and buggy mods, make sure you utilize LOOT (but don't always follow it blindly, do some of your own research on more complex mods), and finally try downgrading from 4K to 2K textures if you're using a ton of 4K tex replacers. You can use Skyrim Performance Monitor to track VRAM usage, among other things.
  10. Thanks for the response. That's pretty basic though - I always re-generate the FNIS patch (w/ skeleton arm fix and gender specific anims) when modifying anything related to animations.
  11. You sure your character isn't stuck sprinting? I've had that happen once - sadly don't remember what I did to fix it.
  12. Hi there, I'm running into a single annoying problem with an otherwise stable and functional Skyrim install - my left arm draw/sheathe animations will occasionally decide to not play. I recorded a brief video to demonstrate - There are a couple of anomalies towards the very beginning which I probably attribute to script lag, but you can see what I'm actually talking about a bit later throughout the vid. Every now and then, the left arm stops animating and the weapon just pops into position. This seems to happen with any 1H weapon type aside from daggers, which always seem to animate correctly in both hands. Clearly doesn't always happen. Mod list (entries prepended by a '-' are not active) - http://pastebin.com/E9SGmqGt Load order - http://pastebin.com/WDik2AFY I've reinstalled and reordered XPMSE, FNIS, DSR, and my animation packs in every which way I could think of. This still happens sporadically. Any suggestions?
  13. Post-Far Harbor, seems that most (but not all) of my BodySlide meshes which overwrite vanilla meshes (and associated textures, where applicable) are no longer loading. Meshes and textures for custom outfits still load fine, and all of my other esm/esp mods seem to load fine as well. Did something change with the way the game processes loose files which overwrite vanilla assets? I'm using Mod Organizer, but even if I place the loose files directly into my Fallout 4 dir, they still don't load. I've changed nothing in my configs - only installed Far Harbor. Thanks. edit: nvm, fixed by rebuilding all of the meshes. not sure what happened.
  14. I see - that helps, ty.
  15. I'm currently looking at patches for Everybody's DIfferent, Lootification, DSR, and vanilla bashed/tes5edit merged patches. Occasionally I want to remove a mod (completely, not partially) which isn't a master for any of the above, or perhaps only one of the above (which isn't a master for the others). For instance, earlier today I had to remove my Verdant Grass esp for one reason or another - it wasn't a master for anything other than DynDOLOD, which afaik is completely unrelated to any other patches. So I regenerated my LOD's but ended up rebuilding my entire patch structure as well, just in case. Waste of time? I guess ultimately it's not a huge deal to rebuild - those patches don't take long.
  16. Something I've never really been clear on - If I remove a plugin from my load order which isn't listed as a master on a given patch (merge patch, bashed patch, skyproc patchers, etc.), do I still need to rebuild all of those patches? Or do I only need to rebuild a given patch when the removed plugin was a master for that patch? I've been rebuilding everything every time to be safe, but I'm starting to question whether this is necessary. Thanks.
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