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malautomedonte

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Everything posted by malautomedonte

  1. Of course, that was only a recommendation that will help him avoid other annoyances. I also have no idea about what could be causing that. It never happened to me.
  2. First of all you *must* install all the unofficial patches and enginebugfixes, those are the pillars to get most of the (sometimes game breaking) bugs fixed.
  3. Hi again, this time with another issue. I've been having a problem with this mod, which started occurring all of a sudden with no apparent reason. What happens is that the light sources start getting brighter and brighter after a couple of minutes or even seconds, sometimes they get extremely bright at once, other times gradually, until it looks so bright it hurts my eyes. Moving in the cell makes the issue occur faster, while standing still delays it. Reloading the cell makes the problem disappear for a bit but then it appears again. Not all interior cells are affected by it, it mostly happens in some inns, guilds, chapels and my own houses, with an higher rate in Anvil and Chorrol. I tried to completely uninstall the mod and to follow the clean save procedure indicated in the guide provided with no avail, other than also disabling Oblivion Reloaded, OSR and other OBSE plugins. Doing a quick search on the discussion forum related to this mod has shown that only one person had this problem years ago, but nobody could help him (sh*t!). What could this be? A script problem, a wrong load order or something totally different? My load order: Active Mod Files:
  4. Hey, in the end I managed to solve the problem! I re-ran the scripts which restore the chapels through a couple of console commands and everything is finally back to normal. Thank you for the tip though (I also tried what you suggested)!
  5. So, this is what I see in tes4edit when checking the scripts that should restore the chapels. The last line from Oblivion Uncut shows an error. Could it be because of that?
  6. Forgive me, what should I provide? You meant the list with all conflicts? , edit: I am checking all the conflicts but honestly there are so many I really don't know what to do. For instance by clicking on the anvilchapelofdibella I get this: Overrides original entry in 'Oblivion.esm'Overlaps with Unofficial Oblivion Patch.esp, All Natural.esp, Immersive Interiors.esp, Immersive Interiors - Landscape Addon.esp, Sounds of Cyrodiil.esp, Sounds of Cyrodiil - UOP.esp, All Natural - Real Lights.esp, Knights - Unofficial Patch.esp, Oblivifall - Losing My Religion.esp, Oblivifall - Losing My Religion KOTN.esp, Tales of Cyrodiil.esp and Bashed Patch, 0.esp And then there are all the conflicting cells. Basically everything is in red.
  7. I've always been using BOSS, I really don't understand what could have caused this. Anyway I have 900+ pages of conflicts when dumping the report from obmm into a rtf file, but I think most of those are sorted out by building the bash patch.
  8. Hey, thx for answering. These are the mods I am using: Active Mod Files: I did not look for conflicts with obmm, I use wrye bash. How should I do that? edit: ok i installed obmm and I ran the old conflict scan. It found a ton, a reaaaally long list.
  9. Hello everybody, I would like to ask if there's a way to restore the desecrated chapels of Anvil and Bravil after completing KOTN. Somewhere I read that they should get restored as soon as the player finishes the DLC, but in my case they are desecrated forever. Somewhere else instead I read they are going to be in that state for the rest of the game, so I don't know if what's happening to my game is normal. In any case, is there any console command or similar wizardry which allows to make them look good again, of course without breaking the game? I am using Oblivifall Losing my Religion and the desecrated chapels are totally out of place with this mod, npcs behave like the chapel are totally fine. The issue was present also before installing Oblivifall by the way. Thank you! EDIT: after having a look at the scripts which should run after the quest is completed the chapels should automatically revert to their normal state. So my game bugged. :/ I did not find any other discussion related to this problem unfortunately.
  10. Hi. You can fast travel to any location only once you discovered it, that means that you have to walk there first, then it will be possible to open the game world map (the one with the compass logo), click on the location and the game will transport you there automatically after a loading screen. As you start the game you are indeed on an island, the imperial island, all you need to do to reach Weynon Priory and give the amulet to Joffrey is crossing the lake and keep walking in that direction. I don't understand what is causing you troubles honestly. Just open the game world map and follow the directions, there are also road signs telling you where to go. :D
  11. Hi, after I started using enboost again the game does not crash anymore and I can enjoy this excellent terrain noise texture. It really makes a difference, everything in the distance looks much smoother than before and when textures are loaded during a cell transition you almost don't see that abrupt change in quality. Yours was a great recommendation! PS: oblivion reloaded added its own terrain noise which also comes with a normal map, I kept the older normal map which is 512x512 and it looks good anyway, even if the resolution does not match with the 2k texture.
  12. Nice pics! I might try to reduce those values further, I could get some more fps back. Thx for sharing!
  13. After further testing I switched to heap n. 8, it gives me a smoother experience than the n. 2, but, most importantly, one of the settings that was giving me lot of stutter when transitioning from one cell to another was ugriddistantcount, which I had set to 50, following OR's guide on tesreloaded (after about 10 yrs without playing Oblivion I forgot how important that setting was). THAT is what made my game stutter badly, too many low poly meshes were loaded on the distant grids with that value, meshes that I wasn't even able to see because too distant. Now it's set to a more conservative value of 30 (together with ugriddistanttreerange) and stutter lasts 1-2 seconds, even if I am keeping most of the RAEVWD stuff activated... Cells get loaded and unloaded almost instantly. I should have understood that before, since everytime I had the debug text activated on the screen I was seeing that the engine had to load something like 2000 objects in the memory ( O_O ) when switching to one cell to another. Now I can finally play and stop tweaking stuff the whole time!
  14. If it crashes also in interiors and in general in not resource-intensive areas I think your problem isn't about running out of memory, so it is almost certainly a mod causing that. Most of the things you installed are also present in my mod list, which is waaaay longer though. Try to disable oblivion xp for instance and replace it with maskar's ultimate leveling (since they're from the same modder they work perfectly together)... Then, try getting rid of those two companion mods, immersive weapons and alternative start, until you find the culprit. With such a short mod list the game shouldn't crash at all. I mean, it rarely crashes on my setup and I have about 200 mods.
  15. Maybe it's the customized clothing mod for countesses? https://www.nexusmods.com/oblivion/mods/49602
  16. Hey did you also install blockhead and enginebuxfixes? Also, enboost and osr need to be configured properly in order to avoid ctds particularly when working in conjunction... Did you insert the correct amount of memory in enblocal.ini (see here: https://wiki.step-project.com/Guide:ENBlocal_INI/Memory )? How much reserved memory did you give? Try 512 or 768, don't go past 1024. Besides, did you enable the heap management? What is your heap size? Which algo are you using?
  17. So, the heap size of 5176 works only when you are using a fixed-size heap algo, that is the value I was using with heap n. 6. It works well but I cannot go further than that size otherwise the game crashes as it loads the save game. With heap n. 2 the heap size will be adjusted dynamically instead, and maybe it is a good idea to use that when the game is heavily modded. It makes the game a bit more unstable though, as always it depends on the HW one owns. I find it very efficient and together with other settings, it gives you a smooth gaming experience, more than heap n. 6 in my opinion. The other values I have changed are the first three critical sections (see under) and also iDefaultSpin, which I set at 2500. Changing these options improved greatly the stuttering I was experiencing. Keep in mind that some settings might bring to graphical glitches and oddities, in my case they affected grass rendering and shadow rendering. At least that is what I think, but I could also be wrong about it. OverrideList = { CriticalSection = { CallerAddress = 0x701748 comment = Renderer+0x180, recommendation=suppress (mode 5) Mode = 3 ---> Modified } CriticalSection = { ObjectAddress = 0xB32B80 comment = MemoryHeap CS, recommendation=stagger (mode 3) Mode = 3 Spin = 3600 ---> [i modified this too] } CriticalSection = { CallerAddress = 0x70172A comment = Renderer+0x80, recommendation= modes 2(for stability) or 5(for performance) Mode = 3 ---> Modified
  18. Hey thanks! Yes I know that mod and I also read that guide. :smile: I think Arthmoor's distant models look better, in the end I tried the others and uninstalled them, but... Today, after more tweaking, I found some very good settings for OSR that gave me a lot of fps back and reduced stuttering considerably, without removing anything from the mods I have installed: in particular I have changed the heap algo, switching to a dynamic one (n. 2) and I also changed the modes of the first three critical sections from the override list, those that one can find at the bottom of the INI... As always the results may very depending on the hw configuration, and certain settings might also bug the graphics (for instance my grass was disappearing everytime I cast a spell, and reappeared after the spell hit an enemy or a surface, weird stuff :D ): Master = { _comment = You can turn on or off each distinct feature from here. bManageFPS = 1 bHookCriticalSections = 1 bHookHashtables = 1 bReplaceHeap = 1 bReplaceGetTickCount = 1 bLogToConsole = 0 bFastExit = 1 bExtraProfiling = 0 bFlushLog = 1 iSchedulingResolution = 1 bReplaceRandom = 1 bExperimentalStuff = 1 iMainHookPoint = 1 } Experimental = { _comment =bReduceSleep and iThreadsFixedToCPUs can probably reasonably be used at 1. > 1 is a bad idea atm. _comment =other settings here you're probably better off not touching bReduceSleep = 0 iThreadsFixedToCPUs = 1 bSuppressRandomSeeding = 1 bMonitorBSShaderAccumulator = 0 iPrintSceneGraphDepth = 0 bReplaceRandomWrappers = 1 bBenchmarkHeap = 0 bAlternateHeapHooks = 0 iHeapMainBlockAddress = 0 } FPS_Management = { _comment =Absent a good reason otherwise, bInject_iFPSClamp=1, fMaximumFPS= 30 to 85 (or 0), fMinimumFPS= 10 to 20, iFPS_Report_Period = 2000 to 60000, fExtraSleepPercent = 0.0 to 0.2 bInject_iFPSClamp = 1 fMaximumFPS = 59.5 fMinimumFPS = 10 iFPS_Report_Period = 15000 fExtraSleepPercent =0.05 } GetTickCount = { _comment =This section is disabled by default - see Master/bReplaceGetTickCount bForceResolution = 1 bPreserveDC_Bias = 1 bPreserveHighFreqComponents = 0 bForceSync = 0 iSyncLimitMilliseconds = 50 } CriticalSections = { _comment = CS stuff helps Oblivion, Fallout, and New Vegas significantly _comment = much of the benefit comes from the Renderer+0x180 suppression (see overrides below) _comment = modes: 1=vanilla, 2=fair, 3=staggering(hybrid of 1 & 2), 5=suppressed bUseOverrides = 1 iDefaultMode = 2 iDefaultSpin = 2500 iStaggerLevel = 5 bEnableMessages = 1 bEnableProfiling = 0 } Heap = { _comment =This section is disabled by default - see Master/bReplaceHeap _comment =I recommend enabling it however. _comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability _comment = It crashes instantly on Fallout3 last I remember checking _comment = It seems to work on Fallout: New Vegas ? _comment = Algorithms: 1=FastMM4, 2=Microsoft (slow on XP), 3=SimpleHeap1, 4=TBBMalloc, 5=ThreadHeap2, 6=ThreadHeap3, 8=tcmalloc _comment = Algorithms numbers 1, 4, and 8 require external DLL files in the Data/OBSE/Plugins/ComponentDLLs folder _comment = Size is in units of megabytes, and only effects algorithms 3, 5, and 6 (other algorithms dynamically determine their own size) iHeapAlgorithm = 2 bEnableProfiling = 0 iHeapSize = 5176 bEnableMessages = 0 bZeroAllocations = 0 } Hashtables = { bUseOverrides = 1 bEnableMessages = 0 bEnableExtraMessages = 0 bEnableProfiling = 0 } OverrideList = { CriticalSection = { CallerAddress = 0x701748 comment = Renderer+0x180, recommendation=suppress (mode 5) Mode = 3 } CriticalSection = { ObjectAddress = 0xB32B80 comment = MemoryHeap CS, recommendation=stagger (mode 3) Mode = 3 Spin = 3600 } CriticalSection = { CallerAddress = 0x70172A comment = Renderer+0x80, recommendation= modes 2(for stability) or 5(for performance) Mode = 3 } CriticalSection = { ObjectAddress = 0xB3FA00 comment = Unknown4, recommendation=stagger (mode 3) Mode = 3 } CriticalSection = { ObjectAddress = 0xB33800 comment = BaseExtraList, recommendation=stagger (mode 3) Mode = 3 } CriticalSection = { ObjectAddress = 0xB3F600 comment = recommendation=stagger (mode 3) Mode = 3 } CriticalSection = { ObjectAddress = 0xB3FC00 comment = Mode = 2 } CriticalSection = { ObjectAddress = 0xB39C00 comment = Mode = 2 } Hashtable = { comment =caller 0x00418E16 SizeAddress = 0x00418DDB OldSize = 37 NewSize = 149 } Hashtable = { comment =caller 0x0045a8a1 SizeAddress = 0x0045A866 OldSize = 5039 NewSize = 133123 } Hashtable = { comment =caller 0x004A25BC SizeAddress = 0x004A2586 OldSize = 523 NewSize = 2711 } Hashtable = { comment =multipart 1/2 - caller 0x004e614f SizeAddress = 0x004E610F OldSize = 37 NewSize = 47 } Hashtable = { comment =multipart 2/2 - caller 0x004e614f SizeAddress = 0x004E612C OldSize = 37 NewSize = 47 } Hashtable = { comment =caller 0x004E9014 SizeAddress = 0x004E8FD7 OldSize = 37 NewSize = 739 } Hashtable = { comment =caller 0x004f0e20 SizeAddress = 0x004F1B44 OldSize = 37 NewSize = 127 WordBits = 8 } Hashtable = { comment =caller 0x004f1d60 SizeAddress = 0x004F220A OldSize = 7001 NewSize = 7001 } Hashtable = { comment =also caller 0x004f1d60 SizeAddress = 0x004F222E OldSize = 701 NewSize = 901 } Hashtable = { comment =also caller 0x004f1d60 SizeAddress = 0x004F2B70 OldSize = 37 NewSize = 127 WordBits = 8 } Hashtable = { comment =multipart 1/2 - caller 0x004F2ACB SizeAddress = 0x004F2A8B OldSize = 37 NewSize = 713 } Hashtable = { comment =multipart 2/2 - caller 0x004F2ACB SizeAddress = 0x004F2AA8 OldSize = 37 NewSize = 713 } Hashtable = { comment =multipart 1/2 - caller 0x004f2b3e SizeAddress = 0x004F2AEF OldSize = 37 NewSize = 1301 } Hashtable = { comment =multipart 2/2 - caller 0x004f2b3e SizeAddress = 0x004F2B12 OldSize = 37 NewSize = 1301 } Hashtable = { comment =caller 0x0067fbb0 SizeAddress = 0x006C5396 OldSize = 37 NewSize = 83 } Hashtable = { comment =also caller 0x0067fbb0 SizeAddress = 0x0067FD35 OldSize = 191 NewSize = 3019 } Hashtable = { comment =also caller 0x0067fbb0 SizeAddress = 0x0067FE5F OldSize = 191 NewSize = 2021 } Hashtable = { comment =caller 0x006C56B0 SizeAddress = 0x006C5674 OldSize = 37 NewSize = 299 } Hashtable = { comment =caller 0x00714788 SizeAddress = 0x00714752 OldSize = 59 NewSize = 239 } Hashtable = { comment =many callers: 0x00769C3D, 0x00769CAD, 0x00769D03, 0x00769D53, 0x00769DA1 SizeAddress = 0x00769BEB OldSize = 37 NewSize = 297 } Hashtable = { comment =multipart 1/2 - caller 0x009dbf36 SizeAddress = 0x009DBF03 OldSize = 131213 NewSize = 905671 } Hashtable = { comment =multipart 2/2 - caller 0x009dbf36 SizeAddress = 0x00B06140 OldSize = 131213 NewSize = 905671 } Hashtable = { comment =caller 0x009e2726 SizeAddress = 0x009E26F3 OldSize = 37 NewSize = 297 } Hashtable = { comment =caller 0x00a10de6 SizeAddress = 0x00A10DB3 OldSize = 37 NewSize = 297 } }
  19. Oh yeah, by deleting the distantLOD folder created by tes4lodgen, hence without any extra distant object rendered, I am getting 15-20 fps more, and the stuttering is almost completely gone. I think I have to remove some of those goodies, even if I'd like not.
  20. Hey! Yes, those are the biggest offenders when it comes to cell-loading related stuttering, and I have all three of them hehe! I am pretty sure that RAEVWD is causing that, I installed almost every package and unfortunately it is something the old Gamebryo can't manage, let alone every UL mod, the village mods from Arthmoor, those nice 2k-4k textures and so on... My load list is pretty big and I think I have reached the limit. I am having around 30-40 fps @2k but when the engine loads and unloads cells I go down around 20-22 for about 3-5 seconds, before the framerate stabilizes again and distant objects appear on screen one more time. Doing some tweaks through osr and enboost reduced the loading times and they are somehow acceptable, but I think I'll have to give up on some other options to get a better framerate, even if I own a 4.5GHz 6700K. Getting stuttering during a fight for instance is something I'd like to avoid altogether.
  21. Hey Wiepman, thanks for the detailed report, I have tried dxvk some time ago but I had worse performance and more stuttering than before to be honest, probably I did not configure it properly. I am on Win 10. Right now I am still using enboost and osr together with acceptable results, but I had to change some settings. Of course, installing hi res textures and having many distant objects rendered at the same time like in my current setup will always lead to tanked performance, no matter how fast your hw is. That stuttering caused by cell loading is the most annoying thing to fix and it really takes a lot time to find a good balance.
  22. This looks great! Thx for the tip! PS: there is also a normal map in my folder, which is 512x512, should I delete that? edit: it made my game crash lol. maybe 2048x2048 is a lil bit too much for a heavily modded game like mine.
  23. Hi mixxa, I am trying to disable any sound overhaul mod I have and see if the problem goes away. I think something wrong happened during this quest (which, as far as I know, can be very buggy), since I have saved in the middle of the battle and such a thing is not recommended. Other than the sound overhauls I have ul snowdale, but that has nothing to do with ambient sounds... I think at least. I did neither try with a different PC since I do not have one, nor with a diffferent save. I progressed a lot since that moment and I would have to start over too many quests. :\ edit: problem solved! It was either sounds of cyrodill or gosh causing this problem. After uninstalling them both the battle sounds are finally gone! Thanks for addressing me in the right direction. :) Jeez, I forgot how much time and efforts it takes to mod this game O_O
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